float Light_Manager::GetIntensity(Light_Entity e)
{
    if(e.Dynamic())
        if(e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            return m_DynamicLight[e.ID()]->GetIntensity();
    return 0;
}
Example #2
0
float Light_Manager::GetRadius(Light_Entity e)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            return m_DynamicLight[e.ID()].GetRadius();
    return 0;
}
Example #3
0
void Light_Manager::Draw(sf::RenderTarget *App,sf::View *camera,Light_Entity e)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            if (m_DynamicLight[e.ID()].m_actif)
                m_DynamicLight[e.ID()].Draw(App);
}
Example #4
0
sf::Vector2f Light_Manager::GetPosition(Light_Entity e)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            return m_DynamicLight[e.ID()].GetPosition();

    return sf::Vector2f (0,0);
}
Example #5
0
sf::Color Light_Manager::GetColor(Light_Entity e)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            return m_DynamicLight[e.ID()].GetColor();

    return sf::Color (0,0,0);
}
Example #6
0
void Light_Manager::Generate(Light_Entity &e)
{
    if (configuration->Lumiere>0)
        if (e.Dynamic())
            if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
                if (m_DynamicLight[e.ID()].m_actif)
                    m_DynamicLight[e.ID()].Generate(m_wall, m_sectors, m_origin_sector);
}
Example #7
0
// On désactive une lumière
void Light_Manager::Delete_Light(Light_Entity e)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()].m_actif=false;
        else
            if (e.ID()>=0&&e.ID()<(int)m_StaticLight.size())
                m_StaticLight[e.ID()].m_actif=false;
}
Example #8
0
void Light_Manager::SetIntensity(Light_Entity &e, int i)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()].SetIntensity(i);
}
Example #9
0
void Light_Manager::SetColor(Light_Entity &e, sf::Color c)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()].SetColor(c);
}
Example #10
0
void Light_Manager::SetRadius(Light_Entity &e, int r)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()].SetRadius(r);
}
Example #11
0
void Light_Manager::SetQuality(Light_Entity &e, int q)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()].SetQuality(q);
}
Example #12
0
void Light_Manager::SetPosition(Light_Entity &e, sf::Vector2f p)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()].SetPosition(p);
}
Example #13
0
void Light_Manager::SetMovingLight(Light_Entity &e, bool m)
{
    if (e.Dynamic())
        if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()].SetMovingLight(m);
}
Example #14
0
void Light_Manager::SetOtherParameter(Light_Entity e, unsigned no, float v)
{
    if(e.Dynamic())
        if(e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()]->SetOtherParameter(no, v);
}
Example #15
0
void Light_Manager::Generate(Light_Entity e)
{
    if(e.Dynamic())
        if(e.ID()>=0&&e.ID()<(int)m_DynamicLight.size())
            m_DynamicLight[e.ID()]->Generate(m_wall);
}