private void OnContact(object sender, ContactEventArgs e) { //Temp bool statements for sprint 4 - 1 object is enemy && other is not player or level block. Fix on refactor. bool obj1IsEnemyNoPlayer = e.Object1.UserData is Kritter && !(e.Object2.UserData is Player || e.Object2.UserData is LevelBlock); bool obj2IsEnemyNoPlayer = !(e.Object1.UserData is Player || e.Object1.UserData is LevelBlock) && e.Object2.UserData is Kritter; if (obj1IsEnemyNoPlayer || obj2IsEnemyNoPlayer) { EnemyCollisionHandler.CollisionResponse(e.Object1.UserData as IGameObject, e.Object2.UserData as IGameObject, e.Side); } }
/* * LoadContent will be called once per game and is the place to load * all of your content. */ protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); SoundPool.LoadContent(Content); EnemySpriteFactory.Instance.LoadAllTextures(Content); ItemSpriteFactory.Instance.LoadAllTextures(Content); PlayerSpriteFactory.Instance.LoadAllTextures(Content); FontFactory.Instance.LoadAllFonts(Content); WorldManager.Instance.LoadAllGameObjects(); PlayerCollisionHandler.LoadCollisionResponseTable(); EnemyCollisionHandler.LoadCollisionResponseTable(); }