/* * Copyright (c) 2002-2008 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.examples.spaceinvaders; import java.awt.Rectangle; /** * An entity represents any element that appears in the game. The * entity is responsible for resolving collisions and movement * based on a set of properties defined either by subclass or externally. * * Note that doubles are used for positions. This may seem strange * given that pixels locations are integers. However, using double means * that an entity can move a partial pixel. It doesn't of course mean that * they will be display half way through a pixel but allows us not lose * accuracy as we move. * * @author Kevin Glass */ public abstract class Entity { /** The current x location of this entity */ protected float x; /** The current y location of this entity */ protected float y; /** The sprite that represents this entity */ protected Sprite sprite; /** The current speed of this entity horizontally (pixels/sec) */ protected float dx; /** The current speed of this entity vertically (pixels/sec) */ protected float dy; /** The rectangle used for this entity during collisions resolution */ private Rectangle me = new Rectangle(); /** The rectangle used for other entities during collision resolution */ private Rectangle him = new Rectangle(); /** * Construct a entity based on a sprite image and a location. * * @param sprite The reference to the image to be displayed for this entity * @param x The initial x location of this entity * @param y The initial y location of this entity */ protected Entity(Sprite sprite, int x, int y) { this.sprite = sprite; this.x = x; this.y = y; } /** * Request that this entity move itself based on a certain ammount * of time passing. * * @param delta The ammount of time that has passed in milliseconds */ public void move(long delta) { // update the location of the entity based on move speeds x += (delta * dx) / 1000; y += (delta * dy) / 1000; } /** * Set the horizontal speed of this entity * * @param dx The horizontal speed of this entity (pixels/sec) */ public void setHorizontalMovement(float dx) { this.dx = dx; } /** * Set the vertical speed of this entity * * @param dy The vertical speed of this entity (pixels/sec) */ public void setVerticalMovement(float dy) { this.dy = dy; } /** * Get the horizontal speed of this entity * * @return The horizontal speed of this entity (pixels/sec) */ public float getHorizontalMovement() { return dx; } /** * Get the vertical speed of this entity * * @return The vertical speed of this entity (pixels/sec) */ public float getVerticalMovement() { return dy; } /** * Draw this entity to the graphics context provided */ public void draw() { sprite.draw((int) x, (int) y); } /** * Do the logic associated with this entity. This method * will be called periodically based on game events */ public void doLogic() { } /** * Get the x location of this entity * * @return The x location of this entity */ public int getX() { return (int) x; } /** * Get the y location of this entity * * @return The y location of this entity */ public int getY() { return (int) y; } /** * Check if this entity collised with another. * * @param other The other entity to check collision against * @return True if the entities collide with each other */ public boolean collidesWith(Entity other) { me.setBounds((int) x, (int) y, sprite.getWidth(), sprite.getHeight()); him.setBounds((int) other.x, (int) other.y, other.sprite.getWidth(), other.sprite.getHeight()); return me.intersects(him); } /** * Notification that this entity collided with another. * * @param other The entity with which this entity collided. */ public abstract void collidedWith(Entity other); }