void Update ( ESContext *esContext, float deltaTime )
{
	globalAngle += (deltaTime/2);

	myCamera.Update(deltaTime);

	mySprite.Update(deltaTime);
	mySpriteLighted.Update(deltaTime);

	myFireEffect.Update(deltaTime);
}
void LockBarrierBase::InitCell()
{
	Game::Square *cell =  Game::GetValidSquare(_pos.x, _pos.y);

	cell->Reset();
		
	cell->SetStone(false);
	cell->ice = false;
	cell->SetFake(true);
	cell->SetWall(1);
	cell->GetChip().Reset(true);

	cell->barrierIndex = 1;
	_effectCont.KillAllEffects();
	ParticleEffect* eff = _effectCont.AddEffect("LockLive");
	eff->SetPos(FPoint(0.f, LockBarrierBase::YOffset_LOCK));
	eff->Reset();
	eff->Update(100.f);
	_effectCont.Update(0.f);
}