Nimbus
0.2
A game... with arrows... which should be clouds
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#include <WindCurrent.h>
Public Member Functions | |
WindCurrent (Ogre::Real strength, bool temporary=false) | |
void | addPoint (Ogre::Vector2 position, Ogre::Vector2 influence) |
void | incrementTimer () |
pathList * | getPath () |
Ogre::Real | getStrength () |
Ogre::Real | length () |
bool | isTemporary () |
int | getTimeAlive () |
bool | operator== (const WindCurrent &other) const |
bool | operator!= (const WindCurrent &other) const |
Stores a path representing wind input Used by WindMap
void WindCurrent::addPoint | ( | Ogre::Vector2 | position, |
Ogre::Vector2 | influence | ||
) |
Adds a point to the wind current.
position | The position of the point to add to the wind current |
influence | The influence of the point to add to the wind current |
pathList * WindCurrent::getPath | ( | ) |
Gets the path of this wind current.
Real WindCurrent::getStrength | ( | ) |
Gets the strength of this wind current.
int WindCurrent::getTimeAlive | ( | ) |
Returns the time that this timer has been alive.
void WindCurrent::incrementTimer | ( | ) |
Increments the time that this wind current has been alive.
bool WindCurrent::isTemporary | ( | ) |
True, then temporary, false, then permanent.
Real WindCurrent::length | ( | ) |
Gets the length of the wind current.