package template.shooting;
import framework.animation.Animation3D;
import framework.gameMain.Actor;
import framework.model3D.CollisionResult;
import framework.model3D.Object3D;
import framework.physics.Force3D;
import framework.physics.Ground;
/**
* プレイヤーの弾
* @author 新田直也
*
*/
public class PlayersBullet extends Actor {
private boolean bAlive = true;
private long left = 0;
// 定数
public static final long LIFE_TIME = 2000L; // 弾の寿命
public PlayersBullet(Object3D body, Animation3D animation) {
super(body, null);
left = LIFE_TIME;
}
public void motion(long interval, Ground ground) {
left -= interval;
if (left < 0L) {
bAlive = false;
}
super.motion(interval, ground);
}
@Override
public void onEndFall() {
}
@Override
public void onIntersect(CollisionResult normal, long interval) {
}
@Override
public void onEndAnimation() {
}
@Override
public Force3D getGravity() {
// 弾は落下しないので重力をゼロとする
return Force3D.ZERO;
}
public boolean isAlive() {
return bAlive;
}
}