public override void VisitUFO(UFO u) { // Bomb vs WallRoot GameObject pGameObj = (GameObject)Iterator.GetChild(this); ColPair.Collide(u, pGameObj); }
public override void VisitLeftUFO(LeftUFO m) { // MissileRoot vs WallRoot GameObject pGameObj = (GameObject)Iterator.GetChild(this); ColPair.Collide(m, pGameObj); }
public override void VisitUFORoot(UFORoot u) { // BombRoot vs WallRoot GameObject pGameObj = (GameObject)Iterator.GetChild(u); ColPair.Collide(pGameObj, this); }
public override void VisitShip(Ship s) { // Ship vs Wall GameObject pGameObj = (GameObject)Iterator.GetChild(this); ColPair.Collide(s, pGameObj); }
public override void VisitShipRoot(ShipRoot s) { // ShipRoot vs WallRoot GameObject pGameObj = (GameObject)Iterator.GetChild(s); ColPair.Collide(pGameObj, this); }
public override void VisitMissileGroup(MissileGroup m) { // no differed to subcass GameObject pGameObj = (GameObject)Iterator.GetChild(m); ColPair.Collide(pGameObj, this); }
public override void VisitMissileGroup(MissileGroup m) { // MissileRoot vs WallTop GameObject pGameObj = (GameObject)Iterator.GetChild(m); ColPair.Collide(pGameObj, this); }
public override void VisitMissileGroup(MissileGroup m) { // MissileGroup vs Columns GameObject pGameObj = (GameObject)Iterator.GetChild(this); ColPair.Collide(m, pGameObj); }
public override void VisitBomb(Bomb m) { // Missile vs ShieldColumn GameObject pGameObj = (GameObject)Iterator.GetChild(this); ColPair.Collide(m, pGameObj); }
public override void VisitBombRoot(BombRoot b) { // BombRoot vs ShieldRoot GameObject pGameObj = (GameObject)Iterator.GetChild(b); ColPair.Collide(pGameObj, this); }
public override void VisitColumn(AlienColumn a) { //now Alien Column v ShieldRoot GameObject pGameObject = (GameObject)Iterator.GetChild(a); ColPair.Collide(pGameObject, this); }
public override void VisitAlien(AlienCategory a) { //now Alien Column v. ShieldRoot GameObject pGameObject = (GameObject)Iterator.GetChild(this); ColPair.Collide(a, pGameObject); }
public override void VisitMissile(Missile m) { // Missile vs ShieldRoot GameObject pGameObj = (GameObject)Iterator.GetChild(this); ColPair.Collide(m, pGameObj); }
public override void VisitGroup(AlienGroup a) { //Alien Grid v ShieldRoot GameObject pGameObject = (GameObject)Iterator.GetChild(a); ColPair.Collide(pGameObject, this); }
public override void VisitBomb(Bomb b) { // Bomb vs ShieldRoot GameObject pGameObj = (GameObject)Iterator.GetChild(this); ColPair.Collide(b, pGameObj); }
public override void VisitMissileGroup(MissileGroup m) { // BombRoot vs ShieldRoot GameObject pGameObj = (GameObject)Iterator.GetChild(m); ColPair.Collide(pGameObj, this); }
public override void VisitMissile(Missile m) { //Missile v ShieldRoot //now check against the Shield columns(for now) GameObject pGameObject = (GameObject)Iterator.GetChild(this); ColPair.Collide(m, pGameObject); }
public override void VisitMissileRoot(MissileRoot m) { // AlienOctopus vs MissileRoot // Debug.WriteLine("collide: {0} with {1}", this, m); // AlienOctopus vs Missile ColPair.Collide((GameObject)m.pChild, this); }
public override void VisitMissileGroup(MissileGrid g) { // Alien vs MissileGroup Debug.WriteLine(" collide: {0} <-> {1}", g.GetName(), this.GetName()); // Alien vs Missile ColPair.Collide((GameObject)g.GetFirstChild(), this); }
public override void VisitMissile(Missile m) { //Missile v. Shield Column //check its children GameObject pGameObject = (GameObject)Iterator.GetChild(this); ColPair.Collide(m, pGameObject); }
public override void VisitMissileGroup(MissileGroup m) { //MissileRoot v ShieldRoot //so check the missile against the ShieldRoot GameObject pGameObject = (GameObject)Iterator.GetChild(m); ColPair.Collide(pGameObject, this); }
public override void VisitMissileRoot(MissileRoot m) { // AlienGrid vs MissileRoot // Debug.WriteLine("collide: {0} with {1}", this, m); // MissileRoot vs Columns ColPair.Collide(m, (GameObject)this.pChild); }
// Wall public override void VisitWallGroup(WallGrid g) { // MissileGroup vs WallGrid // Debug.WriteLine(" collide: {0} <-> {1}", g.GetName(), this.GetName()); // Missile vs AliensCol ColPair.Collide((GameObject)g.GetFirstChild(), this); }
public override void VisitAlien(Alien a) { // Aliens vs MissileGroup Debug.WriteLine(" collide: {0} <-> {1}", a.GetName(), this.GetName()); // Missile vs Alien ColPair.Collide((GameObject)this.GetFirstChild(), a); }
public override void VisitAlien(AlienCategory a) { //Alien v Shield Column //now check its children(bricks) GameObject pGameObject = (GameObject)Iterator.GetChild(this); ColPair.Collide(a, pGameObject); }
public override void VisitBomb(Bomb b) { //Bomb v Shield Column //now check its children(bricks) GameObject pGameObject = (GameObject)Iterator.GetChild(this); ColPair.Collide(b, pGameObject); }
public override void VisitBombRoot(BombRoot b) { //BombRoot v ShieldRoot // now check bomb against the shielroot GameObject pGameObject = (GameObject)Iterator.GetChild(b); ColPair.Collide(pGameObject, this); }
public override void VisitBomb(Bomb b) { //Bomb v Shield //now check bomb against the shield columns GameObject pGameObject = (GameObject)Iterator.GetChild(this); ColPair.Collide(b, pGameObject); }
public override void VisitWallRoot(WallRoot w) { // AlienGrid vs WallRoot // Debug.WriteLine("collide: {0} with {1}", this, w); // WallRight vs Grid ColPair.Collide(this, (GameObject)w.pChild); }
public override void VisitMissile(Missile m) { Debug.Print("Visiting Missle {0}", this); // Missile vs WallRoot GameObject pGameObj = (GameObject)Iterator.GetChild(this); ColPair.Collide(m, pGameObj); }