Implemented Combos which multiply score. Adjusted pad a bit.
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@@ -150,8 +150,8 @@ public:
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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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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.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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}
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@@ -5,6 +5,7 @@
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/EContact.h"
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@@ -12,17 +13,22 @@
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#include "Rendering/CPointLight.h"
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#include "Game/CBall.h"
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#include "Game/CPowerUp.h"
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#include "Game/CLife.h"
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#include "Game/ELifeLost.h"
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#include "Game/EComboEvent.h"
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#include "Game/EResetBall.h"
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#include "Game/EMultiBall.h"
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#include "Game/EMultiBallLost.h"
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#include "Game/EGameOver.h"
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namespace dd {
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namespace dd
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{
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namespace Systems {
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namespace Systems
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{
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class BallSystem : public System {
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class BallSystem : public System
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{
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public:
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BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) { }
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@@ -49,9 +55,12 @@ public:
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void OnEntityRemoved(EntityID entity) override;
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EntityID CreateBall();
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void CreateLife(int);
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EntityID Ball() { return m_Ball; };
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void SetBall(const EntityID& ball) { m_Ball = ball; }
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float& XMovementMultiplier() { return m_XMovementMultiplier; }
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void SetXMovementMultiplier(const float& xMovementMultiplier) { m_XMovementMultiplier = xMovementMultiplier; }
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float& EdgeX() { return m_EdgeX; }
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void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
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float& EdgeY() { return m_EdgeY; }
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@@ -68,6 +77,7 @@ public:
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void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
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private:
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float m_XMovementMultiplier = 2.f;
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float m_EdgeX = 3.2f;
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float m_EdgeY = 5.2f;
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int m_MultiBalls = 0;
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@@ -90,6 +100,7 @@ private:
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};
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}
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}
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#endif
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@@ -17,6 +17,7 @@ struct Ball : Component
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{
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int Number = 0;
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float Speed = 5.f;
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int Combo = 0;
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};
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}
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+1
-1
@@ -22,7 +22,7 @@ struct Pad : Component
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float SlowdownModifier = 5.f;
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float AccelerationSpeed = 40.f;
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float MaxSpeed = 20.f;
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float MaxSpeed = 5.f;
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};
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}
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@@ -0,0 +1,27 @@
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//
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// Created by Adniklastrator on 2015-09-29.
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//
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#ifndef DAYDREAM_ECOMBOEVENT_H
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#define DAYDREAM_ECOMBOEVENT_H
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#include "Core/Entity.h"
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct ComboEvent : Event
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{
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EntityID Ball;
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int Combo;
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};
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}
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}
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#endif //DAYDREAM_ECOMBOEVENT_H
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@@ -7,6 +7,7 @@
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Rendering/CSprite.h"
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@@ -19,7 +20,7 @@
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#include "Game/ELifeLost.h"
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#include "Game/EResetBall.h"
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#include "Game/EScoreEvent.h"
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#include "Physics/CRectangleShape.h"
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#include "Game/EComboEvent.h"
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#include "Game/EMultiBall.h"
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#include "Game/EMultiBallLost.h"
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#include "Game/EGameOver.h"
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@@ -28,6 +29,7 @@
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/EContact.h"
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#include "Sound/CCollisionSound.h"
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@@ -62,7 +64,6 @@ public:
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void Initialize() override;
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void CreateBasicLevel(int, int, glm::vec2, float);
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void CreateLife(int);
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void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
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void LoadLevel(char[20]);
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void CreateBrick(int, int, glm::vec2, float, int);
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@@ -9,6 +9,7 @@
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#include "Core/System.h"
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#include "Core/Component.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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