EnemyShooterSystem.cs 4.1 KB

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  1. #region File description
  2. // --------------------------------------------------------------------------------------------------------------------
  3. // <copyright file="EnemyShooterSystem.cs" company="GAMADU.COM">
  4. // Copyright � 2013 GAMADU.COM. All rights reserved.
  5. //
  6. // Redistribution and use in source and binary forms, with or without modification, are
  7. // permitted provided that the following conditions are met:
  8. //
  9. // 1. Redistributions of source code must retain the above copyright notice, this list of
  10. // conditions and the following disclaimer.
  11. //
  12. // 2. Redistributions in binary form must reproduce the above copyright notice, this list
  13. // of conditions and the following disclaimer in the documentation and/or other materials
  14. // provided with the distribution.
  15. //
  16. // THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED
  17. // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
  18. // FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR
  19. // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
  20. // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
  21. // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
  22. // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
  23. // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
  24. // ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  25. //
  26. // The views and conclusions contained in the software and documentation are those of the
  27. // authors and should not be interpreted as representing official policies, either expressed
  28. // or implied, of GAMADU.COM.
  29. // </copyright>
  30. // <summary>
  31. // The enemy shooter system.
  32. // </summary>
  33. // --------------------------------------------------------------------------------------------------------------------
  34. #endregion File description
  35. namespace StarWarrior.Systems
  36. {
  37. #region Using statements
  38. using System;
  39. using Artemis;
  40. using Artemis.Attributes;
  41. using Artemis.Manager;
  42. using Artemis.System;
  43. using Artemis.Utils;
  44. using StarWarrior.Components;
  45. using StarWarrior.Templates;
  46. #endregion
  47. /// <summary>The enemy shooter system.</summary>
  48. [ArtemisEntitySystem(GameLoopType = GameLoopType.Update, Layer = 1)]
  49. public class EnemyShooterSystem : EntityProcessingSystem
  50. {
  51. /// <summary>The two seconds ticks.</summary>
  52. private static readonly long TwoSecondsTicks = TimeSpan.FromSeconds(2).Ticks;
  53. /// <summary>Initializes a new instance of the <see cref="EnemyShooterSystem" /> class.</summary>
  54. public EnemyShooterSystem()
  55. : base(Aspect.All(typeof(TransformComponent), typeof(WeaponComponent), typeof(EnemyComponent)))
  56. {
  57. }
  58. /// <summary>Override to implement code that gets executed when systems are initialized.</summary>
  59. public override void LoadContent()
  60. {
  61. }
  62. /// <summary>Processes the specified entity.</summary>
  63. /// <param name="entity">The entity.</param>
  64. public override void Process(Entity entity)
  65. {
  66. var weaponComponent = entity.GetComponent<WeaponComponent>();
  67. if (weaponComponent != null)
  68. {
  69. if ((weaponComponent.ShotAt + TwoSecondsTicks) < FastDateTime.Now.Ticks)
  70. {
  71. var transformComponent = entity.GetComponent<TransformComponent>();
  72. Entity missile = this.EntityWorld.CreateEntityFromTemplate(MissileTemplate.Name);
  73. missile.GetComponent<TransformComponent>().X = transformComponent.X;
  74. missile.GetComponent<TransformComponent>().Y = transformComponent.Y + 20;
  75. missile.GetComponent<VelocityComponent>().Speed = -0.5f;
  76. missile.GetComponent<VelocityComponent>().Angle = 270;
  77. missile.Refresh();
  78. weaponComponent.ShotAt = FastDateTime.Now.Ticks;
  79. }
  80. }
  81. }
  82. }
  83. }