+void effect::update(float)
+{
+
+}
+void effect::handleInput()
+{
+ if(cfg::mouseWellFollow())
+ pMouseWell->setPosition(input::mousePosition());
+
+ if(cfg::mouseWellOn())
+ active_Effects.insert(pMouseWell);
+ if(cfg::mouseWellOff())
+ active_Effects.erase(pMouseWell);
+}
+
+Vector2 effect::positionDelta(const PhysicsEntity* ppe, float fTimeStep)