package net.fourbytes.shadow; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector2; import net.fourbytes.shadow.map.IsSaveable; public class Block extends GameObject { public String subtype = ""; @IsSaveable public boolean tickInView = false; @IsSaveable public boolean tickAlways = false; /** * 0x00 = normal only, 0x01 = rendertop only, anything other = both */ @IsSaveable public byte rendertop = 0x00; @IsSaveable public Rectangle colloffs = new Rectangle(0, 0, 0, 0); @IsSaveable public boolean dynamic = true;//TODO set properly public Block(Vector2 pos, Layer layer) { super(pos, layer); } @Override public TextureRegion getTexture(int id) { return Images.getTextureRegion("block_test"); } public void collide(Entity e) { } public void renderTop() { } }