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 }
func (c *Chest) OnCollisionExit(arbiter engine.Arbiter) { if arbiter.GameObjectB() != nil { if arbiter.GameObjectB().Tag == "player" { c.playerIn = false } } }
func (c *Chest) OnCollisionEnter(arbiter engine.Arbiter) bool { if arbiter.GameObjectB().Tag == "player" { c.playerIn = true } return true }
func (pl *Player) OnCollisionExit(arbiter engine.Arbiter) { if arbiter.GameObjectB() == pl.pSplint { pl.pSplint = nil } else if arbiter.GameObjectB() == pl.pLader { pl.pLader = nil pl.GameObject().Physics.Body.IgnoreGravity = false pl.GameObject().Sprite.SetAnimation("player_stand") } }
func (s *Item) OnCollisionEnter(arbiter engine.Arbiter) bool { if arbiter.GameObjectB() != nil { if arbiter.GameObjectB().Tag == "player" { if s.takeable { s.coll(s.GameObject()) s.GameObject().Destroy() } } } return true }
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 }
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 }
func (pl *Player) OnCollisionEnter(arbiter engine.Arbiter) bool { if arbiter.GameObjectB().Tag == "lader" { pl.pLader = arbiter.GameObjectB() if pl.GameObject().Sprite.CurrentAnimation() != "player_climb" { pl.GameObject().Sprite.SetAnimation("player_climb") } pl.GameObject().Physics.Body.IgnoreGravity = true pl.OnGround = false } if pl.Hitable && arbiter.GameObjectB().Tag == "splinter" { pl.pSplint = arbiter.GameObjectB() engine.StartCoroutine(func() { for pl.pSplint != nil { pl.Hit() engine.CoYieldCoroutine(pl.Hitted) } }) } return true }
func (s *Enemy) OnCollisionPostSolve(arbiter engine.Arbiter) { if arbiter.GameObjectB() != nil { if arbiter.GameObjectB().Tag != "lader" && arbiter.GameObjectA().Tag != "lader" { count := 0 for _, con := range arbiter.Contacts { if arbiter.Normal(con).Y < -0.9 { count++ } } if count >= 1 { if s.GameObject().Sprite.CurrentAnimation() == "enemy_jump" { s.GameObject().Sprite.SetAnimation("enemy_stand") } s.LastFloor = arbiter.GameObjectB() s.OnGround = true } count = 0 for _, con := range arbiter.Contacts { if math.Abs(float64(arbiter.Normal(con).X)) > 0.9 { count++ } } if count >= 1 { s.jump = true } if arbiter.GameObjectB().Tag == "player" { if Player.PlComp.Hitable && s.Attack { Player.PlComp.Hit() } if s.hitable && Player.PlComp.Attack { s.Hit() } } } } }
func (pl *Player) OnCollisionPostSolve(arbiter engine.Arbiter) { if arbiter.GameObjectB() == nil { return } if arbiter.GameObjectB().Tag != "lader" && arbiter.GameObjectA().Tag != "lader" { count := 0 for _, con := range arbiter.Contacts { if arbiter.Normal(con).Y < -0.9 { count++ } } if count >= 1 { if pl.GameObject().Sprite.CurrentAnimation() == "player_jump" { pl.GameObject().Sprite.SetAnimation("player_stand") } pl.LastFloor = arbiter.GameObjectB() pl.OnGround = true } } }
func (sp *PlayerController) OnCollisionExit(arbiter engine.Arbiter) { if arbiter.GameObjectB() == sp.Floor { sp.Floor = nil } }