+/*
+ * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include "effectManager.h"
+#include "Effects/Effect.h"
#include "Effects/Gravity.h"
+#include "Effects/GravityWell.h"
+#include "Effects/Screen.h"
+
+#include "Vector2.h"
+#include "input/inputManager.h"
+
+/// ***** Private Variables *****
+
+Effect** effects;
+int numEffects;
+
+GravityWell* mouseWell;
+
+/// ***** Initializers/Cleaners *****
+
+void effect::init()
+{
+ numEffects = 3;
+ effects = new Effect*[numEffects]();
+
+ mouseWell = new GravityWell(input::mousePosition());
+
+ effects[0] = mouseWell;
+ effects[1] = new Gravity();
+ effects[2] = new Screen();
+}
+void effect::clean()
+{
+ for(int i=0; i < numEffects; i++)
+ {
+ delete effects[i];
+ }
+
+ delete[] effects;
+}
+
+/// ***** Public Methods *****
+
+void effect::update(float)
+{
-Gravity* g = new Gravity();
+}
+void effect::handleInput()
+{
+ mouseWell->setPosition(input::mousePosition());
+}
Vector2 effect::positionDelta(const PhysicsEntity* e, float time_step)
{
- return g->positionDelta(e, time_step);
+ Vector2 acc(0,0);
+
+ for(int i=0; i < numEffects; i++)
+ {
+ acc += effects[i]->positionDelta(e, time_step);
+ }
+
+ return acc;
}
Vector2 effect::velocityDelta(const PhysicsEntity* e, float time_step)
{
- return g->velocityDelta(e, time_step);
+ Vector2 acc(0,0);
+
+ for(int i=0; i < numEffects; i++)
+ {
+ acc += effects[i]->velocityDelta(e, time_step);
+ }
+
+ return acc;
}
Vector2 effect::forceDelta(const PhysicsEntity* e, float time_step)
{
- return g->forceDelta(e, time_step);
+ Vector2 acc(0,0);
+
+ for(int i=0; i < numEffects; i++)
+ {
+ acc += effects[i]->forceDelta(e, time_step);
+ }
+
+ return acc;
}