package edu.stuy.starlorn.entities;

import edu.stuy.starlorn.world.World;

/*
 * An object moving around the world. This shouldn't be used directly --
 * It should be subclassed and extended.
 */
public class Entity {
    protected double _xcor, _ycor;
    protected double _xvel, _yvel;
    
    protected World _world;

    protected int _width, _height;

    public Entity(double x, double y, int width, int height) {
        _xcor = x;
        _ycor = y;
        _xvel = _yvel = 0;
        _width = width;
        _height = height;
    }

    public Entity(double x, double y) {
        this(x, y, 0, 0);
    }

    public Entity() {
        this(0,0);
    }

    public void draw() { //this draws the thing
        //code to be put later for texture
    }
    
    /*
     * Used for handling things that need to be done before anyone takes action.
     */
    public void preStep() {
        System.out.printf("X: %.1f, Y: %.1f\n",getX(), getY());
    }

    
    /*
     * Used for taking actions (moving, shooting, etc)
     */
    public void step() {
    	_xcor += _xvel;
        _ycor -= _yvel;
    }

    
    /*
     * Used for cleanup after the step
     */
    public void postStep() {
        
    }

    public void setX(double x) {_xcor = x;}
    public double getX() {return _xcor;}

    public void setY(double y) {_ycor = y;}
    public double getY() {return _ycor;}
    
    public void setXvel(double x) {_xvel = x;}
    public double getXvel() {return _xvel;}

    public void setYvel(double y) {_yvel = y;}
    public double getYvel() {return _yvel;}

    public void setWidth(int width) {_width = width;}
    public int getWidth() {return _width;}

    public void setHeight(int height) {_height = height;}
    public int getHeight() {return _height;}

    public void setXY(double x, double y) {setX(x);setY(y);}

    /*
     * Remove self from current world (if there is one) and put it in the new world
     */
    public void setWorld(World world) { 
        if (_world != null) _world.removeEntity(this);
        _world = world;
    }   
    public World getWorld() { return _world; }

    public boolean intersect(/* Some object, idk*/){ //to be coded later
        return false;
    }
}

package edu.stuy.starlorn.entities;

import edu.stuy.starlorn.world.World;

/*
 * An object moving around the world. This shouldn't be used directly --
 * It should be subclassed and extended.
 */
public class Entity {
    protected double _xcor, _ycor;
    protected double _xvel, _yvel;
    
    protected World _world;

    protected int _width, _height;

    public Entity(double x, double y, int width, int height) {
        _xcor = x;
        _ycor = y;
        _xvel = _yvel = 0;
        _width = width;
        _height = height;
    }

    public Entity(double x, double y) {
        this(x, y, 0, 0);
    }

    public Entity() {
        this(0,0);
    }

    public void draw() { //this draws the thing
        //code to be put later for texture
    }
    
    /*
     * Used for handling things that need to be done before anyone takes action.
     */
    public void preStep() {
        System.out.printf("X: %.1f, Y: %.1f\n",getX(), getY());
    }

    
    /*
     * Used for taking actions (moving, shooting, etc)
     */
    public void step() {
    	_xcor += _xvel;
        _ycor -= _yvel;
    }

    
    /*
     * Used for cleanup after the step
     */
    public void postStep() {
        
    }

    public void setX(double x) {_xcor = x;}
    public double getX() {return _xcor;}

    public void setY(double y) {_ycor = y;}
    public double getY() {return _ycor;}
    
    public void setXvel(double x) {_xvel = x;}
    public double getXvel() {return _xvel;}

    public void setYvel(double y) {_yvel = y;}
    public double getYvel() {return _yvel;}

    public void setWidth(int width) {_width = width;}
    public int getWidth() {return _width;}

    public void setHeight(int height) {_height = height;}
    public int getHeight() {return _height;}

    public void setXY(double x, double y) {setX(x);setY(y);}

    /*
     * Remove self from current world (if there is one) and put it in the new world
     */
    public void setWorld(World world) { 
        if (_world != null) _world.removeEntity(this);
        _world = world;
        if (_world != null) _world.addEntity(this);
    }   
    public World getWorld() { return _world; }

    public boolean intersect(/* Some object, idk*/){ //to be coded later
        return false;
    }
}

Make Entity add itself to it's new world