gravity well now follows the mouse
[physics.git] / src / effectManager.cpp
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1/*
2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
3 *
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.
8 *
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.
13 *
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/>.
16 */
17
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18#include "effectManager.h"
19
33b8c69b 20#include "Effects/Effect.h"
f206d19d 21#include "Effects/Gravity.h"
46e842c7 22#include "Effects/GravityWell.h"
2c18685d 23#include "Effects/Screen.h"
f206d19d 24
46e842c7 25#include "Vector2.h"
a823a800 26#include "input/inputManager.h"
46e842c7 27
33b8c69b 28/// ***** Private Variables *****
617dcc71 29
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30Effect** effects;
31int numEffects;
32
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33GravityWell* mouseWell;
34
617dcc71 35/// ***** Initializers/Cleaners *****
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36
37void effect::init()
38{
46e842c7 39 numEffects = 3;
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40 effects = new Effect*[numEffects]();
41
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42 mouseWell = new GravityWell(input::mousePosition());
43
44 effects[0] = mouseWell;
45 effects[1] = new Gravity();
46e842c7 46 effects[2] = new Screen();
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47}
48void effect::clean()
49{
50 for(int i=0; i < numEffects; i++)
51 {
52 delete effects[i];
53 }
54
b8adb435 55 delete[] effects;
33b8c69b 56}
f206d19d 57
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58/// ***** Public Methods *****
59
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60void effect::update(float)
61{
62
63}
64void effect::handleInput()
65{
66 mouseWell->setPosition(input::mousePosition());
67}
68
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69Vector2 effect::positionDelta(const PhysicsEntity* e, float time_step)
70{
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71 Vector2 acc(0,0);
72
73 for(int i=0; i < numEffects; i++)
74 {
75 acc += effects[i]->positionDelta(e, time_step);
76 }
77
78 return acc;
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79}
80Vector2 effect::velocityDelta(const PhysicsEntity* e, float time_step)
81{
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82 Vector2 acc(0,0);
83
84 for(int i=0; i < numEffects; i++)
85 {
86 acc += effects[i]->velocityDelta(e, time_step);
87 }
88
89 return acc;
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90}
91Vector2 effect::forceDelta(const PhysicsEntity* e, float time_step)
92{
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93 Vector2 acc(0,0);
94
95 for(int i=0; i < numEffects; i++)
96 {
97 acc += effects[i]->forceDelta(e, time_step);
98 }
99
100 return acc;
f206d19d 101}