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() {
}
}