HitLagSystem implemented.
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//
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// Created by Adniklastrator on 2015-09-30.
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//
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#ifndef DAYDREAM_HITLAGSYSTEM_H
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#define DAYDREAM_HITLAGSYSTEM_H
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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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#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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#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/EPause.h"
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#include "Game/EHitLag.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/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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#include "Game/PadSystem.h"
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#include <fstream>
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#include <iostream>
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namespace dd
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{
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namespace Systems
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{
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class HitLagSystem : public System
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{
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public:
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HitLagSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker)
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{ }
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void Initialize() override;
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void Update(double dt) 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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bool HitLag() const { return m_HitLag; }
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void SetHitLag(const bool& hitLag) { m_HitLag = hitLag; }
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private:
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bool m_Pause;
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bool m_HitLag;
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float m_HitLagDuration;
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float m_HitLagTimer;
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dd::EventRelay<HitLagSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<HitLagSystem, dd::Events::HitLag> m_EHitLag;
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bool OnPause(const dd::Events::Pause &event);
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bool OnHitLag(const dd::Events::HitLag &event);
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};
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}
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}
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#endif //DAYDREAM_HITLAGSYSTEM_H
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