fysxasteroids/asteroids/RocketEntity.h

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#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() {};
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};
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) {
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return false;
}
float mSecToLive;
static Engine::Variable VarTimeToLive;
static Engine::Variable VarSpeed;
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};
}
#endif // _ROCKETENTITY_H