Getting Sticky after Ink Blaster now works.
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@@ -20,6 +20,7 @@ void dd::Systems::BallSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &BallSystem::OnMultiBall);
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EVENT_SUBSCRIBE_MEMBER(m_EStickyPad, &BallSystem::OnStickyPad);
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EVENT_SUBSCRIBE_MEMBER(m_EInkBlaster, &BallSystem::OnInkBlaster);
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EVENT_SUBSCRIBE_MEMBER(m_EInkBlasterOver, &BallSystem::OnInkBlasterOver);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &BallSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton);
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@@ -109,19 +110,10 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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}
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if (ballComponent->Waiting) {
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if (m_Waiting == false) {
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if (!m_Waiting) {
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ballComponent->Waiting = false;
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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transform->Velocity = glm::normalize(glm::vec3(0.5f, 1, 0.f)) * ballComponent->Speed;
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if (ballComponent->Sticky) {
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transform->Velocity = ballComponent->SavedSpeed;
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m_StickyCounter--;
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std::cout << m_StickyCounter << std::endl;
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if (m_StickyCounter > 0) {
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m_Sticky = true;
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}
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ballComponent->Sticky = false;
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}
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} else if (!ballComponent->Sticky) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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@@ -130,6 +122,18 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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return;
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}
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}
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if (ballComponent->Sticky) {
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if (!m_Waiting)
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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transform->Velocity = ballComponent->SavedSpeed;
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m_StickyCounter--;
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if (m_StickyCounter > 0) {
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m_Sticky = true;
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}
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ballComponent->Sticky = false;
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}
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}
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auto transformBall = m_World->GetComponent<Components::Transform>(entity);
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if (glm::abs(transformBall->Velocity.y) < 2) {
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@@ -273,15 +277,19 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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ballComponent->Combo = 0;
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if (m_InkBlaster) {
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m_InkBlaster = false;
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ballComponent->Sticky = true;
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ballComponent->StickyPlacement = glm::vec3(0, 0.5f, 0);
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ballTransform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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if (!m_InkAttached) {
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m_InkAttached = true;
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m_Waiting = true;
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m_BlockedWaiting = true;
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ballComponent->Sticky = true;
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ballComponent->StickyPlacement = glm::vec3(0, 0.5f, 0);
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ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
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ballTransform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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}
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} else if (m_Sticky) {
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m_Sticky = false;
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m_Waiting = true;
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ballComponent->Sticky = true;
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ballComponent->Waiting = true;
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ballComponent->StickyPlacement = ballTransform->Position - padTransform->Position;
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ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
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ballTransform->Velocity *= -1;
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@@ -431,9 +439,26 @@ bool dd::Systems::BallSystem::OnInkBlaster(const dd::Events::InkBlaster &event)
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return true;
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}
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bool dd::Systems::BallSystem::OnInkBlasterOver(const dd::Events::InkBlasterOver &event)
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{
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auto ballComponent = m_World->GetComponent<Components::Ball>(event.Ball);
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auto transform = m_World->GetComponent<Components::Transform>(event.Ball);
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m_InkBlaster = false;
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m_InkAttached = false;
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m_BlockedWaiting = false;
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m_Sticky = true;
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ballComponent->SavedSpeed = glm::normalize(glm::vec3(0.f, 1.f, 0.f)) * ballComponent->Speed;
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m_Waiting = false;
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transform->Velocity = glm::normalize(glm::vec3(0.f, 1, 0.f)) * ballComponent->Speed;
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return true;
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}
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bool dd::Systems::BallSystem::OnActionButton(const dd::Events::ActionButton &event)
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{
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m_Waiting = false;
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if (!m_BlockedWaiting) {
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m_Waiting = false;
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}
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return true;
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}
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@@ -225,7 +225,6 @@ void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
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bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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{
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LOG_DEBUG("Collision happened!");
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EntityID entityBrick;
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EntityID entityBall;
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EntityID entityShot = 0;
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@@ -250,12 +249,10 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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} else {
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auto shot = m_World->GetComponent<Components::Projectile>(event.Entity1);
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if (shot != nullptr) {
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LOG_DEBUG("Entity1 is a shot!");
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entityShot = event.Entity1;
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} else {
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shot = m_World->GetComponent<Components::Projectile>(event.Entity2);
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if (shot != nullptr) {
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LOG_DEBUG("Entity2 is a shot!");
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entityShot = event.Entity2;
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} else {
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return false;
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@@ -118,6 +118,17 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
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m_SquidLoaded = false;
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ball->InkBlaster = false;
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ball->Sticky = false;
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ball->Waiting = true;
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{
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Events::InkBlasterOver e;
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e.Ball = m_AttachedSquid;
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EventBroker->Publish(e);
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}
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{
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Events::ActionButton e;
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EventBroker->Publish(e);
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}
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}
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}
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return true;
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