Merge branch 'Physics'
Conflicts: include/Core/Engine.h include/Physics/CPhysics.h include/Physics/PhysicsSystem.h src/game/Game/BallSystem.cpp src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
+148
-50
@@ -18,26 +18,42 @@ void dd::Systems::BallSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost);
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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_EPause, &BallSystem::OnPause);
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 50.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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transform->Velocity = glm::vec3(0.0f, 0.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Pad | CollisionLayer::Brick | CollisionLayer::Wall);
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physics->Calculate = true;
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m_World->CommitEntity(ent);
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//OctoBall
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 50.26f, -10.f);
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transform->Scale = glm::vec3(0.2f, 0.2f, 0.2f);
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transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Sid.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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circleShape->Radius = 0.2f;
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
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physics->CollisionType = CollisionType::Type::Dynamic;
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physics->Category = CollisionLayer::Type::Ball;
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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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SetBall(ent);
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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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auto ent2 = CreateBall();
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auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
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transform2->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform2->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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m_World->CommitEntity(ent2);
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}
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for (int i = 0; i < Lives(); i++) {
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CreateLife(i);
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@@ -52,15 +68,41 @@ void dd::Systems::BallSystem::Update(double dt)
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Events::GameOver e;
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EventBroker->Publish(e);
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}
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ResolveContacts();
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}
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void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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//TODO: When the ball collides with 2 bricks on the same frame it is reflected and then reflected again, make it reflect only once like a list or something?
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auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
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if (IsPaused()) {
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if (ballComponent != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (!ballComponent->Paused) {
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ballComponent->Paused = true;
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ballComponent->SavedSpeed = transform->Velocity;
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transform->Velocity = glm::vec3(0, 0, 0);
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}
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}
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return;
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} else {
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if (ballComponent != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (ballComponent->Paused) {
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transform->Velocity = ballComponent->SavedSpeed;
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ballComponent->Paused = false;
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}
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}
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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 ballComponent = m_World->GetComponent<Components::Ball>(entity);
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if (ballComponent != nullptr) {
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if (ReplaceBall() == true) {
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if (ReplaceBall()) {
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SetReplaceBall(false);
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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@@ -78,10 +120,6 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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}
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if (transformBall->Position.y < -EdgeY() - 4) {
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if (MultiBalls() != 0) {
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// m_World->RemoveComponent<Components::Ball>(entity);
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// m_World->RemoveComponent<Components::Transform>(entity);
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// m_World->RemoveComponent<Components::CircleShape>(entity);
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// m_World->RemoveComponent<Components::Physics>(entity);
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m_World->RemoveEntity(entity);
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Events::MultiBallLost e;
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EventBroker->Publish(e);
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@@ -93,7 +131,8 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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EventBroker->Publish(e);
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return;
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}
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} else if (transformBall->Position.x > EdgeX()) {
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} //Removing this made the wall collisions work again
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/*else if (transformBall->Position.x > EdgeX()) {
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if (transformBall->Velocity.x > 0) {
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glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
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transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
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@@ -108,15 +147,13 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
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transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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}
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}*/
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}
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if (Lives() != PastLives()) {
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auto life = m_World->GetComponent<Components::Life>(entity);
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if (life != nullptr) {
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if (life->Number + 1 == PastLives()) {
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m_World->RemoveComponent<Components::Life>(entity);
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m_World->RemoveComponent<Components::Transform>(entity);
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m_World->RemoveEntity(entity);
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SetPastLives(Lives());
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}
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@@ -132,6 +169,20 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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}
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}
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bool dd::Systems::BallSystem::OnPause(const dd::Events::Pause &event)
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{
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if (event.Type != "BallSystem" && 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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void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
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{
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@@ -178,12 +229,36 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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//TODO: Add support for power-up collisions
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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 transform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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auto physics = m_World->GetComponent<Components::Physics>(otherEntitiy);
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auto rectangle = m_World->GetComponent<Components::RectangleShape>(otherEntitiy);
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int hey = 5;
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}
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/*if (otherEntitiy == m_LastCollision) {
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if (brick != nullptr) {
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return false;
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}
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} else {
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m_LastCollision = otherEntitiy;
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}*/
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//if this is a brick thats dead do not collide :)
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auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
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glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
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if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
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Events::HitPad e;
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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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//el.Type = "All";
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// EventBroker->Publish(el);
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auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
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@@ -198,39 +273,61 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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//std::cout << "Combo: " << ballComponent->Combo << std::endl;
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}
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else {
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glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
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ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
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auto it = m_Contacts.find(ballEntity);
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if (it == m_Contacts.end()) {
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std::list<glm::vec2> normalList;
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normalList.push_back(event.Normal);
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m_Contacts[ballEntity] = normalList;
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} else {
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std::list<glm::vec2> normalList = it->second;
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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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//glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
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//ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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return true;
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}
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void dd::Systems::BallSystem::ResolveContacts()
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{
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for (auto c : m_Contacts) {
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int count = 0;
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EntityID entity = c.first;
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std::list<glm::vec2> contactNormals = c.second;
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glm::vec2 finalNormal = glm::vec2(0.f);
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for (auto it = contactNormals.begin(); it != contactNormals.end(); it++) {
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finalNormal = finalNormal + (*it);
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count++;
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}
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finalNormal = glm::normalize(finalNormal);
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if (count > 1) {
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LOG_INFO("MultiCollision %i", count);
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}
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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glm::vec2 velocity = glm::vec2(transform->Velocity.x, transform->Velocity.y);
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glm::vec2 reflectedVelocity = glm::reflect(velocity, finalNormal);
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transform->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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m_Contacts.clear();
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}
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EntityID dd::Systems::BallSystem::CreateBall()
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{
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auto ent = m_World->CloneEntity(Ball());
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m_World->RemoveComponent<Components::Template>(ent);
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/* auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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physics->Calculate = true;
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cball->Speed = 5.f;
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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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//m_World->CommitEntity(ent);
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return ent;
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}
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@@ -297,3 +394,4 @@ bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
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return true;
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}
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@@ -0,0 +1,57 @@
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//
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// Created by Adniklastrator on 2015-09-30.
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//
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#include "PrecompiledHeader.h"
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#include "Game/HitLagSystem.h"
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void dd::Systems::HitLagSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &HitLagSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EHitLag, &HitLagSystem::OnHitLag);
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}
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void dd::Systems::HitLagSystem::Update(double dt)
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{
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if (IsPaused()) {
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if (HitLag()) {
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SetHitLagTimer(HitLagTimer() += dt);
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std::cout << HitLagTimer() << std::endl;
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if (HitLagDuration() < HitLagTimer()) {
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SetHitLagTimer(0);
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SetHitLag(false);
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FlipPause();
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}
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}
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return;
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}
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}
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void dd::Systems::HitLagSystem::FlipPause()
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{
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Events::Pause e;
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e.Type = CurrentType();
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EventBroker->Publish(e);
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}
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bool dd::Systems::HitLagSystem::OnPause(const dd::Events::Pause &event)
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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::HitLagSystem::OnHitLag(const dd::Events::HitLag &event)
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{
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if (HitLag()) {
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FlipPause();
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}
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SetHitLag(true);
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SetCurrentType(event.Type);
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FlipPause();
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SetHitLagDuration(event.Time);
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return true;
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}
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+217
-82
@@ -16,6 +16,30 @@ void dd::Systems::LevelSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &LevelSystem::OnMultiBallLost);
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EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken);
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EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &LevelSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
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m_BrickTemplate = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(m_BrickTemplate);
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auto model = m_World->AddComponent<Components::Model>(m_BrickTemplate);
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std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(m_BrickTemplate);
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std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(m_BrickTemplate);
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cRec->Dimensions = glm::vec2(0.9f, 0.35f);
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(m_BrickTemplate);
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std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(m_BrickTemplate);
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cPhys->CollisionType = CollisionType::Type::Dynamic;
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cPhys->GravityScale = 0.f;
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Mask = CollisionLayer::Type::Ball;
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model->ModelFile = "Models/Brick/TurquoiseBrick.obj";
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transform->Position = glm::vec3(50, 50, -10);
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//sound
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auto collisionSound = m_World->AddComponent<Components::CollisionSound>(m_BrickTemplate);
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collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
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m_World->CommitEntity(m_BrickTemplate);
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return;
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}
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@@ -23,54 +47,74 @@ void dd::Systems::LevelSystem::Initialize()
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void dd::Systems::LevelSystem::Update(double dt)
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{
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if (!m_Initialized) {
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CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
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//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
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GetNextLevel();
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CreateLevel();
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m_Initialized = true;
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}
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}
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void dd::Systems::LevelSystem::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 ball = m_World->GetComponent<Components::Ball>(entity);
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SetNotResettingTheStage(NotResettingTheStage() + 0.01 * dt);
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auto brick = m_World->GetComponent<Components::Brick>(entity);
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if (brick != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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//Removes bricks that falls out of the stage.
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if (transform->Position.y < -10) {
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m_LooseBricks--;
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std::cout << m_LooseBricks << std::endl;
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m_World->RemoveEntity(entity);
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}
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}
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if (NumberOfBricks() <= 0 && Restarting() == false) {
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auto ball = m_World->GetComponent<Components::Ball>(entity);
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if (NumberOfBricks() <= 0 && m_LooseBricks <= 0 && !Restarting()) {
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if (MultiBalls() <= 0 && PowerUps() <= 0) {
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if (NotResettingTheStage() > 5) {
|
||||
SetRestarting(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
SetNotResettingTheStage(0);
|
||||
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
}
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
} else {
|
||||
if (ball != nullptr && MultiBalls() > 0) {
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
m_World->RemoveComponent<Components::Ball>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
} else {
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
||||
if (powerUp != nullptr) {
|
||||
SetPowerUps(PowerUps() - 1);
|
||||
m_World->RemoveComponent<Components::PowerUp>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
} else {
|
||||
if (brick != nullptr) {
|
||||
m_LooseBricks--;
|
||||
std::cout << m_LooseBricks << std::endl;
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (event.Type != "LevelSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
|
||||
{
|
||||
SetNumberOfBricks(rows * lines);
|
||||
@@ -79,7 +123,7 @@ void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 s
|
||||
for (int i = 0; i < rows; i++) {
|
||||
num--;
|
||||
for (int j = 0; j < Lines(); j++) {
|
||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num, 1);
|
||||
}
|
||||
if (num == 1)
|
||||
num = Lines();
|
||||
@@ -90,60 +134,55 @@ void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 s
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num)
|
||||
void dd::Systems::LevelSystem::CreateLevel()
|
||||
{
|
||||
auto brick = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
|
||||
auto model = m_World->AddComponent<Components::Model>(brick);
|
||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
|
||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
|
||||
cPhys->Static = false;
|
||||
cPhys->GravityScale = 0.f;
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
std::cout << "Loading level: " << m_CurrentLevel << std::endl;
|
||||
SetNumberOfBricks(Rows() * Lines());
|
||||
int num = Lines();
|
||||
int getter = 0;
|
||||
|
||||
/*std::string fileName = "Textures/Bricks/";
|
||||
fileName.append(std::to_string(num));
|
||||
fileName.append(".png");*/
|
||||
//sprite->SpriteFile = fileName;
|
||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
|
||||
for (int i = 0; i < Rows(); i++) {
|
||||
num--;
|
||||
for (int j = 0; j < Lines(); j++) {
|
||||
CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), num, m_Bricks[getter]);
|
||||
getter++;
|
||||
}
|
||||
if (num == 1)
|
||||
num = Lines();
|
||||
}
|
||||
m_LooseBricks = NumberOfBricks();
|
||||
SetRestarting(false);
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num, int typeInt)
|
||||
{
|
||||
if (typeInt == 0) {
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
return;
|
||||
}
|
||||
auto brick = m_World->CloneEntity(m_BrickTemplate);
|
||||
m_World->RemoveComponent<Components::Template>(brick);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(brick);
|
||||
auto cBrick = m_World->GetComponent<Components::Brick>(brick);
|
||||
auto cPhys = m_World->GetComponent<Components::Physics>(brick);
|
||||
|
||||
if (typeInt == 2) {
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
auto model = m_World->GetComponent<Components::Model>(brick);
|
||||
model->ModelFile = "Models/Brick/IceBrick.obj";
|
||||
}
|
||||
float x = line * spacesBetweenBricks.x;
|
||||
float y = row * spacesBetweenBricks.y;
|
||||
transform->Scale = glm::vec3(0.8, 0.2, 0.2);
|
||||
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
|
||||
cBrick->Score = 10 * num;
|
||||
|
||||
//sound
|
||||
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(brick);
|
||||
collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
|
||||
|
||||
m_World->CommitEntity(brick);
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::ProcessCollision()
|
||||
{
|
||||
// Like, go into brick component and check what it does upon collision. Maybe not done here?
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
/*auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||
if (brick != nullptr) {
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
EventBroker->Publish(es);
|
||||
if (numberOfBricks < 1) {
|
||||
EndLevel();
|
||||
}
|
||||
}
|
||||
return;*/
|
||||
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
@@ -186,7 +225,9 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
if (ball != nullptr && Restarting() == false) {
|
||||
if (!Restarting() && !brick->Removed) {
|
||||
brick->Removed = true;
|
||||
// Hit brick with ball code.
|
||||
ball->Combo += 1;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ball->Combo;
|
||||
@@ -195,12 +236,6 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Transform>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Physics>(entityBrick);
|
||||
// m_World->RemoveEntity(entityBrick);
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
||||
physicsComponent->GravityScale = 1.f;
|
||||
physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
|
||||
@@ -221,17 +256,14 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
|
||||
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
if (NumberOfBricks() <= 0) {
|
||||
//SetMultiBalls(MultiBalls() + 1);
|
||||
}
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score * ball->Combo;
|
||||
EventBroker->Publish(es);
|
||||
|
||||
std::cout << "Combo: " << ball->Combo << std::endl;
|
||||
//std::cout << "Combo: " << ball->Combo << std::endl;
|
||||
//std::cout << NumberOfBricks() << std::endl;
|
||||
//std::cout << "Brick Score: " << brick->Score << std::endl;
|
||||
std::cout << "Score: " << Score() << std::endl;
|
||||
//std::cout << "Score: " << Score() << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -247,14 +279,12 @@ bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()+2);
|
||||
std::cout << MultiBalls() << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
std::cout << MultiBalls() << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -266,13 +296,12 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
|
||||
auto model = m_World->AddComponent<Components::Model>(powerUp);
|
||||
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
|
||||
cPhys->Static = false;
|
||||
cPhys->CollisionType = CollisionType::Type::Dynamic;
|
||||
cPhys->Category = CollisionLayer::Type::PowerUp;
|
||||
cPhys->Mask = CollisionLayer::Type::Pad;
|
||||
|
||||
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
|
||||
|
||||
|
||||
transform->Position = event.Position;
|
||||
transform->Scale = glm::vec3(0.2, 0.2, 0.2);
|
||||
transform->Velocity = glm::vec3(0, -4, 0);
|
||||
@@ -292,13 +321,119 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
|
||||
|
||||
bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
if (!m_Cleared) {
|
||||
m_Cleared = true;
|
||||
SetRestarting(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
m_CurrentLevel++;
|
||||
if (m_CurrentLevel < 6) {
|
||||
GetNextLevel();
|
||||
CreateLevel();
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::EndLevel()
|
||||
void dd::Systems::LevelSystem::GetNextLevel()
|
||||
{
|
||||
Events::StageCleared e;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
std::array<int, 42> level;
|
||||
if (m_CurrentCluster == 1) {
|
||||
if (m_CurrentLevel == 1) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 2) {
|
||||
level =
|
||||
{1, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 3) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 1,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 4) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 0, 0, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 5) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 1};
|
||||
}
|
||||
} else if (m_CurrentCluster == 2) {
|
||||
if (m_CurrentLevel == 1) {
|
||||
level =
|
||||
{1, 1, 0, 1, 0, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 2, 1, 2, 1, 2, 1,
|
||||
1, 1, 0, 1, 0, 1, 1,
|
||||
1, 0, 0, 1, 0, 0, 1};
|
||||
} else if (m_CurrentLevel == 2) {
|
||||
level =
|
||||
{1, 0, 0, 0, 0, 0, 1,
|
||||
0, 1, 0, 0, 0, 1, 0,
|
||||
0, 0, 2, 2, 2, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 3) {
|
||||
level =
|
||||
{2, 0, 0, 0, 0, 0, 2,
|
||||
0, 1, 0, 0, 0, 1, 0,
|
||||
1, 2, 1, 1, 1, 2, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
1, 0, 1, 1, 1, 0, 1};
|
||||
} else if (m_CurrentLevel == 4) {
|
||||
level =
|
||||
{1, 2, 1, 1, 1, 2, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
1, 2, 1, 1, 1, 2, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
|
||||
0, 1, 1, 0, 1, 1, 0};
|
||||
} else if (m_CurrentLevel == 5) {
|
||||
level =
|
||||
{1, 0, 1, 0, 1, 0, 1,
|
||||
0, 1, 0, 1, 0, 1, 0,
|
||||
2, 0, 1, 0, 1, 0, 2,
|
||||
0, 1, 0, 2, 0, 1, 0,
|
||||
1, 0, 1, 0, 1, 0, 1,
|
||||
0, 1, 0, 1, 0, 1, 0};
|
||||
}
|
||||
} else if (m_CurrentCluster == 3) {
|
||||
|
||||
}
|
||||
|
||||
std::copy(std::begin(level), std::end(level), std::begin(m_Bricks));
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnHitPad(const dd::Events::HitPad &event)
|
||||
{
|
||||
m_Cleared = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -27,16 +27,17 @@ void dd::Systems::PadSystem::Initialize()
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &PadSystem::OnPause);
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto rectangleShape = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
rectangleShape->Dimensions = glm::vec2(1.f, 0.5f);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::PowerUp);
|
||||
physics->Calculate = true;
|
||||
@@ -58,6 +59,9 @@ void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID p
|
||||
|
||||
void dd::Systems::PadSystem::Update(double dt)
|
||||
{
|
||||
if (IsPaused()) {
|
||||
return;
|
||||
}
|
||||
if (Entity() == 0) {
|
||||
for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
|
||||
if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
|
||||
@@ -105,6 +109,20 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
return;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (event.Type != "PadSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
@@ -127,6 +145,15 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
Events::MultiBall e;
|
||||
e.padTransform = Transform();
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_P) {
|
||||
Events::Pause e;
|
||||
e.Type = "All";
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_H) {
|
||||
Events::HitLag e;
|
||||
e.Time = 0.2;
|
||||
e.Type = "All";
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_D) {
|
||||
return false;
|
||||
}
|
||||
@@ -226,9 +253,6 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
return false;
|
||||
}
|
||||
|
||||
// m_World->RemoveComponent<Components::PowerUp>(entityPower);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entityPower);
|
||||
// m_World->RemoveComponent<Components::Physics>(entityPower);
|
||||
m_World->RemoveEntity(entityPower);
|
||||
Events::PowerUpTaken ep;
|
||||
ep.Name = "Something";
|
||||
|
||||
Reference in New Issue
Block a user