/// ***** Public Class Methods *****
-Vector2 Screen::positionDelta(const PhysicsEntity* e, float time_step) const
+Vector2 Screen::positionDelta(const PhysicsEntity* e, float /*time_step*/) const
{
const Vector2& pos = e->positionRaw();
return acc;
}
-Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
+Vector2 Screen::velocityDelta(const PhysicsEntity* e, float /*time_step*/) const
{
const Vector2& pos = e->positionRaw();
const Vector2& velo = e->velocityRaw();
{
applyForce(force, position);
}
-void PhysicsEntity::applyForce(const Vector2& force, const Vector2& at)
+void PhysicsEntity::applyForce(const Vector2& force, const Vector2& /*at*/)
{
this->force += force;
}
{
applyImpulse(impulse, position);
}
-void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& at)
+void PhysicsEntity::applyImpulse(const Vector2& impulse, const Vector2& /*at*/)
{
velocity += impulse;
}
/// ***** Public Class Methods *****
-void CreatingPolygon::handleInput(bool on_top) const
+void CreatingPolygon::handleInput(bool /*on_top*/) const
{
// TODO
}
-void CreatingPolygon::update(float time_step, bool on_top) const
+void CreatingPolygon::update(float /*time_step*/, bool /*on_top*/) const
{
}
-void CreatingPolygon::draw(bool on_top) const
+void CreatingPolygon::draw(bool /*on_top*/) const
{
// TODO
}
/// ***** Public Class Methods *****
-void Paused::handleInput(bool on_top) const
+void Paused::handleInput(bool /*on_top*/) const
{
// TODO
}
-void Paused::update(float time_step, bool on_top) const
+void Paused::update(float /*time_step*/, bool /*on_top*/) const
{
}
-void Paused::draw(bool on_top) const
+void Paused::draw(bool /*on_top*/) const
{
// TODO
}
manager::update(time_step);
}
}
-void Running::draw(bool on_top) const
+void Running::draw(bool /*on_top*/) const
{
manager::draw();
}
static bool s_bDrawInitialized = false;
/// ***** MAIN Method *****
-int main(int argc, char** args)
+int main(int /*argc*/, char** /*args*/)
{
mainInit();
run();