Changed bool CPhysics->Static to enum CPhysics->CollisionType, Which added support for kinematic bodies
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@@ -174,7 +174,7 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
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std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
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cPhys->Static = false;
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cPhys->CollisionType = CollisionType::Type::Dynamic;
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cPhys->GravityScale = 0.f;
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Mask = CollisionLayer::Type::Ball;
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@@ -331,7 +331,7 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
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auto model = m_World->AddComponent<Components::Model>(powerUp);
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std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
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cPhys->Static = false;
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cPhys->CollisionType = CollisionType::Type::Dynamic;
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cPhys->Category = CollisionLayer::Type::PowerUp;
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cPhys->Mask = CollisionLayer::Type::Pad;
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