Implemented a Kraken State Machine that can grab the player, and the Generating Bricks option.
This commit is contained in:
Binary file not shown.
@@ -19,6 +19,7 @@ struct Brick : Component
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//0 = empty, 1 = normal, 2 = multi-brick, 3 = lifebuoy, 4 = sticky, 5 = blaster, 6 = kraken
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int Type = 0;
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bool Removed = false;
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int Number = 0; // For the Kraken to keep track of which bricks needs replacing.
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//What number of types each is.
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const int EmptyBrickSpace = 0;
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@@ -16,7 +16,14 @@ namespace Components
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struct Kraken : Component {
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int Health = 10;
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int CurrentAction = 1;
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const int Idle = 1;
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const int Grabbing = 2;
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const int Taunting = 3;
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const int Moving = 4;
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const int BrickGenerating = 5;
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// Idle. Generating bricks. Taunting. No idea.
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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 2015-10-16.
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//
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#ifndef DAYDREAM_EBRICKGENERATING_H
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#define DAYDREAM_EBRICKGENERATING_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 BrickGenerating : Event
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{
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glm::vec3 Origin;
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int TargetLine;
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int Set;
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};
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}
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}
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#endif //DAYDREAM_EBRICKGENERATING_H
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@@ -5,6 +5,7 @@
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#ifndef DAYDREAM_KRAKENSYSTEM_H
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#define DAYDREAM_KRAKENSYSTEM_H
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#include <random>
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#include "Core/System.h"
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#include "Core/CTransform.h"
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@@ -15,9 +16,11 @@
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#include "Physics/CRectangleShape.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CPhysics.h"
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#include "Physics/EContact.h"
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#include "Game/EPause.h"
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#include "Game/EKrakenAppear.h"
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#include "Game/EKrakenAttack.h"
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#include "Game/EBrickGenerating.h"
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#include "Game/CTravels.h"
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#include "Game/CKraken.h"
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#include "Sound/CCollisionSound.h"
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@@ -40,20 +43,37 @@ public:
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void Initialize() override;
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void InitializeObjects();
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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private:
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std::mt19937 m_RandomGenerator;
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bool m_Pause = false;
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bool m_KrakenBattle = false;
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bool m_ReturnToIdle = false;
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EntityID m_KrakenTemplate;
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std::string m_Action = "Idle";
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float m_KrakenTimer = 0;
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float m_KrakenSecondsToAction = 1;
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const int Idle = 1;
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std::array<int, 14> m_Bricks;
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std::array<int, 14> m_Colors;
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dd::EventRelay<KrakenSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<KrakenSystem, dd::Events::Contact> m_EContact;
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dd::EventRelay<KrakenSystem, dd::Events::KrakenAppear> m_EKrakenAppear;
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dd::EventRelay<KrakenSystem, dd::Events::KrakenAttack> m_EKrakenAttack;
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dd::EventRelay<KrakenSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
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bool OnPause(const dd::Events::Pause &event);
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bool OnContact(const dd::Events::Contact &event);
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bool OnKrakenAppear(const dd::Events::KrakenAppear &event);
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bool OnKrakenAttack(const dd::Events::KrakenAttack &event);
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bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
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void GetBrickSet();
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};
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}
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@@ -50,6 +50,7 @@
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#include "Game/EPowerUpTaken.h"
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#include "Game/EKrakenAppear.h"
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#include "Game/EBrickGenerating.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.h"
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@@ -91,7 +92,7 @@ public:
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void CreateBasicLevel(int, int, glm::vec2, float);
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void CreateLevel(int);
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void CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4);
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EntityID CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4);
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void BrickHit(EntityID, EntityID, int);
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void OnEntityRemoved(EntityID entity);
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@@ -135,7 +136,7 @@ private:
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bool m_Initialized = false;
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bool m_Pause = false;
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int m_LooseBricks = 0;
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int m_CurrentCluster = 0;
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int m_CurrentCluster = 1;
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int m_CurrentLevel = 1;
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int m_MultiBalls = 0;
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int m_PowerUps = 0;
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@@ -162,6 +163,9 @@ private:
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std::array<int, 42> m_Bricks;
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std::array<glm::vec4, 42> m_Colors;
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std::array<int, 14> m_BrickSet;
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std::array<glm::vec4, 14> m_ColorSet;
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dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
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dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
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dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
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@@ -171,6 +175,7 @@ private:
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dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
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dd::EventRelay<LevelSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad;
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dd::EventRelay<LevelSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
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bool OnContact(const dd::Events::Contact &event);
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bool OnScoreEvent(const dd::Events::ScoreEvent &event);
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@@ -181,6 +186,8 @@ private:
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bool OnStageCleared(const dd::Events::StageCleared &event);
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bool OnPause(const dd::Events::Pause &event);
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bool OnHitPad(const dd::Events::HitPad &event);
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bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
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void GetBrickSet(int Set);
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void GetNextLevel();
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void SetBrokenModel(EntityID entity);
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@@ -49,6 +49,8 @@
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#include "Game/EScreenShake.h"
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#include "Game/EActionButton.h"
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#include "Game/EBrickGenerating.h"
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namespace dd
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{
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@@ -5,6 +5,7 @@
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#ifndef DAYDREAM_SCREENSHAKESYSTEM_H
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#define DAYDREAM_SCREENSHAKESYSTEM_H
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#include <random>
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#include "Core/System.h"
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#include "Core/CTransform.h"
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@@ -38,6 +39,8 @@ public:
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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private:
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std::mt19937 m_RandomGenerator;
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bool m_Pause;
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bool m_ScreenShake;
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int m_ShakeIntensity;
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@@ -31,7 +31,7 @@ void dd::Systems::BallSystem::Initialize()
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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, 0.26f, -10.f);
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transform->Position = glm::vec3(-20.f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.3f, 0.3f, 0.3f);
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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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@@ -7,15 +7,20 @@
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void dd::Systems::KrakenSystem::Initialize()
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{
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std::random_device rd;
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m_RandomGenerator = std::mt19937(rd());
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &KrakenSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EKrakenAppear, &KrakenSystem::OnKrakenAppear);
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EVENT_SUBSCRIBE_MEMBER(m_EKrakenAttack, &KrakenSystem::OnKrakenAttack);
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EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &KrakenSystem::OnBrickGenerating);
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EntityID ent = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(ent);
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auto model = m_World->AddComponent<Components::Model>(ent);
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std::shared_ptr<Components::CircleShape> cCircle = m_World->AddComponent<Components::CircleShape>(ent);
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cCircle->Radius = 2;
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auto kraken = m_World->AddComponent<Components::Kraken>(ent);
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std::shared_ptr<Components::RectangleShape> cCircle = m_World->AddComponent<Components::RectangleShape>(ent);
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cCircle->Dimensions = glm::vec2(2, 4);
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//cCircle->Radius = 2;
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(ent);
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std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(ent);
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@@ -31,7 +36,7 @@ void dd::Systems::KrakenSystem::Initialize()
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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>(ent);
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collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
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collisionSound->FilePath = "Sounds/Brick/LTTP_Boss_Hit.wav";
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m_World->CommitEntity(ent);
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m_KrakenTemplate = ent;
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@@ -44,16 +49,66 @@ void dd::Systems::KrakenSystem::InitializeObjects()
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}
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void dd::Systems::KrakenSystem::Update(double dt)
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{
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}
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void dd::Systems::KrakenSystem::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 kraken = m_World->GetComponent<Components::Kraken>(entity);
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if (kraken != nullptr) {
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Events::KrakenAttack krakenAttack;
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switch (kraken->CurrentAction)
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{
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case 1: // Idle
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//m_KrakenTimer += dt;
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if (m_KrakenTimer > m_KrakenSecondsToAction) {
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m_KrakenTimer = 0;
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std::uniform_real_distribution<float> dist(1, 2.999f);
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float random = dist(m_RandomGenerator);
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std::cout << random << std::endl;
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kraken->CurrentAction = random;
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std::cout << kraken->CurrentAction << std::endl;
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}
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break;
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case 2: // Grabbing
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kraken->CurrentAction = 5;
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krakenAttack.ChargeUpdate = 0;
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krakenAttack.KrakenStrength = 0.1;
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krakenAttack.PlayerStrength = 0.05;
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EventBroker->Publish(krakenAttack);
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break;
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case 3: // Brick Generating
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break;
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case 4: // Moving
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break;
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case 5: // Taunting
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if (m_ReturnToIdle) {
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m_ReturnToIdle = false;
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kraken->CurrentAction = Idle;
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}
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break;
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default:
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//LOG_INFO("Something's probably off about the random number generator.");
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break;
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}
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}
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}
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bool dd::Systems::KrakenSystem::OnPause(const dd::Events::Pause &event)
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{
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if (event.Type != "KrakenSystem" && 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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@@ -68,11 +123,19 @@ bool dd::Systems::KrakenSystem::OnKrakenAppear(const dd::Events::KrakenAppear &e
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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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m_KrakenBattle = true;
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return true;
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}
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bool dd::Systems::KrakenSystem::OnKrakenAttack(const dd::Events::KrakenAttack &event)
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{
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if (event.ChargeUpdate >= 1) {
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m_ReturnToIdle = true;
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}
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return true;
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}
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bool dd::Systems::KrakenSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
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{
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return true;
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}
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+126
-10
@@ -20,6 +20,7 @@ void dd::Systems::LevelSystem::Initialize()
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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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EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating);
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//PointLightTest
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{
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@@ -389,11 +390,11 @@ void dd::Systems::LevelSystem::CreateLevel(int aboveBasicLevel)
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SetRestarting(false);
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}
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void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int aboveLevel, int num, int typeInt, glm::vec4 colorVec)
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EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int aboveLevel, int num, int typeInt, glm::vec4 colorVec)
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{
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if (typeInt == EmptyBrickSpace) {
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SetNumberOfBricks(NumberOfBricks() - 1);
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return;
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return NULL;
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}
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auto brick = m_World->CloneEntity(m_BrickTemplate);
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m_World->RemoveComponent<Components::Template>(brick);
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@@ -436,13 +437,128 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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e.Health = 10;
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EventBroker->Publish(e);
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m_World->RemoveEntity(brick);
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return;
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return brick;
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}
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cBrick->Score = 10 * num;
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return;
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return brick;
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}
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bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
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{
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GetBrickSet(event.Set);
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LOG_DEBUG("This is happening.");
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int rows = 2;
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int lines = 7;
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int getter = 0;
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for (int i = 0; i < rows; i++) {
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for (int j = 0; j < lines; j++) {
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auto ent = CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), -4, 1, m_BrickSet[getter], m_ColorSet[getter]);
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if (ent != NULL) {
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auto transform = m_World->GetComponent<Components::Transform>(ent);
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Events::Move e;
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e.GoalPosition = transform->Position;
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transform->Position = event.Origin;
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e.Entity = ent;
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e.Speed = 6;
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e.Queue = false;
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EventBroker->Publish(e);
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m_LooseBricks++;
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SetNumberOfBricks(NumberOfBricks() + 1);
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}
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getter++;
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}
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}
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return true;
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}
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void dd::Systems::LevelSystem::GetBrickSet(int set)
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{
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std::array<int, 14> level;
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std::array<glm::vec4, 14> color;
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// Level array indicates type of brick.
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// 0 is empty space.
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// 1 is standard brick.
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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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// 6 is kraken attack brick.
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// color array determines the color of standard bricks.
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// w is white.
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// r is red.
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// g is green.
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// b is blue.
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// y is yellow.
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// c is cyan.
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// m is magenta.
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// d is dark.
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// Feel free to make your own.
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glm::vec4 w = glm::vec4(1, 1, 1, 0);
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glm::vec4 r = glm::vec4(1, 0, 0, 0);
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glm::vec4 g = glm::vec4(0, 1, 0, 0);
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glm::vec4 b = glm::vec4(0, 0, 1, 0);
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glm::vec4 y = glm::vec4(1, 1, 0, 0);
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glm::vec4 c = glm::vec4(0, 1, 1, 0);
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glm::vec4 m = glm::vec4(1, 0, 1, 0);
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glm::vec4 d = glm::vec4(0, 0, 0, 0);
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if (set == 1) {
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level =
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{1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1 };
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color =
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{r, r, r, r, r, r, r,
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r, r, r, r, r, r, r };
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}
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else if (set == 2) {
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level =
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{2, 2, 2, 2, 2, 2, 2,
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2, 2, 2, 2, 2, 2, 2 };
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color =
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{w, w, w, w, w, w, w,
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w, w, w, w, w, w, w };
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}
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else if (set == 3) {
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level =
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{0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0 };
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color =
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{w, w, w, w, w, w, w,
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||||
w, w, w, w, w, w, w };
|
||||
}
|
||||
else if (set == 4) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w };
|
||||
}
|
||||
else if (set == 5) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w };
|
||||
}
|
||||
else if (set == 6) {
|
||||
level =
|
||||
{0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w };
|
||||
}
|
||||
|
||||
std::copy(std::begin(level), std::end(level), std::begin(m_BrickSet));
|
||||
std::copy(std::begin(color), std::end(color), std::begin(m_ColorSet));
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
|
||||
@@ -710,7 +826,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
|
||||
|
||||
// 100 is KRAKEN!
|
||||
|
||||
// wolor array determines the color of standard bricks.
|
||||
// color array determines the color of standard bricks.
|
||||
// w is white.
|
||||
// r is red.
|
||||
// g is green.
|
||||
@@ -746,12 +862,12 @@ void dd::Systems::LevelSystem::GetNextLevel()
|
||||
if (m_CurrentCluster == 0) {
|
||||
if (m_CurrentLevel == 1) {
|
||||
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,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
0, 0, 0, 0, 0, 0, 1};
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w,
|
||||
@@ -761,9 +877,9 @@ void dd::Systems::LevelSystem::GetNextLevel()
|
||||
w, w, w, w, w, w, w};
|
||||
} else if (m_CurrentLevel == 2) {
|
||||
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, 100, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
@@ -808,7 +924,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 100, 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};
|
||||
|
||||
@@ -234,6 +234,11 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) {
|
||||
e.Time = 3;
|
||||
e.TimeTakenToCoolDown = 10;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_G) {
|
||||
Events::BrickGenerating e;
|
||||
e.Origin = glm::vec3(-5, 7, -10);
|
||||
e.Set = 1;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_L) {
|
||||
Events::Lifebuoy e;
|
||||
e.Transform = Transform();
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
|
||||
void dd::Systems::ScreenShakeSystem::Initialize()
|
||||
{
|
||||
std::random_device rd;
|
||||
m_RandomGenerator = std::mt19937(rd());
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &ScreenShakeSystem::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScreenShake, &ScreenShakeSystem::OnScreenShake);
|
||||
|
||||
@@ -55,13 +57,15 @@ void dd::Systems::ScreenShakeSystem::UpdateEntity(double dt, EntityID entity, En
|
||||
else {
|
||||
//std::cout << "Timer: " << m_ShakeTimer << " End: " << m_ShakeEndTime << std::endl;
|
||||
}
|
||||
m_Random.x = (rand() % m_ShakeIntensity);
|
||||
m_Random.y = (rand() % m_ShakeIntensity);
|
||||
std::uniform_real_distribution<float> dist(-m_ShakeIntensity, m_ShakeIntensity);
|
||||
//float impulseStrength = dist(m_RandomGenerator);
|
||||
m_Random.x = dist(m_RandomGenerator) / 20;
|
||||
m_Random.y = dist(m_RandomGenerator) / 20;
|
||||
|
||||
float half = m_ShakeIntensity / 2;
|
||||
//float half = m_ShakeIntensity / 2;
|
||||
|
||||
m_Random.x = (m_Random.x - half) / 20;
|
||||
m_Random.y = (m_Random.y - half) / 20;
|
||||
//m_Random.x = (m_Random.x - half) / 20;
|
||||
//m_Random.y = (m_Random.y - half) / 20;
|
||||
|
||||
//std::cout << "X: " << randomX << " Y: " << randomY << std::endl;
|
||||
transform->Position = glm::vec3(m_Random);
|
||||
@@ -73,6 +77,10 @@ void dd::Systems::ScreenShakeSystem::UpdateEntity(double dt, EntityID entity, En
|
||||
|
||||
bool dd::Systems::ScreenShakeSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (event.Type != "ScreenShakeSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
|
||||
Reference in New Issue
Block a user