Example #1
0
func (pu *PowerUp) OnCollisionEnter(arbiter engine.Arbiter) bool {
	if pu.GameObject() != nil && (arbiter.GameObjectA() == Player || arbiter.GameObjectB() == Player) {
		PowerUpShip(pu.Type)
		pu.GameObject().Destroy()
	}
	return true
}
Example #2
0
func (sp *PlayerController) OnCollisionEnter(arbiter engine.Arbiter) bool {
	//println("Enter " + arbiter.GameObjectB().Name())
	count := 0
	for _, con := range arbiter.Contacts {
		//println(arbiter.Normal(con).Y)
		if -arbiter.Normal(con).Y > 0.9 {
			count++
		}
	}
	if count >= 2 {
		sp.Floor = arbiter.GameObjectB()
	}

	return true
}
Example #3
0
func (ds *Destoyable) OnCollisionEnter(arbiter engine.Arbiter) bool {
	if !ds.Alive {
		return true
	}
	var dmg *DamageDealer = nil
	var enemyDestoyable *Destoyable

	enemy := arbiter.GameObjectB()

	if enemy == nil {
		return true
	}

	dmg, _ = enemy.ComponentTypeOf(dmg).(*DamageDealer)
	enemyDestoyable, _ = enemy.ComponentTypeOf(enemyDestoyable).(*Destoyable)

	if enemyDestoyable == nil || enemyDestoyable.Team == ds.Team {
		return true
	}

	if dmg != nil {
		ds.HP -= dmg.Damage
	}
	if ds.destoyableFuncs != nil {
		ds.destoyableFuncs.OnHit(enemy, dmg)
	}

	if ds.HP <= 0 {
		ds.Alive = false
		if ds.destoyableFuncs != nil {
			ds.destoyableFuncs.OnDie(false)
		} else {
			ds.GameObject().Destroy()
		}
	}

	return true
}
Example #4
0
func (sp *PlayerController) OnCollisionExit(arbiter engine.Arbiter) {
	if arbiter.GameObjectB() == sp.Floor {
		sp.Floor = nil
	}
}