class: ege::Particule
Description:
The particule class is an element with no control, when it will be created,
it does not have any control, for example smoke or reactor generation ...
or explosion particule ...
Constructor and Destructor:
+ Particule (ege::ParticuleEngine & _particuleEngine,
const char* _particuleType);
+ virtual ~Particule (void );
Synopsis:
# ege::ParticuleEngine & m_particuleEngine;
# const char* m_particuleType;
+ virtual void init (void );
+ virtual void UnInit (void );
+ virtual void update (float _delta);
+ virtual void draw (const ege::Camera & _camera);
+ virtual bool needRemove (void );
+ const char* getParticuleType (void );
+ virtual void onEnd (void );
Detail:
m_particuleEngine
# ege::ParticuleEngine & m_particuleEngine;
m_particuleType
# const char* m_particuleType;
Particule
+ Particule (ege::ParticuleEngine & _particuleEngine,
const char* _particuleType);
Constructor.
~Particule
+ virtual ~Particule (void );
Destructor.
init
+ virtual void init (void );
init the particule
UnInit
+ virtual void UnInit (void );
Un-init the particule
update
+ virtual void update (float _delta);
update the paticule properties
draw
+ virtual void draw (const ege::Camera & _camera);
draw the current particule
needRemove
+ virtual bool needRemove (void );
Check if the element might be removed
Return: | | true : The element might be removed<br/>false : The element might be keeped |
getParticuleType
+ const char* getParticuleType (void );
get the type of the particule
Return: | | Type of the current particule |
onEnd
+ virtual void onEnd (void );
When the particule arrive to his end of life, this function is called.