public void HandleEnterEvent(object sender, CollisionZoneEventArgs e) { Fire = false; }
public void HandleLeaveEvent(object sender, CollisionZoneEventArgs e) { Fire = true; }
public void HandleInteractLeave(object sender, CollisionZoneEventArgs args) { interactBlock = null; }
public void HandleInteractEnter(object sender, CollisionZoneEventArgs args) { interactBlock = (WarpZone)sender; }
public void SaveLevelState(IEntity sender, CollisionZoneEventArgs eventArgs) { entities.Insert(sender); savedState.SaveLevel(this); savedState.ResetMarioPosition = eventArgs.Position; }
public static void HandleGameEnd(object sender, CollisionZoneEventArgs eventArgs) { level.State.End(); }
public static void HandleCheckpoint(object sender, CollisionZoneEventArgs eventArgs) { level.SaveLevelState((IEntity)sender, eventArgs); player.SaveState(); }