public BasicBody(AbstractEntity entity, Vector2 position, float size) : base() { this.entity = entity; this.position = position; this.size = size; World world = Farseer.Instance.World; Body body = BodyFactory.CreateCircle(world, size, 1f); Bodies.Add(body); foreach (Fixture fixture in body.FixtureList) fixture.UserData = entity; body.UserData = entity; body.Friction = float.MaxValue; body.Restitution = 0.3f; body.CollisionCategories = Category.None; body.OnCollision += new OnCollisionEventHandler(onCollision); }
public virtual void OnSeperation(AbstractEntity collidedWith) { }
public virtual bool WillCollide(AbstractEntity collidedWith) { return true; }
public virtual void OnCollision(AbstractEntity collidedWith) { }