public bool OnCollision(Geom g1, Geom g2, ContactList contactList) { Sprite s1 = (Sprite)g1.Tag; Sprite s2 = (Sprite)g2.Tag; if (g1.Tag.GetType() == typeof(Player) && (g2.Tag.GetType() == typeof(Sprite) || g2.Tag.GetType() == typeof(QuarkPlatform))) { foreach (MovingPlatform m in movingPlatforms) { //this is to detatch the player if he crashes into a tile if (m.attachedPlayer != null) { m.dettachPlayer(); playerSprite.CanJump = true; } } } if (g2.Tag.GetType() == typeof(Pickup)) { s2.Body.Dispose(); g2.Dispose(); //pickup should be destroyed disapear and increase energy quarkEnergy = gameParam.PickupEnergy + quarkEnergy; } if (g2.Tag.GetType() == typeof(MovingPlatform)) { //attaches player to platform via a join to stop player sliding MovingPlatform platform = (MovingPlatform)s2; platform.attachPlayer(playerSprite); } if (g2.Tag.GetType() == typeof(BouncyTile)) { Cue cue = soundBank.GetCue("Bouncing platform"); //sound should play when player bounces cue.Play(); int maxBounceHeight = 10000; //so if the player lands on multiple bounce tiles at once, //the force doesnt accumulate //code below to set bounce height if (playerSprite.Body.LinearVelocity.Y < 0) { playerSprite.Body.ApplyImpulse(new Vector2(0, maxBounceHeight)); } if (playerSprite.Body.LinearVelocity.Y > 0) { playerSprite.Body.ApplyImpulse(new Vector2(0, -maxBounceHeight)); } playerSprite.Body.LinearVelocity.Y = 0; // this line is incase the sprite hits more than one tile } if (g1.Tag.GetType() == typeof(Player) && (g2.Tag.GetType() == typeof(Sprite) || g2.Tag.GetType() == typeof(QuarkPlatform) || g2.Tag.GetType() == typeof(MovingPlatform))) { TicksCollision = Ticks; playerSprite.CanJump = true; } //collision for teleport if (g2.Tag.GetType() == typeof(Teleport)) { Cue cue = soundBank.GetCue("Teleport"); cue.Play(); if (HasTeleport == true) { //transport player to other portal playerSprite.Body.Position = place.Position; HasTeleport = false; } return false; } return true; }
public void Cleanup() { geom.Dispose(); space.Dispose(); OdeTests.Cleanup(); }