#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 player ship control 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 Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using StarWarrior.Components; using StarWarrior.Templates; #endregion /// The player ship control system. [ArtemisEntitySystem(GameLoopType = GameLoopType.Update)] public class PlayerShipControlSystem : TagSystem { /// The missile launch timer. private readonly Timer missileLaunchTimer; /// The graphics device. private GraphicsDevice graphicsDevice; /// Initializes a new instance of the class. public PlayerShipControlSystem() : base("PLAYER") { this.missileLaunchTimer = new Timer(new TimeSpan(0, 0, 0, 0, 150)); } /// Override to implement code that gets executed when systems are initialized. public override void LoadContent() { this.graphicsDevice = BlackBoard.GetEntry("GraphicsDevice"); } /// Processes the specified entity. /// The entity. public override void Process(Entity entity) { var transformComponent = entity.GetComponent(); KeyboardState keyboardState = Keyboard.GetState(); float keyMoveSpeed = 0.3f * TimeSpan.FromTicks(this.EntityWorld.Delta).Milliseconds; if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left)) { transformComponent.X -= keyMoveSpeed; if (transformComponent.X < 32) { transformComponent.X = 32; } } else if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right)) { transformComponent.X += keyMoveSpeed; if (transformComponent.X > this.graphicsDevice.Viewport.Width - 32) { transformComponent.X = this.graphicsDevice.Viewport.Width - 32; } } if (keyboardState.IsKeyDown(Keys.Space) || keyboardState.IsKeyDown(Keys.Enter)) { if (this.missileLaunchTimer.IsReached(this.EntityWorld.Delta)) { this.AddMissile(transformComponent); this.AddMissile(transformComponent, 89, -9); this.AddMissile(transformComponent, 91, +9); } } } /// Adds the missile. /// The transform component. /// The angle. /// The offset X. private void AddMissile(TransformComponent transformComponent, float angle = 90.0f, float offsetX = 0.0f) { Entity missile = this.EntityWorld.CreateEntityFromTemplate(MissileTemplate.Name); missile.GetComponent().X = transformComponent.X + 1 + offsetX; missile.GetComponent().Y = transformComponent.Y - 20; missile.GetComponent().Speed = -0.5f; missile.GetComponent().Angle = angle; missile.Refresh(); } } }