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- #region File description
- // --------------------------------------------------------------------------------------------------------------------
- // <copyright file="PlayerShipControlSystem.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 player ship control 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 Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using StarWarrior.Components;
- using StarWarrior.Templates;
- #endregion
- /// <summary>The player ship control system.</summary>
- [ArtemisEntitySystem(GameLoopType = GameLoopType.Update)]
- public class PlayerShipControlSystem : TagSystem
- {
- /// <summary>The missile launch timer.</summary>
- private readonly Timer missileLaunchTimer;
- /// <summary>The graphics device.</summary>
- private GraphicsDevice graphicsDevice;
- /// <summary>Initializes a new instance of the <see cref="PlayerShipControlSystem" /> class.</summary>
- public PlayerShipControlSystem()
- : base("PLAYER")
- {
- this.missileLaunchTimer = new Timer(new TimeSpan(0, 0, 0, 0, 150));
- }
- /// <summary>Override to implement code that gets executed when systems are initialized.</summary>
- public override void LoadContent()
- {
- this.graphicsDevice = BlackBoard.GetEntry<GraphicsDevice>("GraphicsDevice");
- }
- /// <summary>Processes the specified entity.</summary>
- /// <param name="entity">The entity.</param>
- public override void Process(Entity entity)
- {
- var transformComponent = entity.GetComponent<TransformComponent>();
- 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);
- }
- }
- }
- /// <summary>Adds the missile.</summary>
- /// <param name="transformComponent">The transform component.</param>
- /// <param name="angle">The angle.</param>
- /// <param name="offsetX">The offset X.</param>
- private void AddMissile(TransformComponent transformComponent, float angle = 90.0f, float offsetX = 0.0f)
- {
- Entity missile = this.EntityWorld.CreateEntityFromTemplate(MissileTemplate.Name);
- missile.GetComponent<TransformComponent>().X = transformComponent.X + 1 + offsetX;
- missile.GetComponent<TransformComponent>().Y = transformComponent.Y - 20;
- missile.GetComponent<VelocityComponent>().Speed = -0.5f;
- missile.GetComponent<VelocityComponent>().Angle = angle;
- missile.Refresh();
- }
- }
- }
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