#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 enemy shooter system. // // -------------------------------------------------------------------------------------------------------------------- #endregion File description namespace StarWarrior.Systems { #region Using statements using System; using Artemis; using Artemis.Attributes; using Artemis.Manager; using Artemis.System; using Artemis.Utils; using StarWarrior.Components; using StarWarrior.Templates; #endregion /// The enemy shooter system. [ArtemisEntitySystem(GameLoopType = GameLoopType.Update, Layer = 1)] public class EnemyShooterSystem : EntityProcessingSystem { /// The two seconds ticks. private static readonly long TwoSecondsTicks = TimeSpan.FromSeconds(2).Ticks; /// Initializes a new instance of the class. public EnemyShooterSystem() : base(Aspect.All(typeof(TransformComponent), typeof(WeaponComponent), typeof(EnemyComponent))) { } /// Override to implement code that gets executed when systems are initialized. public override void LoadContent() { } /// Processes the specified entity. /// The entity. public override void Process(Entity entity) { var weaponComponent = entity.GetComponent(); if (weaponComponent != null) { if ((weaponComponent.ShotAt + TwoSecondsTicks) < FastDateTime.Now.Ticks) { var transformComponent = entity.GetComponent(); Entity missile = this.EntityWorld.CreateEntityFromTemplate(MissileTemplate.Name); missile.GetComponent().X = transformComponent.X; missile.GetComponent().Y = transformComponent.Y + 20; missile.GetComponent().Speed = -0.5f; missile.GetComponent().Angle = 270; missile.Refresh(); weaponComponent.ShotAt = FastDateTime.Now.Ticks; } } } } }