//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="IEntity.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. 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 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; } } }