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
17package 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 */
25public 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