Example #1
0
 private void stop()
 {
     bounce.stop();
     chase.stop();
     patrol.stopPatrol();
     if (jump != null)
     {
         jump.setForeverJump(false);
     }
 }
Example #2
0
    public static bool beginCollisionWithKoopaTroopa(ChipmunkArbiter arbiter)
    {
        ChipmunkShape shape1, shape2;

        arbiter.GetShapes(out shape1, out shape2);

        KoopaTroopa koopa1    = shape1.getOwnComponent <KoopaTroopa>();
        KoopaTroopa koopa2    = shape2.getOwnComponent <KoopaTroopa>();
        bool        hidden1   = koopa1._hide.isHidden();
        bool        hidden2   = koopa2._hide.isHidden();
        bool        bouncing1 = koopa1.bounce.isBouncing();
        bool        bouncing2 = koopa2.bounce.isBouncing();

        // avoid koopa1 pushes hidden koopa2
        Chase chase1 = shape1.GetComponent <Chase>();

        if (chase1 != null && chase1.isChasing())
        {
            chase1.stop();
            chase1.enableOperateWhenOutOfSensor();
        }
        // avoid koopa2 pushes hidden koopa1
        Chase chase2 = shape2.GetComponent <Chase>();

        if (chase2 != null && chase2.isChasing())
        {
            chase2.stop();
            chase2.enableOperateWhenOutOfSensor();
        }

        // is koopa1 above the koopa2?
        if (GameObjectTools.isGrounded(arbiter))
        {
            if (!hidden1 && koopa1.jump.isJumping())
            {
                koopa1.jump.forceJump(koopa1.jumpSpeed);
            }
            else if (hidden1 && koopa2.jump.isJumping())
            {
                koopa2.jump.forceJump(koopa1.jumpSpeed);
            }
            return(false);            // avoid the collision since this frame
        }
        // hide koopa 2
        else if (bouncing1 && !hidden2 && !bouncing2)
        {
            koopa2.hide();
        }
        // hide koopa 1
        else if (bouncing2 && !hidden1 && !bouncing1)
        {
            //koopa1.die();
            koopa1.hide();
        }

        // Returning false from a begin callback means to ignore the collision response for these two colliding shapes
        // until they separate. Also for current frame. Ignore() does the same but next fixed step.
        return(true);
    }
Example #3
0
    public static void endCollisionWithPlayer(ChipmunkArbiter arbiter)
    {
        ChipmunkShape shape1, shape2;

        // The order of the arguments matches the order in the function name.
        arbiter.GetShapes(out shape1, out shape2);

        Chase chase = shape1.getOwnComponent <Chase>();

        chase.stop();
        chase.target = null;
        chase.enableOperate();
    }
Example #4
0
    public static bool beginCollisionWithAny(ChipmunkArbiter arbiter)
    {
        ChipmunkShape shape1, shape2;

        // The order of the arguments matches the order in the function name.
        arbiter.GetShapes(out shape1, out shape2);

        // if chasing then avoid wall penetration
        Chase chase = shape1.GetComponent <Chase>();

        if (chase != null && chase.isChasing() && GameObjectTools.isWallHit(arbiter))
        {
            chase.stop();
            chase.enableOperateWhenOutOfSensor();
        }

        // Returning false from a begin callback means to ignore the collision response for these two colliding shapes
        // until they separate. Also for current frame. Ignore() does the same but next fixed step.
        return(true);
    }
Example #5
0
 private void stop()
 {
     targetWalkComp = null;
     chase.stop();
     fly.stopFlying();
 }