| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 |
- #region File description
- // --------------------------------------------------------------------------------------------------------------------
- // <copyright file="EnemyShooterSystem.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 enemy shooter system.
- // </summary>
- // --------------------------------------------------------------------------------------------------------------------
- #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
- /// <summary>The enemy shooter system.</summary>
- [ArtemisEntitySystem(GameLoopType = GameLoopType.Update, Layer = 1)]
- public class EnemyShooterSystem : EntityProcessingSystem
- {
- /// <summary>The two seconds ticks.</summary>
- private static readonly long TwoSecondsTicks = TimeSpan.FromSeconds(2).Ticks;
- /// <summary>Initializes a new instance of the <see cref="EnemyShooterSystem" /> class.</summary>
- public EnemyShooterSystem()
- : base(Aspect.All(typeof(TransformComponent), typeof(WeaponComponent), typeof(EnemyComponent)))
- {
- }
- /// <summary>Override to implement code that gets executed when systems are initialized.</summary>
- public override void LoadContent()
- {
- }
- /// <summary>Processes the specified entity.</summary>
- /// <param name="entity">The entity.</param>
- public override void Process(Entity entity)
- {
- var weaponComponent = entity.GetComponent<WeaponComponent>();
- if (weaponComponent != null)
- {
- if ((weaponComponent.ShotAt + TwoSecondsTicks) < FastDateTime.Now.Ticks)
- {
- var transformComponent = entity.GetComponent<TransformComponent>();
- Entity missile = this.EntityWorld.CreateEntityFromTemplate(MissileTemplate.Name);
- missile.GetComponent<TransformComponent>().X = transformComponent.X;
- missile.GetComponent<TransformComponent>().Y = transformComponent.Y + 20;
- missile.GetComponent<VelocityComponent>().Speed = -0.5f;
- missile.GetComponent<VelocityComponent>().Angle = 270;
- missile.Refresh();
- weaponComponent.ShotAt = FastDateTime.Now.Ticks;
- }
- }
- }
- }
- }
|