Breakout Standard Screen
Meaning bricks, ball, pad, walls bounces, things. May or may not work as intended.
This commit is contained in:
@@ -39,6 +39,7 @@
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#include "Game/PadSystem.h"
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#include "Game/CBall.h"
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#include "Game/CBrick.h"
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#include "Game/CPad.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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@@ -78,6 +79,7 @@ public:
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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@@ -110,7 +112,7 @@ public:
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(0.f, -1.f);
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e.Impulse = glm::vec2(0.f, -7.f);
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e.Point = glm::vec2(0.5f, 0.f);
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m_EventBroker->Publish(e);
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}
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@@ -118,8 +120,8 @@ public:
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(-9.f, 5.f, -9.f);
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transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
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transform->Position = glm::vec3(0.f, 5.f, -10.f);
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transform->Scale = glm::vec3(15.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -134,7 +136,7 @@ public:
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(leftWall);
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transform->Position = glm::vec3(-7.f, 1.f, -9.f);
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transform->Position = glm::vec3(-9.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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@@ -150,7 +152,7 @@ public:
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{
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auto rightWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(rightWall);
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transform->Position = glm::vec3(7.f, 1.f, -9.f);
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transform->Position = glm::vec3(9.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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@@ -192,6 +194,7 @@ public:
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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auto csprite = m_World->AddComponent<Components::Sprite>(ent);
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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csprite->SpriteFile = "Textures/Pad.png";
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m_World->CommitEntity(ent);
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}
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@@ -1,9 +1,9 @@
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//
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// Created by Administrator on 2015-09-10.
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// Created by Adniklastrator on 2015-09-10.
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//
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#ifndef DAYDREAM_CPAD_H
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#define DAYDREAM_CPAD_H
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#ifndef DAYDREAM_CBALL_H
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#define DAYDREAM_CBALL_H
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#include "Core/Component.h"
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@@ -22,4 +22,4 @@ struct Ball : Component
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}
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#endif //DAYDREAM_CPAD_H
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#endif //DAYDREAM_CBALL_H
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+1
-3
@@ -1,5 +1,5 @@
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//
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// Created by Administrator on 2015-09-10.
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// Created by Adniklastrator on 2015-09-10.
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//
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#ifndef DAYDREAM_CPAD_H
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@@ -17,8 +17,6 @@ namespace Components
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struct Pad : Component
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{
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//std::shared_ptr<dd::EventBroker> eventBroker;
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//EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, CPad::OnKeyDown);
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int Lives;
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int Points;
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};
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@@ -11,13 +11,15 @@
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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#include "Input/EBindKey.h"
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//#include "Core/EContact.h"
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#include "Physics/EContact.h"
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#include "Core/CTransform.h"
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#include "Physics/CBoxShape.h"
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#include "Physics/CPhysics.h"
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#include "Rendering/CSprite.h"
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#include "Game/CBall.h"
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#include "Core/Component.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CCircleShape.h"
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namespace dd
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@@ -39,13 +41,13 @@ public:
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private:
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dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
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dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
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//dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
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dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
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bool OnKeyDown(const dd::Events::KeyDown &event);
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bool OnKeyUp(const dd::Events::KeyUp &event);
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bool OnContact(/*const dd::Events::Contact &event*/);
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bool OnContact(const dd::Events::Contact &event);
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@@ -78,8 +78,6 @@ private:
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e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
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e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
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std::cout << e.Entity1 << " " << e.Entity2 << std::endl;
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m_PhysicsSystem->EventBroker->Publish(e);
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}
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void EndContact(b2Contact* contact)
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@@ -6,6 +6,7 @@
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#include "Game/PadSystem.h"
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#include "Core/World.h"
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#include <iostream>
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#include <Game/CPad.h>
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void dd::Systems::PadSystem::Initialize()
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@@ -22,6 +23,7 @@ void dd::Systems::PadSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, PadSystem::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, PadSystem::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EContact, PadSystem::OnContact);
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return;
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}
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@@ -114,9 +116,50 @@ bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
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return true;
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}
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bool dd::Systems::PadSystem::OnContact(/*const dd::Events::Contact &event,*/)
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bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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{
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EntityID entityBall = event.Entity2;
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auto ball = m_World->GetComponent<Components::Ball>(entityBall);
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if (ball == NULL)
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{
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return false;
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}
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EntityID entityPad = event.Entity1;
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auto pad = m_World->GetComponent<Components::Pad>(entityPad);
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if (pad == NULL)
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{
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return false;
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}
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auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
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auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
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float movementMultiplier = 2.f;
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float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
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std::cout << movementX << " " << movementY << std::endl;
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//Temporary solution. Add a new ball and delete the old one.
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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(transformBall->Position.x, transformBall->Position.y + 0.1f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Ball.png";
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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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m_World->RemoveEntity(entityBall);
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m_World->CommitEntity(ent);
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(movementX, movementY);
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e.Point = glm::vec2(event.ContactPoint);
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EventBroker->Publish(e);
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}
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bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
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@@ -16,8 +16,8 @@ void dd::Systems::PhysicsSystem::Initialize()
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m_PhysicsWorld = new b2World(m_Gravity);
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m_TimeStep = 1.f/60.f;
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m_VelocityIterations = 6;
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m_PositionIterations = 2;
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m_VelocityIterations = 8;
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m_PositionIterations = 6;
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m_PhysicsWorld->SetContactListener(m_ContactListener);
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@@ -147,7 +147,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
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if (boxComponent) {
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b2PolygonShape* bShape = new b2PolygonShape();
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bShape->SetAsBox(absoluteTransform.Scale.x/4, absoluteTransform.Scale.y/4); //TODO: THIS SUCKS DUDE 4?!?!?!?
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bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2); //TODO: THIS SUCKS DUDE 4?!?!?!?
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pShape = bShape;
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} else {
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auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
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@@ -159,7 +159,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
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LOG_WARNING("Circles has to be of uniform scale.");
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}
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pShape->m_radius = absoluteTransform.Scale.x/4; //TODO: THIS ALSO SUCKS 4 WTH
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pShape->m_radius = absoluteTransform.Scale.x/2; //TODO: THIS ALSO SUCKS 4 WTH
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}
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}
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@@ -172,7 +172,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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b2FixtureDef fixtureDef;
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fixtureDef.shape = pShape;
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fixtureDef.density = 1.f;
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fixtureDef.restitution = 0.0f;
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fixtureDef.restitution = 1.0f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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