package de.samdev.cannonshooter.entities; import de.samdev.absgdx.framework.entities.Entity; import de.samdev.absgdx.framework.entities.colliosiondetection.CollisionGeometryOwner; import de.samdev.absgdx.framework.entities.colliosiondetection.geometries.CollisionGeometry; import de.samdev.absgdx.framework.layer.GameLayer; import de.samdev.cannonshooter.Textures; import de.samdev.cannonshooter.ZLayers; public class Cannon extends Entity { private CannonBarrel barrel; private CannonHearth hearth; public Cannon(float x, float y) { super(Textures.cannon_body, 2, 2); setPosition(x, y); setZLayer(ZLayers.LAYER_CANNON_BODY); } @Override public void onLayerAdd(GameLayer layer) { barrel = new CannonBarrel(this); hearth = new CannonHearth(this); layer.addEntity(barrel); layer.addEntity(hearth); } @Override public void onActiveCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) { // TODO Auto-generated method stub } @Override public void onPassiveCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) { // TODO Auto-generated method stub } @Override public void onActiveMovementCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) { // TODO Auto-generated method stub } @Override public void onPassiveMovementCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) { // TODO Auto-generated method stub } @Override public boolean canCollideWith(CollisionGeometryOwner other) { return false; } @Override public boolean canMoveCollideWith(CollisionGeometryOwner other) { return false; } @Override public void beforeUpdate(float delta) { // TODO Auto-generated method stub } }