gravity well now follows the mouse
[physics.git] / src / effectManager.cpp
... / ...
CommitLineData
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
18#include "effectManager.h"
19
20#include "Effects/Effect.h"
21#include "Effects/Gravity.h"
22#include "Effects/GravityWell.h"
23#include "Effects/Screen.h"
24
25#include "Vector2.h"
26#include "input/inputManager.h"
27
28/// ***** Private Variables *****
29
30Effect** effects;
31int numEffects;
32
33GravityWell* mouseWell;
34
35/// ***** Initializers/Cleaners *****
36
37void effect::init()
38{
39 numEffects = 3;
40 effects = new Effect*[numEffects]();
41
42 mouseWell = new GravityWell(input::mousePosition());
43
44 effects[0] = mouseWell;
45 effects[1] = new Gravity();
46 effects[2] = new Screen();
47}
48void effect::clean()
49{
50 for(int i=0; i < numEffects; i++)
51 {
52 delete effects[i];
53 }
54
55 delete[] effects;
56}
57
58/// ***** Public Methods *****
59
60void effect::update(float)
61{
62
63}
64void effect::handleInput()
65{
66 mouseWell->setPosition(input::mousePosition());
67}
68
69Vector2 effect::positionDelta(const PhysicsEntity* e, float time_step)
70{
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;
79}
80Vector2 effect::velocityDelta(const PhysicsEntity* e, float time_step)
81{
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;
90}
91Vector2 effect::forceDelta(const PhysicsEntity* e, float time_step)
92{
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;
101}