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squidout/src/game/Game/LevelSystem.cpp
T

695 lines
22 KiB
C++
Executable File

//
// Created by Adniklastrator on 2015-09-09.
//
#include "PrecompiledHeader.h"
#include "Game/LevelSystem.h"
void dd::Systems::LevelSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact);
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent);
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall);
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, &LevelSystem::OnCreatePowerUp);
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &LevelSystem::OnMultiBallLost);
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken);
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &LevelSystem::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
m_BrickTemplate = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(m_BrickTemplate);
auto model = m_World->AddComponent<Components::Model>(m_BrickTemplate);
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(m_BrickTemplate);
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(m_BrickTemplate);
cRec->Dimensions = glm::vec2(0.9f, 0.35f);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(m_BrickTemplate);
std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(m_BrickTemplate);
cPhys->CollisionType = CollisionType::Type::Static;
cPhys->GravityScale = 0.f;
cPhys->Category = CollisionLayer::Type::Brick;
cPhys->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Ball | CollisionLayer::Type::Projectile | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
transform->Sticky = false;
model->ModelFile = "Models/Brick/WhiteBrick.obj";
transform->Position = glm::vec3(50, 50, -10);
//sound
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(m_BrickTemplate);
collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
m_World->CommitEntity(m_BrickTemplate);
return;
}
void dd::Systems::LevelSystem::Update(double dt)
{
if (!m_Initialized) {
GetNextLevel();
CreateLevel(0);
m_Initialized = true;
}
}
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
if (IsPaused()) {
return;
}
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
if (templateCheck != nullptr){ return; }
// Check the background.
auto model = m_World->GetComponent<Components::Model>(entity);
if (model != nullptr) {
if (model->ModelFile == "Models/Test/halfpipe/Halfpipe.obj") {
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (transform->Position.y <= -34.6) {
transform->Position.y = 34.6;
}
}
}
auto brick = m_World->GetComponent<Components::Brick>(entity);
if (brick != nullptr) {
auto transform = m_World->GetComponent<Components::Transform>(entity);
//Removes bricks that falls out of the stage.
if (transform->Position.y < -10) {
/*if (brick->Type == StandardBrick) {
} else if (brick->Type == MultiBallBrick) {
Events::MultiBall e;
e.padTransform = transform;
EventBroker->Publish(e);
} else if (brick->Type == LifebuoyBrick) {
Events::Lifebuoy e;
e.Transform = transform;
EventBroker->Publish(e);
} else if (brick->Type == StickyBrick) {
Events::StickyPad e;
EventBroker->Publish(e);
} else if (brick->Type == InkBlasterBrick) {
Events::InkBlaster e;
EventBroker->Publish(e);
} else if(brick->Type == KrakenAttackBrick) {
Events::KrakenAttack e;
e.ChargeUpdate = 0;
e.KrakenStrength = 0.1;
e.PlayerStrength = 0.05;
EventBroker->Publish(e);
}*/
m_LooseBricks--;
m_World->RemoveEntity(entity);
}
}
auto ball = m_World->GetComponent<Components::Ball>(entity);
if (NumberOfBricks() <= 0 && m_LooseBricks <= 0 && !Restarting()) {
if (MultiBalls() <= 0 && PowerUps() <= 0) {
Events::StageCleared ec;
ec.ClearedStage = m_CurrentLevel;
ec.StageCluster = m_CurrentCluster;
EventBroker->Publish(ec);
} else {
if (ball != nullptr && MultiBalls() > 0) {
Events::MultiBallLost e;
EventBroker->Publish(e);
m_World->RemoveEntity(entity);
} else {
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
if (powerUp != nullptr) {
SetPowerUps(PowerUps() - 1);
m_World->RemoveEntity(entity);
} else {
if (brick != nullptr) {
m_LooseBricks--;
m_World->RemoveEntity(entity);
}
}
}
}
}
}
bool dd::Systems::LevelSystem::OnPause(const dd::Events::Pause &event)
{
if (event.Type != "LevelSystem" && event.Type != "All") {
return false;
}
if (IsPaused()) {
SetPause(false);
} else {
SetPause(true);
}
return true;
}
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
{
SetNumberOfBricks(rows * lines);
//std::cout << "You're only doing this once, right?" << std::endl;
int num = Lines();
for (int i = 0; i < rows; i++) {
num--;
for (int j = 0; j < Lines(); j++) {
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, 0, num, 1, glm::vec4(0, 0, 0, 0));
}
if (num == 1)
num = Lines();
}
SetNumberOfBricks(rows * lines);
SetRestarting(false);
return;
}
void dd::Systems::LevelSystem::CreateLevel(int aboveBasicLevel)
{
std::cout << "Loading level: " << m_CurrentLevel << std::endl;
SetNumberOfBricks(Rows() * Lines());
int num = Lines();
int getter = 0;
for (int i = 0; i < Rows(); i++) {
num--;
for (int j = 0; j < Lines(); j++) {
CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), aboveBasicLevel, num, m_Bricks[getter], m_Colors[getter]);
getter++;
}
if (num == 1) {
num = Lines();
}
}
m_LooseBricks = NumberOfBricks();
SetRestarting(false);
}
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int aboveLevel, int num, int typeInt, glm::vec4 colorVec)
{
if (typeInt == EmptyBrickSpace) {
SetNumberOfBricks(NumberOfBricks() - 1);
return;
}
auto brick = m_World->CloneEntity(m_BrickTemplate);
m_World->RemoveComponent<Components::Template>(brick);
auto transform = m_World->GetComponent<Components::Transform>(brick);
auto cBrick = m_World->GetComponent<Components::Brick>(brick);
auto model = m_World->GetComponent<Components::Model>(brick);
if (typeInt == StandardBrick) {
cBrick->Type = StandardBrick;
auto type = m_World->AddComponent<Components::StandardBrick>(brick);
model->Color = colorVec;
} else if (typeInt == MultiBallBrick) {
cBrick->Type = MultiBallBrick;
auto type = m_World->AddComponent<Components::MultiBallBrick>(brick);
model->ModelFile = "Models/Brick/IceBrick.obj";
} else if (typeInt == LifebuoyBrick) {
cBrick->Type = LifebuoyBrick;
auto type = m_World->AddComponent<Components::LifebuoyBrick>(brick);
model->ModelFile = "Models/Brick/LifeBuoyBrick.obj";
} else if (typeInt == StickyBrick) {
cBrick->Type = StickyBrick;
auto type = m_World->AddComponent<Components::StickyBrick>(brick);
model->ModelFile = "Models/Brick/StickyBrick.obj";
} else if (typeInt == InkBlasterBrick) {
cBrick->Type = InkBlasterBrick;
auto type = m_World->AddComponent<Components::InkBlasterBrick>(brick);
model->Color = glm::vec4(0.1f, 0.1f, 0.1f, 1.0f);
} else if (typeInt == KrakenAttackBrick) {
cBrick->Type = KrakenAttackBrick;
auto type = m_World->AddComponent<Components::KrakenAttackBrick>(brick);
model->Color = glm::vec4(0.f, 0.5f, 1.0f, .0f);
}
float x = line * spacesBetweenBricks.x;
float y = row * spacesBetweenBricks.y;
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y + aboveLevel, -10.f);
cBrick->Score = 10 * num;
return;
}
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
{
}
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
{
EntityID entityBrick;
EntityID entityBall;
EntityID entityShot = 0;
auto ball = m_World->GetComponent<Components::Ball>(event.Entity2);
auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
if (brick != nullptr) {
entityBrick = event.Entity1;
} else {
brick = m_World->GetComponent<Components::Brick>(event.Entity2);
if (brick != nullptr) {
entityBrick = event.Entity2;
} else {
return false;
}
}
if (ball != nullptr) {
entityBall = event.Entity2;
} else {
ball = m_World->GetComponent<Components::Ball>(event.Entity1);
if (ball != nullptr) {
entityBall = event.Entity1;
} else {
auto shot = m_World->GetComponent<Components::Projectile>(event.Entity1);
if (shot != nullptr) {
entityShot = event.Entity1;
} else {
shot = m_World->GetComponent<Components::Projectile>(event.Entity2);
if (shot != nullptr) {
entityShot = event.Entity2;
} else {
return false;
}
}
}
}
brick = m_World->GetComponent<Components::Brick>(entityBrick);
if (brick == nullptr) {
return false;
}
if (entityShot != 0) {
// For when a brick gets shot.
brick->Removed = true;
m_World->RemoveEntity(entityShot);
BrickHit(entityShot, entityBrick, 1);
return true;
}
if (!Restarting() && !brick->Removed) {
brick->Removed = true;
// Hit brick with ball code.
ball->Combo += 1;
Events::ComboEvent ec;
ec.Combo = ball->Combo;
ec.Ball = entityBall;
EventBroker->Publish(ec);
BrickHit(entityBall, entityBrick, ball->Combo);
}
return true;
}
void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo)
{
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
physicsComponent->CollisionType = CollisionType::Type::Dynamic;
physicsComponent->GravityScale = 1.f;
physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
auto transformComponentHitter = m_World->GetComponent<Components::Transform>(entityHitter);
auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
// Check if the brick is any kind of special.
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
if (multi != nullptr) {
Events::MultiBall e;
e.padTransform = transformComponentBrick;
EventBroker->Publish(e);
}
else {
auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
if (buoy != nullptr) {
Events::Lifebuoy e;
e.Transform = transformComponentBrick;
EventBroker->Publish(e);
}
else {
auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
if (sticky != nullptr) {
Events::StickyPad e;
e.Transform = transformComponentBrick;
e.Times = 3;
EventBroker->Publish(e);
}
else {
auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
if (ink != nullptr) {
Events::InkBlaster e;
e.Transform = transformComponentBrick;
e.Shots = 5;
EventBroker->Publish(e);
}
else {
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick);
if (kraken != nullptr) {
Events::KrakenAttack e;
e.ChargeUpdate = 0;
e.KrakenStrength = 0.1;
e.PlayerStrength = 0.05;
EventBroker->Publish(e);
}
else {
}
}
}
}
}
Events::SetImpulse e;
e.Entity = entityBrick;
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentHitter->Position.x - transformComponentBrick->Position.x) / 4),
transformComponentBrick->Position.y + ((transformComponentHitter->Position.y - transformComponentBrick->Position.y) / 4));
e.Impulse = glm::normalize(point)*5.f;
e.Point = point;
EventBroker->Publish(e);
SetNumberOfBricks(NumberOfBricks() - 1);
Events::ScoreEvent es;
es.Score = brick->Score * combo;
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);
}
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
{
SetScore(Score() += event.Score);
return true;
}
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
{
SetMultiBalls(MultiBalls()+2);
return true;
}
bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
{
SetMultiBalls(MultiBalls()-1);
if (MultiBalls() < 0) {
SetMultiBalls(0);
}
return true;
}
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
{
SetPowerUps(PowerUps() + 1);
auto powerUp = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(powerUp);
auto model = m_World->AddComponent<Components::Model>(powerUp);
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
cPhys->CollisionType = CollisionType::Type::Dynamic;
cPhys->Category = CollisionLayer::Type::PowerUp;
cPhys->Mask = CollisionLayer::Type::Pad;
transform->Sticky = false;
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
transform->Position = event.Position;
transform->Scale = glm::vec3(0.2, 0.2, 0.2);
transform->Velocity = glm::vec3(0, -4, 0);
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
m_World->CommitEntity(powerUp);
return true;
}
bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &event)
{
SetPowerUps(PowerUps() - 1);
return true;
}
bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
{
if (!m_Cleared) {
m_Cleared = true;
SetRestarting(true);
Events::ResetBall e;
EventBroker->Publish(e);
Events::ScoreEvent es;
es.Score = 500;
EventBroker->Publish(es);
m_CurrentLevel++;
if (m_CurrentLevel < 6) {
GetNextLevel();
CreateLevel(12);
} else {
// Win
Events::ClusterClear e;
EventBroker->Publish(e);
Events::Pause p;
p.Type = "All";
EventBroker->Publish(p);
}
}
return true;
}
void dd::Systems::LevelSystem::GetNextLevel()
{
std::array<int, 42> level;
std::array<glm::vec4, 42> color;
// Level array indicates type of brick.
// 0 is empty space.
// 1 is standard brick.
// 2 is multiball brick.
// 3 is lifebuoy brick.
// 4 is sticky brick.
// 5 is ink blaster brick.
// 6 is kraken attack brick.
// wolor array determines the color of standard bricks.
// w is white.
// r is red.
// g is green.
// b is blue.
// y is yellow.
// c is cyan.
// m is magenta.
// d is dark.
// Feel free to make your own.
glm::vec4 w = glm::vec4(1, 1, 1, 0);
glm::vec4 r = glm::vec4(1, 0, 0, 0);
glm::vec4 g = glm::vec4(0, 1, 0, 0);
glm::vec4 b = glm::vec4(0, 0, 1, 0);
glm::vec4 y = glm::vec4(1, 1, 0, 0);
glm::vec4 c = glm::vec4(0, 1, 1, 0);
glm::vec4 m = glm::vec4(1, 0, 1, 0);
glm::vec4 d = glm::vec4(0, 0, 0, 0);
//glm::vec4 p4 = glm::vec4(asd.f / 255.f, asd.f / 255.f, sad.f / 255.f, 1.f);
glm::vec4 br = glm::vec4(143.f / 255.f, 98.f / 255.f, 0.f / 255.f, 1.f);
glm::vec4 lb1 = glm::vec4(115.f / 255.f, 232.f / 255.f, 236.f / 255.f, 1.f);
glm::vec4 lb2 = glm::vec4(107.f / 255.f, 214.f / 255.f, 218.f / 255.f, 1.f);
glm::vec4 lb3 = glm::vec4(91.f / 255.f, 183.f / 255.f, 186.f / 255.f, 1.f);
glm::vec4 lb4 = glm::vec4(70.f / 255.f, 153.f / 255.f, 156.f / 255.f, 1.f);
glm::vec4 p1 = glm::vec4(255.f / 255.f, 184.f / 255.f, 254.f / 255.f, 1.f);
glm::vec4 p2 = glm::vec4(255.f / 255.f, 81.f / 255.f, 253.f / 255.f, 1.f);
glm::vec4 p3 = glm::vec4(189.f / 255.f, 0.f / 255.f, 187.f / 255.f, 1.f);
glm::vec4 p4 = glm::vec4(125.f / 255.f, 0.f / 255.f, 147.f / 255.f, 1.f);
if (m_CurrentCluster == 0) {
if (m_CurrentLevel == 1) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w};
} else if (m_CurrentLevel == 2) {
level =
{1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w};
} else if (m_CurrentLevel == 3) {
level =
{0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w};
} else if (m_CurrentLevel == 4) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0};
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w};
} else if (m_CurrentLevel == 5) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1};
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
w, w, w, w, w, w, w};
}
} else if (m_CurrentCluster == 1) {
if (m_CurrentLevel == 1) {
level =
{0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1,
1, 0, 1, 2, 1, 0, 1,
0, 1, 0, 1, 0, 1, 0,
1, 0, 1, 0, 1, 0, 1,
0, 0, 0, 0, 0, 0, 0};
color =
{w, w, w, w, w, w, w,
lb4, lb4, lb4, lb4, lb4, lb4, lb4,
lb3, lb3, lb3, lb3, lb3, lb3, lb3,
lb2, lb2, lb2, lb2, lb2, lb2, lb2,
lb1, lb1, lb1, lb1, lb1, lb1, lb1,
w, w, w, w, w, w, w};
} else if (m_CurrentLevel == 2) {
level =
{0, 0, 1, 0, 1, 0, 0,
0, 1, 0, 1, 0, 1, 0,
0, 0, 1, 1, 1, 0, 0,
0, 0, 0, 3, 0, 0, 0,
1, 1, 1, 0, 1, 1, 1,
1, 0, 0, 0, 0, 0, 1};
color =
{w, w, r, w, r, w, w,
w, w, w, r, w, w, w,
w, w, r, w, r, w, w,
w, w, w, w, w, w, w,
w, r, w, w, w, r, w,
r, w, w, w, w, w, r};
} else if (m_CurrentLevel == 3) {
level =
{0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0,
0, 1, 1, 1, 1, 1, 0,
1, 1, 1, 4, 1, 1, 1,
0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0};
color =
{g, g, g, g, g, g, g,
g, g, g, g, g, g, g,
g, g, g, g, g, g, g,
g, g, g, w, g, g, g,
w, w, w, br, w, w, w,
w, w, br, br, br, w, w};
} else if (m_CurrentLevel == 4) {
level =
{0, 0, 1, 0, 1, 0, 0,
0, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 0,
0, 0, 1, 5, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0};
color =
{w, w, p1, w, p1, w, w,
w, p2, p3, p2, p3, p2, w,
p1, p2, p3, p4, p3, p2, p1,
w, p1, p2, p3, p2, p1, w,
w, w, p1, w, p1, w, w,
w, w, w, p1, w, w, w};
} else if (m_CurrentLevel == 5) {
level =
{0, 1, 0, 0, 0, 1, 0,
1, 4, 1, 1, 1, 3, 1,
0, 1, 0, 1, 0, 1, 0,
0, 1, 0, 1, 0, 1, 0,
1, 5, 1, 6, 1, 2, 1,
0, 1, 0, 0, 0, 1, 0};
color =
{w, p3, w, w, w, r, w,
p2, w, p1, g, w, w, w,
w, p4, w, g, w, r, w,
w, br, w, g, w, lb1, w,
y, w, y, d, b, w, b,
w, br, w, w, w, lb1, w};
}
} else if (m_CurrentCluster == 3) {
}
std::copy(std::begin(level), std::end(level), std::begin(m_Bricks));
std::copy(std::begin(color), std::end(color), std::begin(m_Colors));
}
bool dd::Systems::LevelSystem::OnHitPad(const dd::Events::HitPad &event)
{
m_Cleared = false;
return true;
}