public void ActivateFan(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); FanActivated(this, effectEventArgs); return; }
public void SplashLava(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); LavaSplash(this, effectEventArgs); return; }
public void ThrowSnowball(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); SnowballThrown(this, effectEventArgs); return; }
public void FireShot(Vector2 location, Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(location, sprite); ShotFired(this, effectEventArgs); return; }
public void ShootTower(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); TowerSawShot(this, effectEventArgs); return; }
public void ExplodeCreature(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); CreatureExploded(this, effectEventArgs); return; }
public void ExplodeLitShot(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); LitShotExploded(this, effectEventArgs); return; }
public void CollectStar(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); StarCollected(this, effectEventArgs); return; }
public void CreateDrop(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); DropCreated(this, effectEventArgs); return; }
public void ActivateWindDeflection(Sprite wind, Sprite deflectedObject) { //sprite a is the wind, sprite b is being deflected. This is not a damage event, it is for sound and effect triggering EffectEventArgs effectEventArgs = new EffectEventArgs(wind, deflectedObject); WindDeflection(this, effectEventArgs); return; }
public void AddThisPowerBarrel(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); AddPowerBarrel(this, effectEventArgs); return; }
public void ActivateSpring(Sprite spring, Sprite deflectedObject) { //sprite a is the spring, sprite b is being deflected. This is not the damage event, it is for sound and effect triggering EffectEventArgs effectEventArgs = new EffectEventArgs(spring, deflectedObject); SpringDeflection(this, effectEventArgs); return; }
public void ActivatePowerUp(Sprite spriteA, Sprite spriteB) { EffectEventArgs effectEventArgs = new EffectEventArgs(spriteA, spriteB); PowerUpActivated(this, effectEventArgs); return; }
public void ActivateLemon(Sprite lemon) { EffectEventArgs effectEventArgs = new EffectEventArgs(lemon); LemonActivated(this, effectEventArgs); return; }
public void DoSmallPoof(Vector2 location, Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(location, sprite); SmallPoof(this, effectEventArgs); return; }
public void CreateEmber(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); EmberCreated(this, effectEventArgs); return; }
public void ExplodeBomb(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); BombExploded(this, effectEventArgs); return; }
public void CreateFruitMotionBlur(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); FruitMotionBlur(this, effectEventArgs); return; }
public void ExplodeFruit(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); FruitExploded(this, effectEventArgs); return; }
public void CreateSpiderThread(Sprite spider) { EffectEventArgs effectEventArgs = new EffectEventArgs(spider); NewSpiderThread(this, effectEventArgs); return; }
public void ExplodeVeggie(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); VeggieExploded(this, effectEventArgs); return; }
public void CreateWindParticle(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); WindParticleCreated(this, effectEventArgs); return; }
public void SawIsCutting(Sprite saw, Sprite beingCut) { //sprite a is the saw, sprite b is being cut. This is not the damage event, it is for sound or visual effect triggering EffectEventArgs effectEventArgs = new EffectEventArgs(saw,beingCut); SawCutting(this, effectEventArgs); return; }
public void DoCreateTNTBarrel(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); CreateTNTBarrel(this, effectEventArgs); return; }
public void ShotWasPerfect(Sprite shot, Sprite barrel) { EffectEventArgs effectEventArgs = new EffectEventArgs(shot, barrel); PerfectShot(this, effectEventArgs); return; }
public void DoImpactPoofs(Vector2 location, Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(location, sprite); ImpactPoofs(this, effectEventArgs); return; }
public void SplashWater(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); WaterSplash(this, effectEventArgs); return; }
public void DoPoof(Sprite sprite) { EffectEventArgs effectEventArgs = new EffectEventArgs(sprite); Poof(this, effectEventArgs); return; }
void contactListener_PowerUpActivated(object sender, EffectEventArgs e) { //sprite a is shot, sprite b is barrel if (e.spriteB == shotManager.ActivePowerUpBarrel) return; //cant go in barrel shot from //if (e.spriteA.TextureID == 20 && e.spriteA.TextureIndex > 62) return; //cherry already split, cancel contact if (shotManager.isSplit) return;//cherry already split, cancel contact if (e.spriteB.TextureIndex == 5) return; //teleport barrel does not change fire state or reset shot levelState = LevelState.PowerUpAim; firingLocation = e.spriteB.SpriteCenterInWorld; shotManager.shot.Location = firingLocation - shotManager.shot.SpriteOrigin; shotManager.shot.spriteBody.Position = ConvertUnits.ToSimUnits(shotManager.shot.SpriteCenterInWorld); shotManager.shot.spriteBody.ResetDynamics(); shotManager.shot.spriteBody.IgnoreGravity = true; shotManager.shot.IsVisible = false; }
public void ActivateBanana(Sprite banana) { EffectEventArgs effectEventArgs = new EffectEventArgs(banana); BananaActivated(this, effectEventArgs); return; }