fysxasteroids/asteroids/RocketEntity.h

40 lines
779 B
C++

#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) {
Engine::LogMessage ("Rocket BOOM");
return false;
}
float mSecToLive;
};
}
#endif // _ROCKETENTITY_H