Falling bricks and collision filters

This commit is contained in:
viktorljung
2015-09-25 04:28:46 +02:00
parent d2301594ce
commit cfb6d1e4b5
9 changed files with 1992 additions and 22 deletions
+6 -4
View File
@@ -108,7 +108,9 @@ EntityID dd::Systems::PadSystem::CreateBall()
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = false;
physics->Category = CollisionLayer::Type::Ball;
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
physics->Calculate = true;
cball->Speed = 5.f;
m_World->CommitEntity(ent);
@@ -234,9 +236,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
return false;
}
m_World->RemoveComponent<Components::PowerUp>(entityPower);
m_World->RemoveComponent<Components::CircleShape>(entityPower);
m_World->RemoveComponent<Components::Physics>(entityPower);
// m_World->RemoveComponent<Components::PowerUp>(entityPower);
// m_World->RemoveComponent<Components::CircleShape>(entityPower);
// m_World->RemoveComponent<Components::Physics>(entityPower);
m_World->RemoveEntity(entityPower);
Events::PowerUpTaken ep;
ep.Name = "Something";