Class: ege::ParticuleEngine


Synopsis:

+               ParticuleEngine  (ege::Environement & _env);
+ ~ParticuleEngine (void);
+ void clear (void);
+ void add (Particule * _particule);
+ void update (float _deltaTime);
+ void draw (const ege::Camera & _camera);
+ Particule * respown (const char * _particuleType);
- void addRemoved (Particule * _particule);

Detail:

ege::ParticuleEngine ()

ParticuleEngine(ege::Environement & _env);



ege::~ParticuleEngine ()

~ParticuleEngine(void);



clear ()

void clear(void);

clear the particule engine


add ()

void add(Particule * _particule);

add a particule in the engine (internal acces only)


update ()

void update(float _deltaTime);

update particule properties


draw ()

void draw(const ege::Camera & _camera);

draw all the active Particule


respown ()

Particule * respown(const char * _particuleType);

get a particue with his type, we get particule that has been already removed, otherwise, you will create new
Notes: If you did not want to use respawn set type at NULL.


addRemoved ()

void addRemoved(Particule * _particule);

add a particule in the removed section == > this not delete the particule, but just set it in an other list