本文整理汇总了C#中Geom.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# Geom.Dispose方法的具体用法?C# Geom.Dispose怎么用?C# Geom.Dispose使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Geom
的用法示例。
在下文中一共展示了Geom.Dispose方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnCollision
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;
}