using Godot; namespace FOU.Scripts.Elements; public abstract class Solid : Element { protected Solid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { } public override bool Update(int currentFrame) { if (!base.Update(currentFrame)) return false; if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false; Tick(); return true; // not necessarily end, subclasses could do some more things } }