#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) { return false; } float mSecToLive; }; } #endif // _ROCKETENTITY_H