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      1 /*
      2  * Copyright (C) 2010 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.replica.replicaisland;
     18 
     19 /**
     20  * A game component implements a single feature of a game object.  Components are run once per frame
     21  * when their parent object is active.  Updating a game object is equivalent to updating all of its
     22  * components.  Note that a game object may contain more than one instance of the same type of
     23  * component.
     24  */
     25 public abstract class GameComponent extends PhasedObject {
     26     // Defines high-level buckets within which components may choose to run.
     27     public enum ComponentPhases {
     28         THINK,                  // decisions are made
     29         PHYSICS,                // impulse velocities are summed
     30         POST_PHYSICS,           // inertia, friction, and bounce
     31         MOVEMENT,               // position is updated
     32         COLLISION_DETECTION,    // intersections are detected
     33         COLLISION_RESPONSE,     // intersections are resolved
     34         POST_COLLISION,         // position is now final for the frame
     35         ANIMATION,              // animations are selected
     36         PRE_DRAW,               // drawing state is initialized
     37         DRAW,                   // drawing commands are scheduled.
     38         FRAME_END,              // final cleanup before the next update
     39     }
     40 
     41     public boolean shared;
     42 
     43     public GameComponent() {
     44         super();
     45         shared = false;
     46     }
     47 
     48 }
     49