Merge remote-tracking branch 'origin/master' into Physics
Conflicts: src/game/Game/LevelSystem.cpp
This commit is contained in:
@@ -19,6 +19,7 @@ void dd::Systems::BallSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &BallSystem::OnResetBall);
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EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &BallSystem::OnMultiBall);
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EVENT_SUBSCRIBE_MEMBER(m_EStickyPad, &BallSystem::OnStickyPad);
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EVENT_SUBSCRIBE_MEMBER(m_EInkBlaster, &BallSystem::OnInkBlaster);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &BallSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton);
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@@ -44,9 +45,6 @@ void dd::Systems::BallSystem::Initialize()
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physics->Calculate = true;
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transform->Sticky = true;
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//auto plight = m_World->AddComponent<Components::PointLight>(ent);
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//plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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SetBall(ent);
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@@ -114,7 +112,7 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if (m_Waiting == false) {
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ballComponent->Waiting = false;
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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transform->Velocity = glm::normalize(glm::vec3(-0.5f, 1, 0.f)) * ballComponent->Speed;
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transform->Velocity = glm::normalize(glm::vec3(0.5f, 1, 0.f)) * ballComponent->Speed;
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if (ballComponent->Sticky) {
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transform->Velocity = ballComponent->SavedSpeed;
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m_StickyCounter--;
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@@ -260,6 +258,8 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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Events::HitPad e;
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e.Ball = ballEntity;
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e.Pad = otherEntitiy;
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EventBroker->Publish(e);
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// Events::HitLag el;
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// el.Time = 0.1f;
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@@ -272,12 +272,17 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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ballComponent->Combo = 0;
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if (m_Sticky) {
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if (m_InkBlaster) {
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m_InkBlaster = false;
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ballComponent->Sticky = true;
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ballComponent->StickyPlacement = glm::vec3(0, 0.5f, 0);
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ballTransform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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} else if (m_Sticky) {
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m_Sticky = false;
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m_Waiting = true;
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ballComponent->Sticky = true;
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ballComponent->Waiting = true;
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ballComponent->StickyPlacement = padTransform->Position - ballTransform->Position;
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ballComponent->StickyPlacement = ballTransform->Position - padTransform->Position;
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ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
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ballTransform->Velocity *= -1;
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return true;
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@@ -304,13 +309,6 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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normalList.push_back(event.Normal);
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m_Contacts[ballEntity] = normalList;
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}
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auto brick = m_World->GetComponent<Components::Brick>(otherEntitiy);
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if (brick != nullptr) {
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auto physicsComponent = m_World->GetComponent<Components::Physics>(otherEntitiy);
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physicsComponent->CollisionType = CollisionType::Type::Dynamic;
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}
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}
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return true;
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@@ -427,6 +425,12 @@ bool dd::Systems::BallSystem::OnStickyPad(const dd::Events::StickyPad &event)
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return true;
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}
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bool dd::Systems::BallSystem::OnInkBlaster(const dd::Events::InkBlaster &event)
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{
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m_InkBlaster = true;
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return true;
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}
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bool dd::Systems::BallSystem::OnActionButton(const dd::Events::ActionButton &event)
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{
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m_Waiting = false;
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@@ -30,7 +30,7 @@ void dd::Systems::LevelSystem::Initialize()
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cPhys->CollisionType = CollisionType::Type::Static;
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cPhys->GravityScale = 0.f;
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Mask = static_cast<CollisionLayer::Type> (CollisionLayer::Type::Ball | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
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cPhys->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Ball | CollisionLayer::Type::Projectile | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
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transform->Sticky = false;
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model->ModelFile = "Models/Brick/WhiteBrick.obj";
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@@ -90,6 +90,9 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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} else if (brick->Type == StickyBrick) {
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Events::StickyPad e;
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EventBroker->Publish(e);
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} else if (brick->Type == InkBlasterBrick) {
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Events::InkBlaster e;
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EventBroker->Publish(e);
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}
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m_LooseBricks--;
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m_World->RemoveEntity(entity);
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@@ -203,6 +206,10 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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cBrick->Type = StickyBrick;
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auto model = m_World->GetComponent<Components::Model>(brick);
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model->ModelFile = "Models/Brick/StickyBrick.obj";
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} else if (typeInt == InkBlasterBrick) {
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cBrick->Type = InkBlasterBrick;
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auto model = m_World->GetComponent<Components::Model>(brick);
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model->Color = glm::vec4(0.1f, 0.1f, 0.1f, .0f);
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}
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float x = line * spacesBetweenBricks.x;
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float y = row * spacesBetweenBricks.y;
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@@ -218,8 +225,10 @@ void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
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bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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{
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LOG_DEBUG("Collision happened!");
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EntityID entityBrick;
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EntityID entityBall;
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EntityID entityShot = 0;
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auto ball = m_World->GetComponent<Components::Ball>(event.Entity2);
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auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
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if (brick != nullptr) {
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@@ -239,7 +248,19 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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if (ball != nullptr) {
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entityBall = event.Entity1;
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} else {
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return false;
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auto shot = m_World->GetComponent<Components::Projectile>(event.Entity1);
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if (shot != nullptr) {
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LOG_DEBUG("Entity1 is a shot!");
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entityShot = event.Entity1;
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} else {
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shot = m_World->GetComponent<Components::Projectile>(event.Entity2);
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if (shot != nullptr) {
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LOG_DEBUG("Entity2 is a shot!");
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entityShot = event.Entity2;
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} else {
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return false;
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}
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}
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}
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}
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@@ -248,13 +269,37 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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return false;
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}
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/*auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
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if (power != nullptr && NumberOfBricks() > 1) {
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Events::CreatePowerUp e;
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auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
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e.Position = transform->Position;
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EventBroker->Publish(e);
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}*/
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if (entityShot != 0) {
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// For when a brick gets shot.
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brick->Removed = true;
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->CollisionType = CollisionType::Type::Dynamic;
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
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auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
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auto transformComponentShot = m_World->GetComponent<Components::Transform>(entityShot);
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Events::SetImpulse e;
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e.Entity = entityBrick;
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glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentShot->Position.x - transformComponentBrick->Position.x) / 4),
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transformComponentBrick->Position.y + ((transformComponentShot->Position.y - transformComponentBrick->Position.y) / 4));
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e.Impulse = glm::normalize(point)*5.f;
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e.Point = point;
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EventBroker->Publish(e);
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SetNumberOfBricks(NumberOfBricks() - 1);
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Events::ScoreEvent es;
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es.Score = brick->Score;
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EventBroker->Publish(es);
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m_World->RemoveEntity(entityShot);
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return true;
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}
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if (!Restarting() && !brick->Removed) {
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brick->Removed = true;
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@@ -268,6 +313,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->CollisionType = CollisionType::Type::Dynamic;
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
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@@ -381,6 +427,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
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// 2 is multiball brick.
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// 3 is lifebuoy brick.
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// 4 is sticky brick.
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// 5 is ink blaster brick.
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if (m_CurrentCluster == 0) {
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if (m_CurrentLevel == 1) {
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level =
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@@ -431,7 +478,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
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1, 1, 1, 1, 1, 1, 1,
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1, 2, 1, 2, 1, 2, 1,
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1, 1, 0, 1, 0, 1, 1,
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4, 0, 0, 3, 0, 0, 1};
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4, 0, 0, 3, 0, 0, 5};
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} else if (m_CurrentLevel == 2) {
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level =
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{1, 0, 0, 0, 0, 0, 1,
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@@ -50,7 +50,6 @@ void dd::Systems::LifebuoySystem::Update(double dt)
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if (transformComponent->Position.y < m_DownEdge) {
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m_World->RemoveEntity(it->Entity);
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m_LifeBuoys.erase(it++);
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LOG_INFO("Removed buoy");
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}
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else {
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@@ -65,7 +64,6 @@ void dd::Systems::LifebuoySystem::Update(double dt)
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auto modelComponent = m_World->GetComponent<Components::Model>(it->Entity);
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modelComponent->Color = glm::vec4(0.5f, 0.5f, 0.5f, 0.f);
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LOG_INFO("Buoy is sinking");
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}
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++it;
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}
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@@ -63,8 +63,7 @@ void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID p
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if (ball->Sticky) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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transform->Position = Transform()->Position;
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transform->Position -= ball->StickyPlacement;
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transform->Orientation = glm::quat();
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transform->Position += ball->StickyPlacement;
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}
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}
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}
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@@ -170,6 +169,7 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) {
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EventBroker->Publish(e);
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} else if (val == GLFW_KEY_SPACE) {
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Events::ActionButton e;
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e.Position = Transform()->Position;
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EventBroker->Publish(e);
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} else if (val == GLFW_KEY_D) {
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return false;
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@@ -0,0 +1,124 @@
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//
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// Created by Adniklastrator on 2015-10-08.
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//
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#include "PrecompiledHeader.h"
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#include "Game/ProjectileSystem.h"
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void dd::Systems::ProjectileSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EContact, &ProjectileSystem::OnContact);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &ProjectileSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EInkBlaster, &ProjectileSystem::OnInkBlaster);
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EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &ProjectileSystem::OnHitPad);
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EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &ProjectileSystem::OnActionButton);
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//Ink Blast
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Projectile");
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std::shared_ptr<Components::Transform> ctransform = m_World->AddComponent<Components::Transform>(ent);
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auto circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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auto inkBlastTemplate = m_World->AddComponent<Components::Template>(ent);
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circleShape->Radius = 0.1f;
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->CollisionType = CollisionType::Type::Dynamic;
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physics->Category = CollisionLayer::Type::Projectile;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall);
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physics->Calculate = true;
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ctransform->Sticky = true;
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ctransform->Position = glm::vec3(0.f, 0.f, -10.f);
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ctransform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Test/Ball/Sid.obj";
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auto projectile = m_World->AddComponent<Components::Projectile>(ent);
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m_World->CommitEntity(ent);
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m_InkBlastTemplate = ent;
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}
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return;
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}
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void dd::Systems::ProjectileSystem::Update(double dt)
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{
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}
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void dd::Systems::ProjectileSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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if (IsPaused()) {
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return;
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}
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auto templateCheck = m_World->GetComponent<Components::Template>(entity);
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if (templateCheck != nullptr){ return; }
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auto shot = m_World->GetComponent<Components::Projectile>(entity);
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if (shot != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (transform->Position.y > 8) {
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m_World->RemoveEntity(entity);
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}
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}
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}
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bool dd::Systems::ProjectileSystem::OnPause(const dd::Events::Pause &event)
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{
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if (event.Type != "ProjectileSystem" && event.Type != "All") {
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return false;
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}
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if (IsPaused()) {
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SetPause(false);
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} else {
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SetPause(true);
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}
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return true;
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}
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bool dd::Systems::ProjectileSystem::OnContact(const dd::Events::Contact &event)
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{
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return true;
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}
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bool dd::Systems::ProjectileSystem::OnInkBlaster(const dd::Events::InkBlaster &event)
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{
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m_InkBlaster = true;
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m_Shots = 5;
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return true;
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}
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bool dd::Systems::ProjectileSystem::OnHitPad(const dd::Events::HitPad &event)
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{
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if (m_InkBlaster) {
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m_SquidLoaded = true;
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m_AttachedSquid = event.Ball;
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}
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return true;
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}
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bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButton &event)
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{
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if (m_InkBlaster && m_SquidLoaded) {
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auto ent = m_World->CloneEntity(m_InkBlastTemplate);
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m_World->RemoveComponent<Components::Template>(ent);
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auto transform = m_World->GetComponent<Components::Transform>(ent);
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transform->Position = event.Position;
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transform->Velocity = glm::vec3(0, 5, 0);
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m_Shots--;
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if (m_Shots <= 0) {
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auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid);
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m_InkBlaster = false;
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m_SquidLoaded = false;
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ball->InkBlaster = false;
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ball->Sticky = false;
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}
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}
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return true;
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}
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