Falling bricks and collision filters
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@@ -108,7 +108,9 @@ EntityID dd::Systems::PadSystem::CreateBall()
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std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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physics->Calculate = true;
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cball->Speed = 5.f;
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m_World->CommitEntity(ent);
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@@ -234,9 +236,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
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return false;
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}
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m_World->RemoveComponent<Components::PowerUp>(entityPower);
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m_World->RemoveComponent<Components::CircleShape>(entityPower);
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m_World->RemoveComponent<Components::Physics>(entityPower);
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// m_World->RemoveComponent<Components::PowerUp>(entityPower);
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// m_World->RemoveComponent<Components::CircleShape>(entityPower);
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// m_World->RemoveComponent<Components::Physics>(entityPower);
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m_World->RemoveEntity(entityPower);
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Events::PowerUpTaken ep;
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ep.Name = "Something";
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