Implemented a Kraken State Machine that can grab the player, and the Generating Bricks option.
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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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