#region File description // -------------------------------------------------------------------------------------------------------------------- // // Copyright © 2013 GAMADU.COM. All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, are // 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. // // THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED // 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 // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF // ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // The views and conclusions contained in the software and documentation are those of the // authors and should not be interpreted as representing official policies, either expressed // or implied, of GAMADU.COM. // // // 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; } } }