2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <http://www.gnu.org/licenses/>.
18 #include "effectManager.h"
22 #include "Effects/Effect.h"
23 #include "Effects/Gravity.h"
24 #include "Effects/GravityWell.h"
25 #include "Effects/Screen.h"
28 #include "input/inputManager.h"
29 #include "config/config.h"
31 /// ***** Private Variables *****
33 typedef std::set<Effect*> setEffect;
34 setEffect active_Effects;
36 GravityWell* mouseWell;
38 /// ***** Initializers/Cleaners *****
42 mouseWell = new GravityWell(Vector2(0,0));
44 active_Effects.insert(new Screen());
45 active_Effects.insert(new Gravity());
49 for( setEffect::iterator it = active_Effects.begin();
50 it != active_Effects.end();
57 /// ***** Public Methods *****
59 void effect::update(float)
63 void effect::handleInput()
65 if(cfg::mouseWellFollow())
66 mouseWell->setPosition(input::mousePosition());
68 if(cfg::mouseWellOn())
69 active_Effects.insert(mouseWell);
70 if(cfg::mouseWellOff())
71 active_Effects.erase(mouseWell);
74 Vector2 effect::positionDelta(const PhysicsEntity* e, float time_step)
78 for( setEffect::iterator it = active_Effects.begin();
79 it != active_Effects.end();
82 acc += (*it)->positionDelta(e, time_step);
87 Vector2 effect::velocityDelta(const PhysicsEntity* e, float time_step)
91 for( setEffect::iterator it = active_Effects.begin();
92 it != active_Effects.end();
95 acc += (*it)->velocityDelta(e, time_step);
100 Vector2 effect::forceDelta(const PhysicsEntity* e, float time_step)
104 for( setEffect::iterator it = active_Effects.begin();
105 it != active_Effects.end();
108 acc += (*it)->forceDelta(e, time_step);