//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="IEntity" // Project: StgSharp // AuthorGroup: Nitload // Copyright (c) Nitload. All rights reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // // ----------------------------------------------------------------------- // ----------------------------------------------------------------------- using StgSharp.Geometries; using StgSharp.Mathematics; using StgSharp.Mathematics.Graphic; using System; using System.Collections.Generic; namespace StgSharp { public abstract class IEntity { protected uint _bornTick; internal Func _movHandler; internal LinkedList _collisionBox; internal PlainGeometryCollisionSensor _collisionSensor; internal Point _basePoint; internal Point _pos; internal Point _position; internal string _texture; /// /// X position of an enenmy entity /// public float X { get; set; } /// /// Y position of an enemy entity /// public float Y { get; set; } public LinkedList CollisionBox { get => _collisionBox; set => _collisionBox = value; } /// /// A sensor used for checking out if a bullet hit a player or something else /// public PlainGeometryCollisionSensor CollisionSensor { get => _collisionSensor; set => _collisionSensor = value; } public string TextureGL { get; set; } /// /// A 2D vector presenting the position of an enemy entity, position can also be visited /// by X, Y /// public Vec2 Location { get; } public abstract void OnRenderFrame(); public void SetLocation(Point p) { _pos = p; } } }