/// <summary> /// Set the Shoes's position to the position of the Guy if the collision delay timer is completed and the Guy and Shoes are not currently linked. /// </summary> /// <param name="shoes">A reference to the Shoes.</param> private void setShoesPositionToGuyUponCollisionIfPossible(Shoes shoes) { if (PositionRect.Intersects(shoes.PositionRect) && !delayCollisionWithShoesAndGuy && !areGuyAndShoesCurrentlyLinked) { velocity = new Vector2(0f, 0f); shoes.velocity = new Vector2(0f, 0f); shoes.Position = new Vector2(Position.X, Position.Y + 40); isGuyBeingShot = false; shoes.stopPlayerInput = true; idleAnimationLockIsOn = false; delayCollisionWithShoesAndGuy = true; areGuyAndShoesCurrentlyLinked = true; shoes.swapTexture(areGuyAndShoesCurrentlyLinked); SoundEffectHandler.stopShoesRunningEffect(); if (shoes.directionShoesAreRunning == State.Running_Left || shoes.directionShoesAreRunning == State.Idle_Left) { shoes.changeSpriteOfTheShoes("Idle_Left", true); changeSpriteOfTheGuy("Empty"); } else if (shoes.directionShoesAreRunning == State.Running_Right || shoes.directionShoesAreRunning == State.Idle_Right) { shoes.changeSpriteOfTheShoes("Idle_Right", true); changeSpriteOfTheGuy("Empty"); } } }