Merge master
This commit is contained in:
@@ -3,10 +3,11 @@
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#include "Core/System.h"
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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 "Physics/EContact.h"
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#include "Core/EventBroker.h"
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#include "Game/CBall.h"
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#include "Game/CPowerUp.h"
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namespace dd {
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@@ -0,0 +1,25 @@
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//
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// Created by Adniklastrator on 2015-09-22.
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//
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#ifndef DAYDREAM_CPOWERUPBRICK_H
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#define DAYDREAM_CPOWERUPBRICK_H
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#include "Core/Component.h"
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namespace dd
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{
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namespace Components
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{
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struct PowerUpBrick : Component
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{
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};
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}
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}
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#endif //DAYDREAM_CPOWERUPBRICK_H
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@@ -16,6 +16,7 @@ namespace Components
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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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};
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}
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@@ -18,6 +18,7 @@ struct Brick : Component
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int Points = 10;
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int Hits = 1;
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int Score = 50;
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bool Removed = false;
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};
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}
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+2
-2
@@ -21,8 +21,8 @@ struct Pad : Component
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int Points;
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float SlowdownModifier = 5.f;
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float AccelerationSpeed = 80.f;
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float MaxSpeed = 40.f;
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float AccelerationSpeed = 40.f;
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float MaxSpeed = 20.f;
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};
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}
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@@ -0,0 +1,25 @@
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//
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// Created by Adniklastrator on 2015-09-22.
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//
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#ifndef DAYDREAM_CPOWERUP_H
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#define DAYDREAM_CPOWERUP_H
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#include "Core/Component.h"
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namespace dd
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{
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namespace Components
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{
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struct PowerUp : Component
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{
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int Type;
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};
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}
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}
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#endif //DAYDREAM_CPOWERUP_H
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@@ -0,0 +1,26 @@
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//
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// Created by Adniklastrator on 2015-09-22.
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//
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#ifndef DAYDREAM_ECREATEPOWERUP_H
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#define DAYDREAM_ECREATEPOWERUP_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 CreatePowerUp : Event
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{
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glm::vec3 Position;
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};
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}
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}
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#endif //DAYDREAM_ECREATEPOWERUP_H
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@@ -0,0 +1,27 @@
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//
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// Created by Adniklastrator on 2015-09-22.
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//
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#ifndef DAYDREAM_EGAMEOVER_H
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#define DAYDREAM_EGAMEOVER_H
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#include "Core/EventBroker.h"
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#include "Core/Entity.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 GameOver : Event
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{
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EntityID Entity;
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};
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}
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}
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#endif //DAYDREAM_EGAMEOVER_H
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@@ -0,0 +1,26 @@
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//
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// Created by Adniklastrator on 2015-09-17.
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//
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#ifndef DAYDREAM_EMULTIBALL_H
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#define DAYDREAM_EMULTIBALL_H
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#include "Core/EventBroker.h"
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#include "Core/Entity.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 MultiBall : Event
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{
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Components::Transform* padTransform;
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};
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}
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}
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#endif //DAYDREAM_EMULTIBALL_H
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@@ -0,0 +1,25 @@
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//
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// Created by Adniklastrator on 2015-09-23.
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//
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#ifndef DAYDREAM_EPOWERUPTAKEN_H
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#define DAYDREAM_EPOWERUPTAKEN_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 PowerUpTaken : Event
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{
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std::string Name = "Name";
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};
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}
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}
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#endif //DAYDREAM_EPOWERUPTAKEN_H
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+43
-12
@@ -7,22 +7,30 @@
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#include "Core/System.h"
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#include "Core/CTransform.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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#include "Rendering/CModel.h"
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#include "Game/CBrick.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Game/CBall.h"
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#include "Game/CLife.h"
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#include "Game/CPowerUp.h"
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#include "Game/EStageCleared.h"
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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/EMultiBall.h"
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#include "Game/EGameOver.h"
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#include "Game/ECreatePowerUp.h"
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#include "Game/EPowerUpTaken.h"
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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/ESetImpulse.h"
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#include "Physics/EContact.h"
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#include "Sound/CCollisionSound.h"
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#include "Game/PadSystem.h"
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#include <fstream>
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#include <iostream>
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#include <intrin.h>
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@@ -53,11 +61,11 @@ public:
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void Initialize() override;
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void CreateBasicLevel(int, int, glm::vec2, int);
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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, int, int);
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void CreateBrick(int, int, glm::vec2, float, int);
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void ProcessCollision();
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void OnEntityRemoved(EntityID entity);
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@@ -67,12 +75,18 @@ public:
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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 Restarting() const { return m_Restarting; }
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void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
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bool Initialized() const { return m_Initialized; }
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void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
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int& Lives() { return m_Lives; }
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void SetLives(const int& lives) { m_Lives = lives; }
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int& PastLives() { return m_PastLives; }
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void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
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int& MultiBalls() { return m_MultiBalls; }
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void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
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int& PowerUps() { return m_PowerUps; }
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void SetPowerUps(const int& powerUps) { m_PowerUps = powerUps; }
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int& Score() { return m_Score; }
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void SetScore(const int& score) { m_Score = score; }
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int& NumberOfBricks() { return m_NumberOfBricks; }
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@@ -81,30 +95,47 @@ public:
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void SetRows(const int& rows) { m_Rows = rows; }
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int& Lines() { return m_Lines; }
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void SetLines(const int& lines) { m_Lines = lines; }
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int& SpaceToEdge() { return m_SpaceToEdge; }
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void SetSpaceToEdge(const int& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
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float& SpaceToEdge() { return m_SpaceToEdge; }
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void SetSpaceToEdge(const float& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
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glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
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void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
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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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void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
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private:
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bool m_Restarting = false;
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bool m_Initialized = false;
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int m_Lives = 3;
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int m_PastLives = 3;
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int m_MultiBalls = 0;
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int m_PowerUps = 0;
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int m_Score = 0;
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int m_NumberOfBricks;
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int m_Rows = 7;
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int m_Lines = 8;
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int m_SpaceToEdge = 0;
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glm::vec2 m_SpaceBetweenBricks = glm::vec2(2, 0.5);
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int m_Rows = 6;
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int m_Lines = 7;
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float m_SpaceToEdge = 0.25f;
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glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
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float m_EdgeX = 3.2f;
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float m_EdgeY = 5.2f;
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dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
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dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
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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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dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
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dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
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dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
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bool OnContact(const dd::Events::Contact &event);
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bool LifeLost(const dd::Events::LifeLost &event);
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bool ScoreEvent(const dd::Events::ScoreEvent &event);
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bool OnLifeLost(const dd::Events::LifeLost &event);
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bool OnScoreEvent(const dd::Events::ScoreEvent &event);
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bool OnMultiBall(const dd::Events::MultiBall &event);
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bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
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bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
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bool OnStageCleared(const dd::Events::StageCleared &event);
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};
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}
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Executable
+149
@@ -0,0 +1,149 @@
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//
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// Created by Adniklastrator on 2015-09-09.
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//
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#ifndef DAYDREAM_LEVELSYSTEM_H
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#define DAYDREAM_LEVELSYSTEM_H
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#include "Core/System.h"
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#include "Core/CTransform.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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#include "Rendering/CModel.h"
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#include "Game/CBrick.h"
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#include "Game/CBall.h"
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#include "Game/CLife.h"
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#include "Game/CPowerUp.h"
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#include "Game/EStageCleared.h"
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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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<<<<<<< HEAD
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#include "Physics/CRectangleShape.h"
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=======
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#include "Game/EMultiBall.h"
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#include "Game/EGameOver.h"
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#include "Game/ECreatePowerUp.h"
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#include "Game/EPowerUpTaken.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Physics/CBoxShape.h"
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>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.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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#include "Game/PadSystem.h"
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#include <fstream>
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#include <iostream>
|
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#include <intrin.h>
|
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|
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namespace dd
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{
|
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|
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namespace Systems
|
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{
|
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|
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// Me trying things out.
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class Level
|
||||
{
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public:
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int levelRows;
|
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int levelLines;
|
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int levelSpaceBetweenBricks;
|
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int levelSpaceToEdge;
|
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int bricks[];
|
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};
|
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|
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class LevelSystem : public System
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{
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public:
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LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
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: System(world, eventBroker)
|
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{ }
|
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|
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void Initialize() override;
|
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|
||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||
void CreateLife(int);
|
||||
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
|
||||
void LoadLevel(char[20]);
|
||||
void CreateBrick(int, int, glm::vec2, float, int);
|
||||
void ProcessCollision();
|
||||
|
||||
void OnEntityRemoved(EntityID entity);
|
||||
|
||||
void EndLevel();
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
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bool Restarting() const { return m_Restarting; }
|
||||
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
||||
bool Initialized() const { return m_Initialized; }
|
||||
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& PowerUps() { return m_PowerUps; }
|
||||
void SetPowerUps(const int& powerUps) { m_PowerUps = powerUps; }
|
||||
int& Score() { return m_Score; }
|
||||
void SetScore(const int& score) { m_Score = score; }
|
||||
int& NumberOfBricks() { return m_NumberOfBricks; }
|
||||
void SetNumberOfBricks(const int& numberOfBricks) { m_NumberOfBricks = numberOfBricks; }
|
||||
int& Rows() { return m_Rows; }
|
||||
void SetRows(const int& rows) { m_Rows = rows; }
|
||||
int& Lines() { return m_Lines; }
|
||||
void SetLines(const int& lines) { m_Lines = lines; }
|
||||
float& SpaceToEdge() { return m_SpaceToEdge; }
|
||||
void SetSpaceToEdge(const float& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
|
||||
|
||||
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
|
||||
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
|
||||
private:
|
||||
bool m_Restarting = false;
|
||||
bool m_Initialized = false;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
int m_MultiBalls = 0;
|
||||
int m_PowerUps = 0;
|
||||
int m_Score = 0;
|
||||
int m_NumberOfBricks;
|
||||
int m_Rows = 6;
|
||||
int m_Lines = 7;
|
||||
float m_SpaceToEdge = 0.25f;
|
||||
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
||||
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_LEVELSYSTEM_H
|
||||
@@ -21,8 +21,12 @@
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CPowerUp.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "CPad.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
@@ -41,6 +45,8 @@ public:
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
EntityID CreateBall();
|
||||
|
||||
EntityID& Entity() { return m_Entity; }
|
||||
void SetEntity(const EntityID& ent) { m_Entity = ent; }
|
||||
glm::vec3 Acceleration() const { return m_Acceleration; }
|
||||
@@ -52,29 +58,37 @@ public:
|
||||
void SetRight(const bool& right) { m_Right = right; }
|
||||
bool ReplaceBall() const { return m_ReplaceBall; }
|
||||
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
||||
bool MultiBall() const { return m_MultiBall; }
|
||||
void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
|
||||
|
||||
Components::Transform* Transform() const { return m_Transform; }
|
||||
void SetTransform(const Components::Transform* transform) { m_Transform = transform; }
|
||||
void SetTransform(Components::Transform* transform) { m_Transform = transform; }
|
||||
Components::Pad* Pad() const { return m_Pad; }
|
||||
void SetPad(const Components::Pad* pad) { m_Pad = pad; }
|
||||
void SetPad(Components::Pad* pad) { m_Pad = pad; }
|
||||
|
||||
private:
|
||||
EntityID m_Entity = 0;
|
||||
glm::vec3 m_Acceleration = glm::vec3(0.f, 0.f, 0.f);
|
||||
bool m_Left = false, m_Right = false, m_ReplaceBall = false;
|
||||
bool m_Left = false, m_Right = false, m_ReplaceBall = false, m_MultiBall = false;
|
||||
Components::Transform* m_Transform;
|
||||
Components::Pad* m_Pad;
|
||||
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
|
||||
bool OnKeyDown(const dd::Events::KeyDown &event);
|
||||
bool OnKeyUp(const dd::Events::KeyUp &event);
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool ResetBall(const dd::Events::ResetBall &event);
|
||||
bool OnContactPowerUp(const dd::Events::Contact &event);
|
||||
bool OnResetBall(const dd::Events::ResetBall &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
|
||||
class PadSteeringInputController;
|
||||
std::array<std::shared_ptr<PadSteeringInputController>, 4> m_PadInputControllers;
|
||||
|
||||
Reference in New Issue
Block a user