Finetuned level setup
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@@ -209,7 +209,7 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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} else if (typeInt == InkBlasterBrick) {
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cBrick->Type = InkBlasterBrick;
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auto model = m_World->GetComponent<Components::Model>(brick);
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model->Color = glm::vec4(0.1f, 0.1f, 0.1f, .0f);
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model->Color = glm::vec4(0.1f, 0.1f, 0.1f, 1.0f);
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}
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float x = line * spacesBetweenBricks.x;
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float y = row * spacesBetweenBricks.y;
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@@ -277,6 +277,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
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auto transformComponentShot = m_World->GetComponent<Components::Transform>(entityShot);
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auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
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Events::SetImpulse e;
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e.Entity = entityBrick;
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@@ -295,6 +296,22 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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EventBroker->Publish(es);
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m_World->RemoveEntity(entityShot);
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Events::CreateParticleSequence ep;
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ep.parent = entityBrick;
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ep.EmitterLifeTime = 1.f;
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ep.ParticleLifeTime = 1.5f;
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ep.ParticlesPerTick = 1;
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ep.SpawnRate = 0.2;
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ep.EmittingAngle = glm::half_pi<float>();
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ep.Spread = 1.5f;
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ep.Position = transformComponentBrick->Position;
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ep.Radius = 0.05;
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ep.SpriteFile = "Textures/Particles/FadeBall.png";
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ep.Color = brickModel->Color + glm::vec4(1);
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ep.Speed = 50;
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EventBroker->Publish(ep);
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return true;
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}
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@@ -486,44 +503,44 @@ void dd::Systems::LevelSystem::GetNextLevel()
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} else if (m_CurrentCluster == 1) {
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if (m_CurrentLevel == 1) {
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level =
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{1, 1, 0, 1, 0, 1, 1,
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{0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1,
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1, 2, 1, 2, 1, 2, 1,
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1, 1, 0, 1, 0, 1, 1,
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4, 0, 0, 3, 0, 0, 5};
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1, 0, 1, 2, 1, 0, 1,
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0, 1, 0, 1, 0, 1, 0,
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1, 0, 1, 0, 1, 0, 1,
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0, 0, 0, 0, 0, 0, 0};
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} else if (m_CurrentLevel == 2) {
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level =
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{1, 0, 0, 0, 0, 0, 1,
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0, 1, 0, 0, 0, 1, 0,
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0, 0, 2, 2, 2, 0, 0,
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0};
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{0, 0, 0, 0, 0, 0, 0,
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0, 1, 0, 1, 0, 1, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 0, 0, 3, 0, 0, 0,
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1, 1, 1, 0, 1, 1, 1,
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1, 0, 0, 0, 0, 0, 1};
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} else if (m_CurrentLevel == 3) {
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level =
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{2, 0, 0, 0, 0, 0, 2,
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0, 1, 0, 0, 0, 1, 0,
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1, 2, 1, 1, 1, 2, 1,
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1, 0, 1, 1, 1, 0, 1,
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1, 0, 1, 1, 1, 0, 1,
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1, 0, 1, 1, 1, 0, 1};
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{0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 4, 1, 1, 1,
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0};
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} else if (m_CurrentLevel == 4) {
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level =
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{1, 2, 1, 1, 1, 2, 1,
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1, 0, 1, 1, 1, 0, 1,
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1, 2, 1, 1, 1, 2, 1,
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1, 0, 1, 1, 1, 0, 1,
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1, 0, 0, 0, 0, 0, 1,
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0, 1, 1, 0, 1, 1, 0};
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{0, 0, 1, 0, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1,
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0, 1, 1, 1, 1, 1, 0,
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0, 0, 1, 5, 1, 0, 0,
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0, 0, 0, 1, 0, 0, 0};
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} else if (m_CurrentLevel == 5) {
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level =
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{1, 0, 1, 0, 1, 0, 1,
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{0, 1, 0, 0, 0, 1, 0,
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1, 4, 1, 1, 1, 3, 1,
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0, 1, 0, 1, 0, 1, 0,
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2, 0, 1, 0, 1, 0, 2,
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0, 1, 0, 2, 0, 1, 0,
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1, 0, 1, 0, 1, 0, 1,
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0, 1, 0, 1, 0, 1, 0};
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0, 1, 0, 1, 0, 1, 0,
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1, 5, 1, 1, 1, 2 , 1,
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0, 1, 0, 0, 0, 1, 0};
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}
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} else if (m_CurrentCluster == 3) {
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