#region File description
// --------------------------------------------------------------------------------------------------------------------
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// of conditions and the following disclaimer in the documentation and/or other materials
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//
// The enemy spawn system.
//
// --------------------------------------------------------------------------------------------------------------------
#endregion File description
namespace StarWarrior.Systems
{
#region Using statements
using System;
using System.Collections.Generic;
using Artemis;
using Artemis.Attributes;
using Artemis.Manager;
using Artemis.System;
using Microsoft.Xna.Framework.Graphics;
using StarWarrior.Components;
using StarWarrior.Templates;
#endregion
/// The enemy spawn system.
[ArtemisEntitySystem(GameLoopType = GameLoopType.Update, Layer = 1)]
public class EnemySpawnSystem : IntervalEntitySystem
{
/// The random.
private Random random;
/// The sprite batch.
private SpriteBatch spriteBatch;
/// Initializes a new instance of the class.
public EnemySpawnSystem()
: base(
new TimeSpan(0, 0, 0, 0, BlackBoard.GetEntry("EnemyInterval")),
Aspect.All(typeof(TransformComponent), typeof(VelocityComponent), typeof(EnemyComponent)))
{
}
/// Override to implement code that gets executed when systems are initialized.
public override void LoadContent()
{
this.spriteBatch = BlackBoard.GetEntry("SpriteBatch");
this.random = new Random();
}
/// Processes the entities.
/// The entities.
protected override void ProcessEntities(IDictionary entities)
{
Entity entity = this.EntityWorld.CreateEntityFromTemplate(EnemyShipTemplate.Name);
entity.GetComponent().X = this.random.Next(this.spriteBatch.GraphicsDevice.Viewport.Width);
entity.GetComponent().Y = this.random.Next(400) + 50;
entity.GetComponent().Speed = 0.05f;
entity.GetComponent().Angle = this.random.Next() % 2 == 0 ? 0 : 180;
entity.Refresh();
}
}
}