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- #region File description
- // --------------------------------------------------------------------------------------------------------------------
- // <copyright file="CollisionSystem.cs" company="GAMADU.COM">
- // 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.
- // </copyright>
- // <summary>
- // The collision system.
- // </summary>
- // --------------------------------------------------------------------------------------------------------------------
- #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
- /// <summary>The collision system.</summary>
- [ArtemisEntitySystem(GameLoopType = GameLoopType.Update, Layer = 1)]
- internal class CollisionSystem : EntitySystem
- {
- /// <summary>Initializes a new instance of the <see cref="CollisionSystem" /> class.</summary>
- public CollisionSystem()
- : base(Aspect.All(typeof(TransformComponent)))
- {
- }
- /// <summary>Override to implement code that gets executed when systems are initialized.</summary>
- public override void LoadContent()
- {
- }
- /// <summary>Processes the entities.</summary>
- /// <param name="entities">The entities.</param>
- protected override void ProcessEntities(IDictionary<int, Entity> entities)
- {
- Bag<Entity> bullets = this.EntityWorld.GroupManager.GetEntities("BULLETS");
- Bag<Entity> 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<TransformComponent>();
- Entity bulletExplosion = this.EntityWorld.CreateEntityFromTemplate(BulletExplosionTemplate.Name);
- bulletExplosion.GetComponent<TransformComponent>().Position = bulletTransform.Position;
- bulletExplosion.Refresh();
- bullet.Delete();
- var healthComponent = ship.GetComponent<HealthComponent>();
- healthComponent.AddDamage(4);
- if (!healthComponent.IsAlive)
- {
- var shipTransform = ship.GetComponent<TransformComponent>();
- Entity shipExplosion = this.EntityWorld.CreateEntityFromTemplate(ShipExplosionTemplate.Name);
- shipExplosion.GetComponent<TransformComponent>().Position = shipTransform.Position;
- shipExplosion.Refresh();
- ship.Delete();
- break;
- }
- }
- }
- }
- }
- }
- /// <summary>The collision exists.</summary>
- /// <param name="entity1">The entity 1.</param>
- /// <param name="entity2">The entity 2.</param>
- /// <returns>The <see cref="bool" />.</returns>
- private bool CollisionExists(Entity entity1, Entity entity2)
- {
- return Vector2.Distance(entity1.GetComponent<TransformComponent>().Position, entity2.GetComponent<TransformComponent>().Position) < 20;
- }
- }
- }
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