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Author: v0rtex (posted 2012-10-06 06:17:09, viewed 188 times)

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public class Entity {
   //enum to represent Entity's state
   protected enum State { ALIVE, COLLIDED, DEAD }; //base State types
   protected State currentState;
   //member data
   protected boolean alive;
   protected double x,y;
   protected double faceAngle;
   protected double velX, velY;
   //accessors
   public boolean isAlive() { return alive; }
   public double getY() { return y; }
   public double getX() { return x; }
   public double getVelY() { return velY; }
   public double getVelX() { return velX; }
   public double getFaceAngle() { return faceAngle; }
   //mutators
   public void setX(double x) { this.x = x; }
   public void setY(double y) { this.y = y; }
   public void setVelX(double velX) { this.velX = velX; }
   public void setVelY(double velY) { this.velY = velY; }
   public void setFaceAngle (double angle) { this.faceAngle = angle; }
   public void setAlive(boolean alive) { this.alive = alive; }
   
   Entity() {
      currentState = State.DEAD;
      setAlive(false);
      setX(0.0);
      setY(0.0);
      setVelX(0.0);
      setVelY(0.0);
      setFaceAngle(0.0);
   }
   
   }





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