PlayerShipControlSystem.cs 5.6 KB

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  1. #region File description
  2. // --------------------------------------------------------------------------------------------------------------------
  3. // <copyright file="PlayerShipControlSystem.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 player ship control 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 Microsoft.Xna.Framework.Graphics;
  45. using Microsoft.Xna.Framework.Input;
  46. using StarWarrior.Components;
  47. using StarWarrior.Templates;
  48. #endregion
  49. /// <summary>The player ship control system.</summary>
  50. [ArtemisEntitySystem(GameLoopType = GameLoopType.Update)]
  51. public class PlayerShipControlSystem : TagSystem
  52. {
  53. /// <summary>The missile launch timer.</summary>
  54. private readonly Timer missileLaunchTimer;
  55. /// <summary>The graphics device.</summary>
  56. private GraphicsDevice graphicsDevice;
  57. /// <summary>Initializes a new instance of the <see cref="PlayerShipControlSystem" /> class.</summary>
  58. public PlayerShipControlSystem()
  59. : base("PLAYER")
  60. {
  61. this.missileLaunchTimer = new Timer(new TimeSpan(0, 0, 0, 0, 150));
  62. }
  63. /// <summary>Override to implement code that gets executed when systems are initialized.</summary>
  64. public override void LoadContent()
  65. {
  66. this.graphicsDevice = BlackBoard.GetEntry<GraphicsDevice>("GraphicsDevice");
  67. }
  68. /// <summary>Processes the specified entity.</summary>
  69. /// <param name="entity">The entity.</param>
  70. public override void Process(Entity entity)
  71. {
  72. var transformComponent = entity.GetComponent<TransformComponent>();
  73. KeyboardState keyboardState = Keyboard.GetState();
  74. float keyMoveSpeed = 0.3f * TimeSpan.FromTicks(this.EntityWorld.Delta).Milliseconds;
  75. if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
  76. {
  77. transformComponent.X -= keyMoveSpeed;
  78. if (transformComponent.X < 32)
  79. {
  80. transformComponent.X = 32;
  81. }
  82. }
  83. else if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
  84. {
  85. transformComponent.X += keyMoveSpeed;
  86. if (transformComponent.X > this.graphicsDevice.Viewport.Width - 32)
  87. {
  88. transformComponent.X = this.graphicsDevice.Viewport.Width - 32;
  89. }
  90. }
  91. if (keyboardState.IsKeyDown(Keys.Space) || keyboardState.IsKeyDown(Keys.Enter))
  92. {
  93. if (this.missileLaunchTimer.IsReached(this.EntityWorld.Delta))
  94. {
  95. this.AddMissile(transformComponent);
  96. this.AddMissile(transformComponent, 89, -9);
  97. this.AddMissile(transformComponent, 91, +9);
  98. }
  99. }
  100. }
  101. /// <summary>Adds the missile.</summary>
  102. /// <param name="transformComponent">The transform component.</param>
  103. /// <param name="angle">The angle.</param>
  104. /// <param name="offsetX">The offset X.</param>
  105. private void AddMissile(TransformComponent transformComponent, float angle = 90.0f, float offsetX = 0.0f)
  106. {
  107. Entity missile = this.EntityWorld.CreateEntityFromTemplate(MissileTemplate.Name);
  108. missile.GetComponent<TransformComponent>().X = transformComponent.X + 1 + offsetX;
  109. missile.GetComponent<TransformComponent>().Y = transformComponent.Y - 20;
  110. missile.GetComponent<VelocityComponent>().Speed = -0.5f;
  111. missile.GetComponent<VelocityComponent>().Angle = angle;
  112. missile.Refresh();
  113. }
  114. }
  115. }