public Movement Move(Vector2 destination, CollisionResponse filter) { IsActive = true; var movement = _world.Simulate(this, destination, filter); _bounds = movement.Destination; _world.Update(this, movement.Origin); return(movement); }
public IMovement Simulate(float x, float y, Func <ICollision, ICollisionResponse> filter) { return(world.Simulate(this, x, y, filter)); }