#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
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//
//
// 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();
}
}
}