#include "effectManager.h"
+#include <pg/Vector2.h>
+using namespace pg;
+
#include <set>
#include "Effects/Effect.h"
#include "Effects/GravityWell.h"
#include "Effects/Screen.h"
-#include "Vector2.h"
#include "input/inputManager.h"
#include "config/config.h"
typedef std::set<Effect*> setEffect;
setEffect active_Effects;
-GravityWell* mouseWell;
+GravityWell* pMouseWell;
/// ***** Initializers/Cleaners *****
void effect::init()
{
- mouseWell = new GravityWell(Vector2(0,0));
+ pMouseWell = new GravityWell(Vector2(0,0));
active_Effects.insert(new Screen());
active_Effects.insert(new Gravity());
void effect::handleInput()
{
if(cfg::mouseWellFollow())
- mouseWell->setPosition(input::mousePosition());
+ pMouseWell->setPosition(input::mousePosition());
if(cfg::mouseWellOn())
- active_Effects.insert(mouseWell);
+ active_Effects.insert(pMouseWell);
if(cfg::mouseWellOff())
- active_Effects.erase(mouseWell);
+ active_Effects.erase(pMouseWell);
}
-Vector2 effect::positionDelta(const PhysicsEntity* e, float time_step)
+Vector2 effect::positionDelta(const PhysicsEntity* ppe, float fTimeStep)
{
Vector2 acc(0,0);
it != active_Effects.end();
it++ )
{
- acc += (*it)->positionDelta(e, time_step);
+ acc += (*it)->positionDelta(ppe, fTimeStep);
}
return acc;
}
-Vector2 effect::velocityDelta(const PhysicsEntity* e, float time_step)
+Vector2 effect::velocityDelta(const PhysicsEntity* ppe, float fTimeStep)
{
Vector2 acc(0,0);
it != active_Effects.end();
it++ )
{
- acc += (*it)->velocityDelta(e, time_step);
+ acc += (*it)->velocityDelta(ppe, fTimeStep);
}
return acc;
}
-Vector2 effect::forceDelta(const PhysicsEntity* e, float time_step)
+Vector2 effect::forceDelta(const PhysicsEntity* ppe, float fTimeStep)
{
Vector2 acc(0,0);
it != active_Effects.end();
it++ )
{
- acc += (*it)->forceDelta(e, time_step);
+ acc += (*it)->forceDelta(ppe, fTimeStep);
}
return acc;