checks if this entity is contacting another . this is not the same as a collision and does not modify either object . concode_field_sep int rotation concode_elem_sep boolean isDestroyed concode_elem_sep float velY concode_elem_sep int velocity concode_elem_sep float velX concode_elem_sep int rotateDeg concode_elem_sep int ACCELERATION concode_elem_sep boolean isAccelerating concode_elem_sep int ROTATE_SPEED concode_elem_sep Position pos concode_elem_sep float x concode_elem_sep float y concode_elem_sep int radius concode_elem_sep int direction concode_field_sep void setAccelerating concode_elem_sep void rotateStop concode_elem_sep void rotateRight concode_elem_sep void wrapScreen concode_elem_sep boolean isDestroyed concode_elem_sep void rotateLeft concode_elem_sep void collide concode_elem_sep void destroy concode_elem_sep void undestroy concode_elem_sep int getRadius concode_elem_sep void calculateMotion
boolean function ( Entity arg0 ) { return ! isDestroyed && ! arg0 . isDestroyed && Math . abs ( pos . x - arg0 . pos . x ) + Math . abs ( pos . y - arg0 . pos . y ) < radius + arg0 . radius ; }