void SwitchPhysicsGun(GameControler.PlayerEventArgs e) { var direction = e.Direction.GetVector(Vector2.Zero).X; ActiveProfile.PhysicsWeaponInventory.SwitchWeapon((int)direction); }
void PlayerMove(GameControler.PlayerEventArgs e) { ActiveMap.MainPlayer.FacingDirection = e.Direction.GetVector(ActiveMap.MainPlayer.FacingDirection); ActiveMap.MainPlayer.State = Player.WalkingState; }
void PlayerStop(GameControler.PlayerEventArgs e) { ActiveMap.MainPlayer.State = Player.StandingState; }
void ManipulatePhysics(GameControler.ManipulatePhysicsEventArgs e) { ActiveProfile.PhysicsWeaponInventory.DeployWeapon(e.Target); }
void PlayerJump(GameControler.PlayerEventArgs e) { ActiveMap.MainPlayer.State = Player.JumpingState; }
void ChangePhysicsGunSettings(GameControler.PlayerEventArgs e) { var direction = e.Direction.GetVector(Vector2.Zero).Y; ActiveProfile.PhysicsWeaponInventory.ChangeWeaponPower(direction); }
void EnterPortal(GameControler.InteractEventArgs e) { ((Portal)e.Selection).Activate(); foreach (Actor actor in ActiveMap.GameObjects) { if (actor.NoTexture) { PolyBody body = (PolyBody)actor.PolyBody; body.tex = GraphicsGenerator.GenerateTexFromPolygon(body); } } }
void Singleton_ManipulatePhysicsOn(GameControler.ManipulatePhysicsEventArgs e) { ActiveProfile.PhysicsWeaponInventory.SetOn(e.Target); ActiveMap.MainPlayer.FacingDirection = Vector2.UnitX * (float)Math.Sign(e.Target.X - ActiveMap.MainPlayer.PolyBody.Position.X); }
void Singleton_ManipulatePhysicsOff(GameControler.ManipulatePhysicsEventArgs e) { ActiveProfile.PhysicsWeaponInventory.SetOff(e.Target); }
void PlayerMove(GameControler.PlayerEventArgs e) { ActiveMap.MainPlayer.SetPlayerState(Player.WalkingState, e); }
void PlayerJump(GameControler.PlayerEventArgs e) { ActiveMap.MainPlayer.SetPlayerState(Player.JumpingState, e); }
void EnterPortal(GameControler.InteractEventArgs e) { _backGroundMusic.endCurrentBackgroundMusic(); ((Portal)e.Selection).Activate(); }