440 lines
15 KiB
C++
440 lines
15 KiB
C++
#include "PrecompiledHeader.h"
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#include "Game/BallSystem.h"
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dd::Systems::BallSystem::~BallSystem() {
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}
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void dd::Systems::BallSystem::RegisterComponents(ComponentFactory *cf)
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{
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}
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void dd::Systems::BallSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
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EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &BallSystem::OnLifeLost);
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EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost);
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EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &BallSystem::OnResetBall);
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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_EPause, &BallSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton);
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//OctoBall
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 50.26f, -10.f);
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transform->Scale = glm::vec3(0.3f, 0.3f, 0.3f);
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transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Sid.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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circleShape->Radius = 0.4f;
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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ball->Waiting = true;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
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physics->CollisionType = CollisionType::Type::Dynamic;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
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physics->Calculate = true;
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transform->Sticky = true;
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m_World->CommitEntity(ent);
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SetBall(ent);
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auto ent2 = CreateBall();
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auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
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transform2->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform2->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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}
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for (int i = 0; i < Lives(); i++) {
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CreateLife(i);
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}
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}
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void dd::Systems::BallSystem::Update(double dt)
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{
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if (Lives() < 0)
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{
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SetLives(3);
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Events::GameOver e;
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EventBroker->Publish(e);
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}
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ResolveContacts();
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}
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void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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//TODO: When the ball collides with 2 bricks on the same frame it is reflected and then reflected again, make it reflect only once like a list or something?
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auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
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if (IsPaused()) {
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if (ballComponent != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (!ballComponent->Paused) {
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ballComponent->Paused = true;
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ballComponent->SavedSpeed = transform->Velocity;
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transform->Velocity = glm::vec3(0, 0, 0);
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}
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}
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return;
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} else {
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if (ballComponent != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (ballComponent->Paused) {
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transform->Velocity = ballComponent->SavedSpeed;
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ballComponent->Paused = false;
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}
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}
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}
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auto templateCheck = m_World->GetComponent<Components::Template>(entity);
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if (templateCheck != nullptr){ return; }
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if (ballComponent != nullptr) {
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if (ReplaceBall()) {
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SetReplaceBall(false);
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m_Waiting = true;
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ballComponent->Waiting = true;
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}
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if (ballComponent->Waiting) {
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if (m_Waiting == false) {
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ballComponent->Waiting = false;
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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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transform->Position = glm::vec3(0.0f, -3.f, -10.f);
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transform->Orientation = glm::quat();
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return;
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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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if (transformBall->Velocity.y > 0) {
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transformBall->Velocity.y = 2;
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} else {
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transformBall->Velocity.y = -2;
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}
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}
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if (transformBall->Position.y < -EdgeY() - 4 || transformBall->Position.y > EdgeY() + 4) {
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if (MultiBalls() != 0) {
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m_World->RemoveEntity(entity);
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Events::MultiBallLost e;
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EventBroker->Publish(e);
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} else if (Lives() == PastLives()) {
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Events::ResetBall be;
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EventBroker->Publish(be);
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Events::LifeLost e;
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e.Entity = entity;
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EventBroker->Publish(e);
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return;
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}
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} //Removing this made the wall collisions work again
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/*else if (transformBall->Position.x > EdgeX()) {
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if (transformBall->Velocity.x > 0) {
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glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
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transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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} else if (transformBall->Position.x < -EdgeX()) {
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if (transformBall->Velocity.x < 0) {
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glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
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transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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} else if (transformBall->Position.y > EdgeY()) {
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if (transformBall->Velocity.y > 0) {
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glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
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transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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}*/
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}
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if (Lives() != PastLives()) {
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auto life = m_World->GetComponent<Components::Life>(entity);
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if (life != nullptr) {
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if (life->Number + 1 == PastLives()) {
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m_World->RemoveEntity(entity);
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SetPastLives(Lives());
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}
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}
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}
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if (ballComponent != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
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glm::vec2 up = glm::vec2(0.f, 1.f);
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float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
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transform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
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}
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}
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bool dd::Systems::BallSystem::OnPause(const dd::Events::Pause &event)
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{
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if (event.Type != "BallSystem" && event.Type != "All") {
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return false;
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}
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if (IsPaused()) {
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SetPause(false);
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} else {
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SetPause(true);
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}
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return true;
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}
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void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
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{
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}
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void dd::Systems::BallSystem::OnEntityRemoved(EntityID entity)
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{
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}
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bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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{
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Components::PowerUp* power1 = m_World->GetComponent<Components::PowerUp>(event.Entity1);
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Components::PowerUp* power2 = m_World->GetComponent<Components::PowerUp>(event.Entity2);
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if (power1 != nullptr || power2 != nullptr) {
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return false;
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}
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Components::Ball* ballComponent1 = m_World->GetComponent<Components::Ball>(event.Entity1);
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Components::Ball* ballComponent2 = m_World->GetComponent<Components::Ball>(event.Entity2);
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Components::Ball* ballComponent;
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if (ballComponent1 != nullptr && ballComponent2 != nullptr) {
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return false;
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}
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EntityID ballEntity, otherEntitiy;
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//Which is the ball?
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if (ballComponent1 != nullptr) {
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ballEntity = event.Entity1;
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otherEntitiy = event.Entity2;
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ballComponent = ballComponent1;
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}
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else if (ballComponent2 != nullptr) {
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ballEntity = event.Entity2;
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otherEntitiy = event.Entity1;
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ballComponent = ballComponent2;
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}
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else {
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return false;
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}
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auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
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glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
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if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad") {
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auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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Events::HitPad e;
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e.Ball = ballEntity;
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e.Pad = otherEntitiy;
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EventBroker->Publish(e);
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// Events::HitLag el;
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// el.Time = 0.1f;
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//el.Type = "All";
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// EventBroker->Publish(el);
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float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
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float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
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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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} 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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return true;
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}
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ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
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Events::ComboEvent ec;
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ec.Combo = ballComponent->Combo;
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ec.Ball = ballEntity;
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EventBroker->Publish(ec);
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//std::cout << "Combo: " << ballComponent->Combo << std::endl;
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} // Lifebuoy should always reflect the ball upwards
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else if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Lifebuoy"){
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ballTransform->Velocity = glm::vec3(ballTransform->Velocity.x, abs(ballTransform->Velocity.y), ballTransform->Velocity.z);
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} else {
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auto it = m_Contacts.find(ballEntity);
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if (it == m_Contacts.end()) {
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std::list<glm::vec2> normalList;
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normalList.push_back(event.Normal);
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m_Contacts[ballEntity] = normalList;
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} else {
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std::list<glm::vec2> normalList = it->second;
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normalList.push_back(event.Normal);
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m_Contacts[ballEntity] = normalList;
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}
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}
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return true;
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}
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void dd::Systems::BallSystem::ResolveContacts()
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{
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for (auto c : m_Contacts) {
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EntityID entity = c.first;
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std::list<glm::vec2> contactNormals = c.second;
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glm::vec2 finalNormal = glm::vec2(0.f);
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for (auto it = contactNormals.begin(); it != contactNormals.end(); it++) {
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finalNormal = finalNormal + (*it);
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}
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finalNormal = glm::normalize(finalNormal);
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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glm::vec2 velocity = glm::vec2(transform->Velocity.x, transform->Velocity.y);
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glm::vec2 reflectedVelocity = glm::reflect(velocity, finalNormal);
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auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
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reflectedVelocity = glm::normalize(reflectedVelocity) * ballComponent->Speed;
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transform->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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m_Contacts.clear();
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}
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EntityID dd::Systems::BallSystem::CreateBall()
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{
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auto ent = m_World->CloneEntity(Ball());
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m_World->RemoveComponent<Components::Template>(ent);
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return ent;
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}
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void dd::Systems::BallSystem::CreateLife(int number)
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{
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auto life = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
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transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
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transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
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transform->Sticky = true;
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std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
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lifeNr->Number = number;
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auto model = m_World->AddComponent<Components::Model>(life);
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model->ModelFile = "Models/Test/Ball/Sid.obj";
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m_World->CommitEntity(life);
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}
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bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event)
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{
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SetLives(Lives() - 1);
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return true;
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}
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bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
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{
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SetMultiBalls(MultiBalls() - 1);
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//std::cout << MultiBalls() << std::endl;
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if (MultiBalls() < 0) {
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auto ent = CreateBall();
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SetMultiBalls(0);
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}
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return true;
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}
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bool dd::Systems::BallSystem::OnResetBall(const dd::Events::ResetBall &event)
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{
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SetReplaceBall(true);
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return true;
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}
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bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
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{
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auto ent1 = CreateBall();
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auto ent2 = CreateBall();
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auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
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auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
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auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
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auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
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ball1->Waiting = false;
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ball2->Waiting = false;
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auto padTransform = event.padTransform;
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float x1 = padTransform->Position.x/* - 2*/, x2 = padTransform->Position.x/* + 2*/;
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if (x1 < -m_EdgeX) {
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x1 = m_EdgeX - 0.2;
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}
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if (x2 > m_EdgeX) {
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x2 = -m_EdgeX + 0.2;
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}
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transform1->Position = glm::vec3(x1, -5.5, -10);
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transform2->Position = glm::vec3(x2, -5.5, -10);
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transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
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transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
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SetMultiBalls(MultiBalls() + 2);
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//std::cout << MultiBalls() << std::endl;
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return true;
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}
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bool dd::Systems::BallSystem::OnStickyPad(const dd::Events::StickyPad &event)
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{
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m_Sticky = true;
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m_StickyCounter = 5;
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return true;
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}
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bool dd::Systems::BallSystem::OnInkBlaster(const dd::Events::InkBlaster &event)
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{
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m_InkBlaster = true;
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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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return true;
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}
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