Exemple #1
0
    public static bool beginCollisionWithPlayer(ChipmunkArbiter arbiter)
    {
        ChipmunkShape shape1, shape2;

        arbiter.GetShapes(out shape1, out shape2);

        Goomba goomba = shape1.GetComponent <Goomba>();
        Player player = shape2.GetComponent <Player>();

        if (goomba.dieAnim.isDying() || player.isDying())
        {
            arbiter.Ignore();         // avoid the collision to continue since this frame
            return(false);            // avoid the collision to continue since this frame
        }

        goomba.idle.setIdle(true);

        // if collides from top then kill the goomba
        if (GameObjectTools.isHitFromAbove(goomba.transform.position.y, shape2.body, arbiter))
        {
            goomba.die();
            // makes the player jumps a little upwards
            player.forceJump();
        }
        // kills Player
        else
        {
            arbiter.Ignore();                     // avoid the collision to continue since this frame
            LevelManager.Instance.loseGame(true); // force die animation
        }

        // 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 frame.
        return(true);
    }
Exemple #2
0
    public static bool beginCollisionWithPowerUp(ChipmunkArbiter arbiter)
    {
        ChipmunkShape shape1, shape2;

        arbiter.GetShapes(out shape1, out shape2);

        Goomba  goomba  = shape1.getOwnComponent <Goomba>();
        PowerUp powerUp = shape2.getOwnComponent <PowerUp>();

        if (goomba.dieAnim.isDying())
        {
            return(false);            // avoid the collision to continue since this frame
        }
        else
        {
            powerUp.Invoke("destroy", 0f);             // a replacement for Destroy
            goomba.die();
        }

        // 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(false);
    }