#region File description
// --------------------------------------------------------------------------------------------------------------------
//
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// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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//
//
// The collision system.
//
// --------------------------------------------------------------------------------------------------------------------
#endregion File description
namespace StarWarrior.Systems
{
#region Using statements
using System.Collections.Generic;
using Artemis;
using Artemis.Attributes;
using Artemis.Manager;
using Artemis.System;
using Artemis.Utils;
using Microsoft.Xna.Framework;
using StarWarrior.Components;
using StarWarrior.Templates;
#endregion
/// The collision system.
[ArtemisEntitySystem(GameLoopType = GameLoopType.Update, Layer = 1)]
internal class CollisionSystem : EntitySystem
{
/// Initializes a new instance of the class.
public CollisionSystem()
: base(Aspect.All(typeof(TransformComponent)))
{
}
/// Override to implement code that gets executed when systems are initialized.
public override void LoadContent()
{
}
/// Processes the entities.
/// The entities.
protected override void ProcessEntities(IDictionary entities)
{
Bag bullets = this.EntityWorld.GroupManager.GetEntities("BULLETS");
Bag ships = this.EntityWorld.GroupManager.GetEntities("SHIPS");
if (bullets != null && ships != null)
{
// being brutal !!!
for (int shipIndex = 0; ships.Count > shipIndex; ++shipIndex)
{
Entity ship = ships.Get(shipIndex);
for (int bulletIndex = 0; bullets.Count > bulletIndex; ++bulletIndex)
{
Entity bullet = bullets.Get(bulletIndex);
if (this.CollisionExists(bullet, ship))
{
var bulletTransform = bullet.GetComponent();
Entity bulletExplosion = this.EntityWorld.CreateEntityFromTemplate(BulletExplosionTemplate.Name);
bulletExplosion.GetComponent().Position = bulletTransform.Position;
bulletExplosion.Refresh();
bullet.Delete();
var healthComponent = ship.GetComponent();
healthComponent.AddDamage(4);
if (!healthComponent.IsAlive)
{
var shipTransform = ship.GetComponent();
Entity shipExplosion = this.EntityWorld.CreateEntityFromTemplate(ShipExplosionTemplate.Name);
shipExplosion.GetComponent().Position = shipTransform.Position;
shipExplosion.Refresh();
ship.Delete();
break;
}
}
}
}
}
}
/// The collision exists.
/// The entity 1.
/// The entity 2.
/// The .
private bool CollisionExists(Entity entity1, Entity entity2)
{
return Vector2.Distance(entity1.GetComponent().Position, entity2.GetComponent().Position) < 20;
}
}
}