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@ -31,7 +31,7 @@ JamSpookGame::JamSpookGame():
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// Create window
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// Create window
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// Resolution (256x224 scaled to whatever)
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// Resolution (256x224 scaled to whatever)
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Log::write(LogLevel::info, "Game - Constructor - Creating window");
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Log::write(LogLevel::info, "Game - Constructor - Creating window");
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mWindow = make_shared<Window>("BouncyBalls", 480, 272, Window::WindowMode::window);
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mWindow = make_shared<Window>("Spooky Game", 480, 272, Window::WindowMode::window);
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mWindow->hide();
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mWindow->hide();
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// Create renderer
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// Create renderer
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@ -264,7 +264,7 @@ void JamSpookGame::set()
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trackPieceFactory->createSign("ThankYouSign",
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trackPieceFactory->createSign("ThankYouSign",
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"sign-thanks-diffuse.png",
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"sign-thanks-diffuse.png",
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vec3(994, 0, 1000),
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vec3(994, 0, 1000),
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quat(vec3(radians(0.0f), radians(60.0f), radians(0.0f))));
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quat(vec3(radians(0.0f), radians(90.0f), radians(0.0f))));
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trackPieceFactory.reset();
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trackPieceFactory.reset();
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@ -308,8 +308,9 @@ void JamSpookGame::set()
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cameraFactory->createActiveFollowCamera("followKartCamera",
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cameraFactory->createActiveFollowCamera("followKartCamera",
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mCamera,
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mCamera,
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kartEntity,
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kartEntity,
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vec3(0 ,10 ,-25),
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vec3(0 ,35 ,-25),
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vec3(0, 5, 0));
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vec3(0, 5, 0),
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bvec3(0, 0, 0));
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shared_ptr<Entity> endSceneCamera = cameraFactory->createStaticCamera("endSceneCamera",
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shared_ptr<Entity> endSceneCamera = cameraFactory->createStaticCamera("endSceneCamera",
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mCameraEndScene);
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mCameraEndScene);
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@ -324,14 +325,14 @@ void JamSpookGame::set()
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dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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renderLayerGame);
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renderLayerGame);
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// shared_ptr<Entity> endGameEntity = resetTriggerFactory->
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// createResetTrigger(vec3(-1, -30, -12),
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// vec3(1));
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shared_ptr<Entity> endGameEntity = resetTriggerFactory->
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shared_ptr<Entity> endGameEntity = resetTriggerFactory->
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createResetTrigger(vec3(0, 0, 0),
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createResetTrigger(vec3(-1, -30, -12),
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vec3(1));
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vec3(1));
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// shared_ptr<Entity> endGameEntity = resetTriggerFactory->
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// createResetTrigger(vec3(0, 0, 0),
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// vec3(1));
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// Add the leaking ICCResponse component to // ContactWithPlayer
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// Add the leaking ICCResponse component to // ContactWithPlayer
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weak_ptr<GraphicsSystem> wGraphicsSystem = graphicsSystem;
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weak_ptr<GraphicsSystem> wGraphicsSystem = graphicsSystem;
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weak_ptr<Camera> wEndSceneCamera = mCameraEndScene;
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weak_ptr<Camera> wEndSceneCamera = mCameraEndScene;
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@ -87,6 +87,7 @@ using std::to_string;
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using glm::ivec2;
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using glm::ivec2;
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using glm::vec2;
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using glm::vec2;
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using glm::bvec3;
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using glm::vec3;
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using glm::vec3;
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using glm::vec4;
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using glm::vec4;
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using glm::mat4;
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using glm::mat4;
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