[DEV] plop
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@ -80,8 +80,30 @@ namespace ege {
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eproperty::List<enum gameStatus> propertyStatus; //!< the display is running (not in pause)
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eproperty::Value<float> propertyRatio; //!< Speed ratio
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private:
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//ememory::SharedPtr<btDynamicsWorld> m_dynamicsWorld; //!< curent system world description
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ege::physics::Engine m_physicEngine; //!< EGE physic engine interface.
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public:
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ege::physics::Engine& getPhysicEngine() {
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return m_physicEngine;
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}
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private:
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ege::render::Engine m_renderEngine; //!< EGE rendering engine interface.
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public:
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ege::render::Engine& getRenderEngine() {
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return m_renderEngine;
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}
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private:
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ege::particule::Engine m_particuleEngine; //!< EGE particule engine interface.
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public:
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ege::particule::Engine& getParticuleEngine() {
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return m_particuleEngine;
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}
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private:
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ege::ia::Engine m_iaEngine; //!< EGE Artificial inteligence engine interface.
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public:
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ege::ia::Engine& getIAEngine() {
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return m_iaEngine;
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}
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private:
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std::vector<ememory::SharedPtr<ege::Element>> m_listElement; //!< List of all element added in the Game
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protected:
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Environement();
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@ -157,9 +179,6 @@ namespace ege {
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return m_dynamicsWorld;
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};
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#endif
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ege::physics::Engine& getPhysicEngine() {
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return m_physicEngine;
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}
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/**
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* @breif get a reference on the curent list of element games
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* @return all element list
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@ -203,16 +222,6 @@ namespace ege {
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* @param[in] _event event that might be apply ...
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*/
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void generateInteraction(ege::ElementInteraction& _event);
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private:
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ege::ParticuleEngine m_particuleEngine; //!< Particule engine properties
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public:
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/**
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* @brief get the particule engine reference.
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* @return The requested reference on the engine
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*/
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ege::ParticuleEngine& getParticuleEngine() {
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return m_particuleEngine;
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};
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protected:
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int64_t m_gameTime; //!< time of the game running
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public:
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