fysxasteroids/asteroids/AsteroidEntity.h

34 lines
710 B
C++

#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