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ExplosionManager.cpp
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52 lines (43 loc) · 1.46 KB
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#include "ExplosionManager.h"
template <> ExplosionManager *Singleton<ExplosionManager>::ms_Singleton = 0;
ExplosionManager::ExplosionManager() {}
ExplosionManager::~ExplosionManager() {}
void ExplosionManager::init() {
lua_State *lua = global::getSingleton().getLuaState();
lua_register(lua, "explosion", explosion);
lua_register(lua, "explosion2", explosion2);
}
void ExplosionManager::spawnExplosion(Vector3 pos, Vector3 scale) {
ExplosionEmitter *emit = new ExplosionEmitter();
emit->init();
emit->emitExplosion(pos, scale);
explosions.push_back(emit);
}
void ExplosionManager::spawnExplosionEx(Vector3 pos, Vector3 scale, String a,
String b) {
ExplosionEmitter *emit = new ExplosionEmitter();
emit->init(b);
emit->emitExplosion(pos, scale, a);
explosions.push_back(emit);
}
void ExplosionManager::spawnExplosionNosound(Vector3 pos, Vector3 scale) {
ExplosionEmitter *emit = new ExplosionEmitter();
emit->init();
emit->emitExplosion(pos, scale, "");
explosions.push_back(emit);
}
void ExplosionManager::upd(const FrameEvent &evt) {
vector<ExplosionEmitter *>::iterator i;
for (i = explosions.begin(); i != explosions.end(); i++) {
ExplosionEmitter *emit = *i;
emit->upd(evt);
}
for (i = explosions.begin(); i != explosions.end(); i++) {
ExplosionEmitter *emit = *i;
if (emit->isDispose()) {
explosions.erase(i);
delete emit;
}
}
}
void ExplosionManager::cleanup() {}