Needs some spinfixing

This commit is contained in:
viktorljung
2015-10-13 17:20:32 +02:00
parent b8e1f6fcde
commit f86dc9a530
+11 -27
View File
@@ -344,30 +344,29 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
auto brickModel = m_World->GetComponent<Components::Model>(entityBrick); auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBall->Position.x - transformComponentBrick->Position.x )/4),
transformComponentBrick->Position.y + ((transformComponentBall->Position.y - transformComponentBrick->Position.y)/4));
auto brickChildren = m_World->GetEntityChildren(entityBrick); auto brickChildren = m_World->GetEntityChildren(entityBrick);
for (auto b : brickChildren) for (auto b : brickChildren)
{ {
auto cTransform = m_World->GetComponent<Components::Transform>(b);
cTransform->Velocity.z = -2.f;
point = point - glm::vec2(cTransform->Position.x, cTransform->Position.y);
Events::SetImpulse e;
e.Entity = b;
e.Impulse = glm::normalize(point)*2.f;;
e.Point = point;
EventBroker->Publish(e);
auto cTransform = m_World->GetComponent<Components::Transform>(b);
cTransform->Position = cTransform->Position + transformComponentBrick->Position; cTransform->Position = cTransform->Position + transformComponentBrick->Position;
glm::vec2 ballToBrick = 4.f * glm::normalize(glm::vec2(cTransform->Position.x - ballTransform->Position.x , cTransform->Position.y - ballTransform->Position.y));
cTransform->Velocity = glm::vec3(ballToBrick.x, ballToBrick.y, 0.f);
auto cModel = m_World->GetComponent<Components::Model>(b); auto cModel = m_World->GetComponent<Components::Model>(b);
cModel->Color = brickModel->Color; cModel->Color = brickModel->Color;
cModel->Color *= 0.8f; cModel->Color *= 0.5f;
m_World->RemoveComponent<Components::Template>(b); m_World->RemoveComponent<Components::Template>(b);
m_World->SetEntityParent(b, 0); m_World->SetEntityParent(b, 0);
m_World->CommitEntity(b); m_World->CommitEntity(b);
} }
SetNumberOfBricks(NumberOfBricks() - 1); SetNumberOfBricks(NumberOfBricks() - 1);
@@ -375,21 +374,6 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
es.Score = brick->Score * ball->Combo; es.Score = brick->Score * ball->Combo;
EventBroker->Publish(es); EventBroker->Publish(es);
Events::CreateParticleSequence ep;
ep.parent = entityBrick;
ep.EmitterLifeTime = 1.f;
ep.ParticleLifeTime = 1.5f;
ep.ParticlesPerTick = 1;
ep.SpawnRate = 0.2;
ep.EmittingAngle = glm::half_pi<float>();
ep.Spread = 1.5f;
ep.Position = transformComponentBrick->Position;
ep.Radius = 0.05;
ep.SpriteFile = "Textures/Particles/FadeBall.png";
ep.Color = brickModel->Color + glm::vec4(0.3f);
ep.Speed = 50;
EventBroker->Publish(ep);
//std::cout << "Combo: " << ball->Combo << std::endl; //std::cout << "Combo: " << ball->Combo << std::endl;
//std::cout << NumberOfBricks() << std::endl; //std::cout << NumberOfBricks() << std::endl;
//std::cout << "Brick Score: " << brick->Score << std::endl; //std::cout << "Brick Score: " << brick->Score << std::endl;