public override void OnCollide(EntityCollisionEventArgs e) { base.OnCollide(e); // Check of we relevant zijn if (!e.Collision.IsRelevant(this)) { return; } // Pak de andere entity Entity other = e.Collision.GetOther(this); // Is een schermpje al zichtbaar? Laat dan maar. if (e.Game.HasWon || e.Game.HasLost) { return; } // Toon het correcte schermpje! if (other is EntityObstacleMoving || other is EntityObstacleStatic) { e.Game.PauseGame(); e.Game.timerScoreView.PauseTime(); e.Game.HasLost = true; } else if (other is EntityFinish) { e.Game.PauseGame(); e.Game.timerScoreView.PauseTime(); e.Game.HasWon = true; } }
public override void OnCollide(EntityCollisionEventArgs args) { base.OnCollide(args); if (!args.Collision.IsRelevant(this)) { return; // If not relevant then return } //Console.WriteLine(args.Collision); Entity other = args.Collision.GetOther(this); if (other is EntityPlayer) { Exploded = true; // Entity explodeerd als player er tegenaan botst } }
public virtual void OnCollide(EntityCollisionEventArgs args) { this.HandleCollisionStop(args.Collision); }
public override void OnCollide(EntityCollisionEventArgs args) { this.HandleCollisionBounce(args.Collision); }
public override void OnCollide(EntityCollisionEventArgs args) { // Doe niks! }