#ifndef _ASTEROIDENTITY_H #define _ASTEROIDENTITY_H #include "EntityBase.h" #include "AsteroidsEnums.h" #include "Sprite.h" namespace asteroids { struct AsteroidEntityPhysicState : public Engine::EntityPhysicState { AsteroidEntityPhysicState () { mBaseType = Engine::EntityBaseTypeBlock; mType = GameEntityTypeAsteroid; } virtual ~AsteroidEntityPhysicState() {}; }; struct AsteroidEntity: public Engine::EntityBase { AsteroidEntity () { mBaseType = Engine::EntityBaseTypeBlock; mType = GameEntityTypeAsteroid; mSubAsteroidsCount = 4; } virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal); int mSubAsteroidsCount; }; } #endif // _ASTEROIDENTITY_H