Merge branch 'master' of github.com:teamfisk/AgileBreakOut
This commit is contained in:
@@ -15,7 +15,7 @@ namespace Components
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struct Kraken : Component {
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int MaxHealth = 30;
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int MaxHealth = 18;
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int Health = MaxHealth;
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int CurrentAction = 3;
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float RetreatSpeed = 0.2;
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@@ -20,6 +20,7 @@ struct BrickGenerating : Event
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int TargetLine;
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int Set;
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int SetCluster;
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int Speed = 6;
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};
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}
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@@ -15,9 +15,9 @@ namespace Events
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struct ScreenShake : Event
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{
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float Time;
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int Intensity;
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float TimeTakenToCoolDown;
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float Time = 1.f;
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float Intensity = 1.f;
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float TimeTakenToCoolDown = 1.f;
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};
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}
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@@ -33,6 +33,7 @@
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#include "Game/CKraken.h"
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#include "Game/CBall.h"
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#include "Game/CProjectile.h"
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#include "Game/EScreenShake.h"
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#include "Sound/CCollisionSound.h"
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#include "Rendering/CAnimation.h"
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#include "Rendering/CSprite.h"
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@@ -67,6 +68,7 @@ private:
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bool m_KrakenBattle = false;
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bool m_KrakenHasArrived = false;
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bool m_ReturnToIdle = false;
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bool m_RandomKraken = false;
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EntityID m_KrakenTemplate;
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std::string m_Action = "Idle";
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int m_NumberOfActions;
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@@ -76,6 +78,9 @@ private:
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float m_KrakenCurrentSecondsToAction = 15;
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const int Idle = 1;
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int m_Set = 0;
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int m_SetCluster = 0;
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std::array<int, 42> m_Bricks;
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std::array<int, 42> m_Colors;
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@@ -60,6 +60,7 @@
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#include "Game/EKrakenAppear.h"
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#include "Game/EKrakenDefeated.h"
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#include "Game/EBrickGenerating.h"
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#include "Game/EBreakAllBricks.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.h"
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@@ -102,7 +103,7 @@ public:
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void CreateBasicLevel(int, int, glm::vec2, float);
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void CreateLevel(int);
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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 BrickHit(EntityID, EntityID, int, bool);
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void OnEntityRemoved(EntityID entity);
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@@ -181,6 +182,7 @@ private:
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bool m_BrickGenerating = false;
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dd::Events::BrickGenerating m_BrickGeneratingEvent;
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bool m_KrakenBattle = false;
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bool m_BreakAllBricks = false;
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dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
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@@ -195,6 +197,7 @@ private:
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dd::EventRelay<LevelSystem, dd::Events::Resume> m_EResume;
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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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dd::EventRelay<LevelSystem, dd::Events::BreakAllBricks> m_EBreakAllBricks;
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dd::EventRelay<LevelSystem, dd::Events::KrakenDefeated> m_EKrakenDefeated;
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bool OnContact(const dd::Events::Contact &event);
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@@ -210,6 +213,7 @@ private:
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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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bool BrickGenerating(const dd::Events::BrickGenerating &event);
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bool OnBreakAllBricks(const dd::Events::BreakAllBricks &event);
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void GetBrickSet(int Set, int SetCluster);
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bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event);
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@@ -54,6 +54,7 @@
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#include "Rendering/CAnimation.h"
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#include "Game/EBrickGenerating.h"
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#include "Game/EBreakAllBricks.h"
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namespace dd
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@@ -93,12 +93,14 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
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return;
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}
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Events::KrakenAttack krakenAttack;
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switch (kraken->CurrentAction)
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{
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switch (kraken->CurrentAction) {
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case 1: // Idle
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m_KrakenTimer += dt;
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if (m_RandomKraken) {
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m_KrakenTimer += dt;
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}
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if (m_KrakenTimer > m_KrakenCurrentSecondsToAction) {
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m_KrakenTimer = 0;
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kraken->CurrentAction = 3;
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if (m_NumberOfActions == 0) {
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kraken->CurrentAction = 3;
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} else {
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@@ -112,11 +114,12 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
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break;
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case 2: // Grabbing
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m_NumberOfActions++;
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kraken->CurrentAction = 5;
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krakenAttack.ChargeUpdate = 0;
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kraken->CurrentAction = 3;
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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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EventBroker->Publish(krakenAttack);*/
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break;
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case 3: // Brick Generating
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{
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@@ -125,35 +128,60 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
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Events::BrickGenerating e;
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e.Origin1 = glm::vec3(-5, 7, -10);
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e.Origin2 = glm::vec3(5, 7, -10);
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if (kraken->Health > 20) {
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e.Speed = 10;
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if (m_RandomKraken) {
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if (kraken->Health > 20) {
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e.SetCluster = 0;
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} else if (kraken->Health > 10) {
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} else if (kraken->Health > 10) {
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e.SetCluster = 1;
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} else {
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} else {
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e.SetCluster = 2;
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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} else {
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e.Set = m_Set;
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e.SetCluster = m_SetCluster;
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m_Set++;
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if (m_Set > 6) {
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m_SetCluster++;
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m_Set = 1;
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}
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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EventBroker->Publish(e);
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break;
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}
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case 4: // Brick Generating second case
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{
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m_NumberOfActions++;
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kraken->CurrentAction = 1;
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Events::BrickGenerating e;
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e.Origin1 = glm::vec3(-5, 7, -10);
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e.Origin2 = glm::vec3(5, 7, -10);
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if (kraken->Health > 20) {
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e.SetCluster = 0;
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} else if (kraken->Health > 10) {
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e.SetCluster = 1;
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e.Speed = 10;
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if (m_RandomKraken) {
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if (kraken->Health > 20) {
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e.SetCluster = 0;
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} else if (kraken->Health > 10) {
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e.SetCluster = 1;
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} else {
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e.SetCluster = 2;
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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} else {
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e.SetCluster = 2;
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e.Set = m_Set;
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e.SetCluster = m_SetCluster;
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m_Set++;
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if (m_Set > 6) {
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m_SetCluster++;
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m_Set = 1;
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}
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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EventBroker->Publish(e);
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break;
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}
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@@ -261,6 +289,13 @@ bool dd::Systems::KrakenSystem::OnKrakenAppear(const dd::Events::KrakenAppear &e
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transform->Position = event.Position;
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transform->Position.y += 3.f;
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m_KrakenBattle = true;
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Events::ScreenShake e;
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e.Intensity = 10;
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e.Time = 2;
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e.TimeTakenToCoolDown = 6;
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EventBroker->Publish(e);
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return true;
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}
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@@ -269,6 +304,13 @@ bool dd::Systems::KrakenSystem::OnKrakenAttack(const dd::Events::KrakenAttack &e
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if (event.ChargeUpdate >= 1) {
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m_ReturnToIdle = true;
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}
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Events::ScreenShake e;
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e.Intensity = 2;
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e.Time = 0.5f;
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e.TimeTakenToCoolDown = 3.f;
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EventBroker->Publish(e);
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return true;
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}
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@@ -277,6 +319,7 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
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auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
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auto transform = m_World->GetComponent<Components::Transform>(event.Hitter);
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kraken->Health--;
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kraken->CurrentAction = 3;
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//kraken->Health -= 15;
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//kraken->Health = -1; //To defeat the kraken instantly.
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@@ -339,12 +382,21 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
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e.Hitter = event.Hitter;
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EventBroker->Publish(e);
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}
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Events::ScreenShake e;
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e.Intensity = 2;
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e.Time = 0.2f;
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e.TimeTakenToCoolDown = 1.5f;
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EventBroker->Publish(e);
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return false;
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}
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bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
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{
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m_KrakenBattle = false;
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m_Set = 0;
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m_SetCluster = 0;
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auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
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auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken);
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@@ -23,6 +23,7 @@ void dd::Systems::LevelSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EResume, &LevelSystem::OnResume);
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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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EVENT_SUBSCRIBE_MEMBER(m_EBreakAllBricks, &LevelSystem::OnBreakAllBricks);
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EVENT_SUBSCRIBE_MEMBER(m_EKrakenDefeated, &LevelSystem::OnKrakenDefeated);
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m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false);
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@@ -77,8 +78,20 @@ void dd::Systems::LevelSystem::Initialize()
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auto t_halfPipe2 = m_World->CloneEntity(t_halfPipe);
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auto transform2 = m_World->GetComponent<Components::Transform>(t_halfPipe);
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transform2->Position = glm::vec3(0.f, 34.6f, -15.f); //Halfpipe Value
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// Added to prevent white borders around screen shake
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{
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auto halfPipeBackground = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(halfPipeBackground);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f) * 2.f;
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auto model = m_World->AddComponent<Components::Model>(halfPipeBackground);
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model->ModelFile = "Models/Halfpipe.obj";
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m_World->CommitEntity(halfPipeBackground);
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}
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}
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//Background
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/*{
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@@ -288,12 +301,18 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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}
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}
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if (m_BreakAllBricks) {
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if (m_LooseBricks == 1 && m_KrakenBattle) {
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m_BreakAllBricks = false;
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}
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}
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auto brick = m_World->GetComponent<Components::Brick>(entity);
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if (brick != nullptr) {
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if (m_BreakAllBricks) {
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if (!brick->Removed) {
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brick->Removed = true;
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BrickHit(entity, entity, 1);
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BrickHit(entity, entity, 0, false);
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}
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}
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@@ -345,7 +364,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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auto ball = m_World->GetComponent<Components::Ball>(entity);
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if (ball != nullptr) {
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if (m_BrickGenerating) {
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if (m_BrickGenerating && !m_BreakAllBricks) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (transform->Position.y < 0 && transform->Velocity.y < 0) {
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m_BrickGenerating = false;
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@@ -486,6 +505,7 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
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model->ModelFile = "Models/Brick/KrakenBrick.obj";
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} else if (typeInt == Kraken) {
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m_KrakenBattle = true;
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Events::KrakenAppear e;
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e.Position = transform->Position;
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e.Health = 10;
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@@ -500,6 +520,7 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
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bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
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{
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m_BreakAllBricks = true;
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m_BrickGenerating = true;
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m_BrickGeneratingEvent = event;
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return true;
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@@ -532,7 +553,7 @@ bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating
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}
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brick->GenerationGoal = e.GoalPosition;
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e.Entity = ent;
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e.Speed = 6;
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e.Speed = event.Speed;
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e.Queue = false;
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EventBroker->Publish(e);
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m_LooseBricks++;
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@@ -545,6 +566,12 @@ bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating
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return true;
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}
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bool dd::Systems::LevelSystem::OnBreakAllBricks(const dd::Events::BreakAllBricks &event)
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{
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m_BreakAllBricks = true;
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return true;
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}
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void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are sets the Kraken gets!
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{
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std::array<int, 42> level;
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@@ -596,10 +623,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
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} else if (set == 2) {
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level = // The Audience
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{0, 0, 0, 0, 0, 0, 0,
|
||||
4, 0, 0, 0, 0, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
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||||
1, 0, 0, 0, 0, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 6,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
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color =
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{y, y, y, y, y, y, y,
|
||||
@@ -613,8 +640,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 1, 0, 0, 0, 1, 0,
|
||||
1, 1, 1, 0, 1, 1, 1,
|
||||
0, 3, 0, 0, 0, 1, 0,
|
||||
1, 1, 6, 0, 1, 1, 1,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
color =
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||||
{b, b, b, b, b, b, b,
|
||||
@@ -626,11 +653,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
} else if (set == 4) {
|
||||
level = // The Scales (right)
|
||||
{1, 1, 1, 0, 0, 0, 0,
|
||||
1, 1, 1, 0, 0, 0, 0,
|
||||
1, 1, 6, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 1, 1, 1,
|
||||
0, 0, 0, 0, 1, 1, 1 };
|
||||
0, 0, 0, 0, 1, 4, 1 };
|
||||
color =
|
||||
{m, m, m, m, m, m, m,
|
||||
m, m, m, m, m, m, m,
|
||||
@@ -641,11 +668,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
} else if (set == 5) {
|
||||
level = // The Scales (left)
|
||||
{0, 0, 0, 0, 1, 1, 1,
|
||||
0, 0, 0, 0, 1, 1, 1,
|
||||
0, 0, 0, 0, 1, 3, 1,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 1, 1, 0, 0, 0, 0,
|
||||
1, 1, 1, 0, 0, 0, 0 };
|
||||
1, 6, 1, 0, 0, 0, 0 };
|
||||
color =
|
||||
{g, g, g, g, g, g, g,
|
||||
g, g, g, g, g, g, g,
|
||||
@@ -656,7 +683,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
} else if (set == 6) {
|
||||
level = // The Sword
|
||||
{0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 0, 6, 2, 6, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
@@ -674,8 +701,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
level = // The Wall
|
||||
{1, 0, 0, 0, 0, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
|
||||
1, 1, 1, 1, 1, 1, 2,
|
||||
6, 0, 0, 0, 0, 0, 6,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
color =
|
||||
@@ -689,7 +716,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
level = // The Checkerboard
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
3, 0, 1, 0, 1, 0, 1,
|
||||
3, 0, 1, 0, 6, 0, 1,
|
||||
0, 1, 0, 1, 0, 1, 0,
|
||||
1, 0, 1, 0, 1, 0, 1,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
@@ -704,7 +731,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
level = // The Fighter Jet
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 0, 1, 0, 1, 0, 1,
|
||||
6, 0, 1, 0, 1, 0, 6,
|
||||
0, 1, 1, 1, 1, 1, 0,
|
||||
0, 0, 4, 1, 1, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0 };
|
||||
@@ -718,9 +745,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
} else if (set == 4) {
|
||||
level = // The Formation
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
1, 1, 1, 1, 1, 3, 1,
|
||||
1, 1, 4, 1, 1, 3, 1,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 6, 1, 1, 1, 1,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
color =
|
||||
@@ -734,9 +761,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
level = // The Pillars
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 1, 1, 0, 1, 1, 0,
|
||||
0, 1, 2, 0, 1, 1, 0,
|
||||
0, 1, 1, 0, 1, 1, 0,
|
||||
0, 6, 1, 0, 1, 6, 0,
|
||||
0, 1, 1, 0, 1, 1, 0,
|
||||
0, 1, 3, 0, 3, 1, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
color =
|
||||
{g, g, g, g, g, g, g,
|
||||
@@ -749,8 +776,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
level = // The Treasure Chest
|
||||
{0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 1, 1, 5, 1, 1, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 1, 1, 2, 1, 1, 0,
|
||||
0, 0, 1, 6, 1, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
color =
|
||||
@@ -764,11 +791,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
} else if (setCluster == 2) {
|
||||
if (set == 1) {
|
||||
level = // The Butterfly
|
||||
{1, 0, 0, 1, 0, 0, 1,
|
||||
1, 1, 0, 1, 0, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
{4, 0, 0, 1, 0, 0, 1,
|
||||
1, 6, 0, 1, 0, 6, 1,
|
||||
1, 1, 1, 6, 1, 1, 1,
|
||||
1, 1, 0, 1, 0, 1, 1,
|
||||
1, 0, 0, 2, 0, 0, 1,
|
||||
1, 0, 0, 1, 0, 0, 1,
|
||||
1, 0, 0, 1, 0, 0, 3 };
|
||||
color =
|
||||
{r, r, r, r, r, r, r,
|
||||
@@ -780,7 +807,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
} else if (set == 2) {
|
||||
level = // The Cross
|
||||
{1, 1, 0, 0, 0, 1, 1,
|
||||
0, 4, 1, 0, 1, 1, 0,
|
||||
0, 4, 1, 0, 1, 6, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 0, 1, 3, 1, 0, 0,
|
||||
0, 1, 1, 0, 1, 1, 0,
|
||||
@@ -794,11 +821,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
y, y, y, y, y, y, y };
|
||||
} else if (set == 3) {
|
||||
level = // The Inverted Cross
|
||||
{0, 0, 1, 6, 1, 0, 0,
|
||||
1, 0, 0, 1, 0, 0, 1,
|
||||
1, 1, 0, 0, 0, 1, 3,
|
||||
{0, 0, 1, 1, 1, 0, 0,
|
||||
1, 0, 0, 6, 0, 0, 1,
|
||||
4, 1, 0, 0, 0, 1, 3,
|
||||
1, 1, 0, 0, 0, 1, 1,
|
||||
1, 0, 0, 1, 0, 0, 1,
|
||||
1, 0, 0, 6, 0, 0, 1,
|
||||
0, 0, 1, 1, 1, 0, 0 };
|
||||
color =
|
||||
{b, b, b, b, b, b, b,
|
||||
@@ -810,11 +837,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
} else if (set == 4) {
|
||||
level = // The Great Wall
|
||||
{1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 6, 1, 1, 1, 1,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 1, 1, 1, 1, 5, 1,
|
||||
1, 6, 1, 1, 1, 1, 1,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 3, 1, 1, 1, 1, 1 };
|
||||
1, 3, 1, 1, 1, 1, 5 };
|
||||
color =
|
||||
{m, m, m, m, m, m, m,
|
||||
m, m, m, m, m, m, m,
|
||||
@@ -825,10 +852,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
} else if (set == 5) {
|
||||
level = // The Champion
|
||||
{0, 0, 1, 1, 1, 0, 0,
|
||||
0, 0, 1, 1, 2, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
1, 1, 1, 0, 1, 1, 1,
|
||||
5, 1, 1, 0, 1, 1, 1,
|
||||
3, 6, 1, 0, 1, 6, 1,
|
||||
1, 1, 1, 0, 1, 1, 1 };
|
||||
color =
|
||||
{g, g, g, g, g, g, g,
|
||||
@@ -839,10 +866,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
||||
g, g, g, g, g, g, g };
|
||||
} else if (set == 6) {
|
||||
level = // The Dog. What, you can't see it? XD
|
||||
{0, 1, 1, 1, 1, 1, 0,
|
||||
1, 1, 2, 1, 2, 1, 1,
|
||||
{0, 1, 1, 6, 1, 1, 0,
|
||||
1, 1, 4, 5, 4, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
6, 0, 1, 1, 1, 0, 6,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
0, 0, 0, 3, 0, 0, 0 };
|
||||
color =
|
||||
@@ -921,7 +948,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
// For when a brick gets shot.
|
||||
brick->Removed = true;
|
||||
m_World->RemoveEntity(entityShot);
|
||||
BrickHit(entityShot, entityBrick, 1);
|
||||
BrickHit(entityShot, entityBrick, 1, true);
|
||||
//ep.Radius = 0.05;
|
||||
|
||||
return true;
|
||||
@@ -937,13 +964,13 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
ec.Ball = entityBall;
|
||||
EventBroker->Publish(ec);
|
||||
|
||||
BrickHit(entityBall, entityBrick, ball->Combo);
|
||||
BrickHit(entityBall, entityBrick, ball->Combo, true);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo)
|
||||
void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo, bool activatePowerUps)
|
||||
{
|
||||
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
||||
@@ -960,47 +987,49 @@ void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBr
|
||||
}
|
||||
|
||||
// Check if the brick is any kind of special.
|
||||
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
|
||||
if (multi != nullptr) {
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transformComponentBrick;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else {
|
||||
auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
|
||||
if (buoy != nullptr) {
|
||||
Events::Lifebuoy e;
|
||||
e.Transform = transformComponentBrick;
|
||||
if (activatePowerUps) {
|
||||
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
|
||||
if (multi != nullptr) {
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transformComponentBrick;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else {
|
||||
auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
|
||||
if (sticky != nullptr) {
|
||||
Events::StickyPad e;
|
||||
auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
|
||||
if (buoy != nullptr) {
|
||||
Events::Lifebuoy e;
|
||||
e.Transform = transformComponentBrick;
|
||||
e.Times = 3;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else {
|
||||
auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
|
||||
if (ink != nullptr) {
|
||||
Events::InkBlaster e;
|
||||
auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
|
||||
if (sticky != nullptr) {
|
||||
Events::StickyPad e;
|
||||
e.Transform = transformComponentBrick;
|
||||
e.Shots = 5;
|
||||
e.Speed = 7;
|
||||
e.Times = 3;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else {
|
||||
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick);
|
||||
if (kraken != nullptr) {
|
||||
Events::KrakenAttack e;
|
||||
e.ChargeUpdate = 0;
|
||||
e.KrakenStrength = 0.1;
|
||||
e.PlayerStrength = 0.05;
|
||||
auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
|
||||
if (ink != nullptr) {
|
||||
Events::InkBlaster e;
|
||||
e.Transform = transformComponentBrick;
|
||||
e.Shots = 5;
|
||||
e.Speed = 7;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else {
|
||||
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick);
|
||||
if (kraken != nullptr) {
|
||||
Events::KrakenAttack e;
|
||||
e.ChargeUpdate = 0;
|
||||
e.KrakenStrength = 0.1;
|
||||
e.PlayerStrength = 0.05;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1137,6 +1166,7 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
|
||||
|
||||
bool dd::Systems::LevelSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
|
||||
{
|
||||
m_KrakenBattle = false;
|
||||
m_BrickGenerating = false;
|
||||
m_BreakAllBricks = true;
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
|
||||
@@ -292,6 +292,10 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) {
|
||||
e.Origin1 = glm::vec3(-5, 7, -10);
|
||||
e.Origin2 = glm::vec3(5, 7, -10);
|
||||
e.Set = 1;
|
||||
e.SetCluster = 1;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_C) {
|
||||
Events::BreakAllBricks e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_L) {
|
||||
Events::Lifebuoy e;
|
||||
|
||||
@@ -57,7 +57,7 @@ void dd::Systems::WaterSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
if (transform->Position.y < m_SubmergedHeight) {
|
||||
brickPart->Submerged = true;
|
||||
m_BrickPartCounters[brickPart->NumberOfPartsInBrick]++;
|
||||
std::cout << "Parts: " << m_BrickPartCounters[brickPart->NumberOfPartsInBrick] << " of " << brickPart->NumberOfPartsInBrick << std::endl;
|
||||
//std::cout << "Parts: " << m_BrickPartCounters[brickPart->NumberOfPartsInBrick] << " of " << brickPart->NumberOfPartsInBrick << std::endl;
|
||||
if (m_BrickPartCounters[brickPart->NumberOfPartsInBrick] >= brickPart->NumberOfPartsInBrick) {
|
||||
m_BrickPartCounters[brickPart->NumberOfPartsInBrick] = 0;
|
||||
Events::RaiseWater e;
|
||||
|
||||
Reference in New Issue
Block a user