#ifndef _ROCKETENTITY_H
#define _ROCKETENTITY_H

#include "EntityBase.h"
#include "AsteroidsEnums.h"

#include "Sprite.h"

namespace asteroids {

struct RocketEntityPhysicState : public Engine::EntityPhysicState {
	RocketEntityPhysicState () {
		mBaseType = Engine::EntityBaseTypeParticle;
		mType = GameEntityTypeRocket;
	}
	virtual ~RocketEntityPhysicState() {};
};

struct RocketEntity: public Engine::EntityBase {
	RocketEntity () {
		mBaseType = Engine::EntityBaseTypeParticle;
		mType = GameEntityTypeRocket;

		mSecToLive = 3.;
	}
	virtual ~RocketEntity() {};

	virtual void Update (float delta_sec);
	virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal) {
		return false; 
	}

	float mSecToLive;
};

}

#endif // _ROCKETENTITY_H
