removed the old ecs and refactored the platformer demo to use the new ecs

This commit is contained in:
Dylan Wilson
2018-06-19 21:24:56 +10:00
parent 4b8c80ec14
commit 89dbb71a1a
44 changed files with 213 additions and 2349 deletions
+29 -12
View File
@@ -4,28 +4,45 @@ using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.Animations;
using MonoGame.Extended.Entities.Legacy;
using MonoGame.Extended.Entities;
using MonoGame.Extended.Entities.Systems;
using MonoGame.Extended.Input;
using Platformer.Collisions;
using Platformer.Components;
namespace Platformer.Systems
{
[Aspect(AspectType.All, typeof(Body), typeof(Player), typeof(Transform2), typeof(AnimatedSprite))]
[EntitySystem(GameLoopType.Update, Layer = 0)]
public class PlayerSystem : EntityProcessingSystem
{
protected override void Process(GameTime gameTime, Entity entity)
private ComponentMapper<Player> _playerMapper;
private ComponentMapper<AnimatedSprite> _spriteMapper;
private ComponentMapper<Transform2> _transformMapper;
private ComponentMapper<Body> _bodyMapper;
public PlayerSystem()
: base(Aspect.All(typeof(Body), typeof(Player), typeof(Transform2), typeof(AnimatedSprite)))
{
var player = entity.Get<Player>();
var sprite = entity.Get<AnimatedSprite>();
var transform = entity.Get<Transform2>();
var body = entity.Get<Body>();
}
public override void Initialize(IComponentMapperService mapperService)
{
_playerMapper = mapperService.GetMapper<Player>();
_spriteMapper = mapperService.GetMapper<AnimatedSprite>();
_transformMapper = mapperService.GetMapper<Transform2>();
_bodyMapper = mapperService.GetMapper<Body>();
}
public override void Process(GameTime gameTime, int entityId)
{
var player = _playerMapper.Get(entityId);
var sprite = _spriteMapper.Get(entityId);
var transform = _transformMapper.Get(entityId);
var body = _bodyMapper.Get(entityId);
var keyboardState = KeyboardExtended.GetState();
if (player.CanJump)
{
if(keyboardState.WasKeyJustUp(Keys.Up))
if (keyboardState.WasKeyJustUp(Keys.Up))
body.Velocity.Y -= 550 + Math.Abs(body.Velocity.X) * 0.4f;
if (keyboardState.WasKeyJustUp(Keys.Z))
@@ -34,7 +51,7 @@ namespace Platformer.Systems
player.State = player.State == State.Idle ? State.Punching : State.Kicking;
}
}
if (keyboardState.IsKeyDown(Keys.Right))
{
body.Velocity.X += 150;
@@ -57,7 +74,7 @@ namespace Platformer.Systems
if (body.Velocity.Y > 0)
player.State = State.Falling;
if (body.Velocity.EqualsWithTolerence(Vector2.Zero, 5))
player.State = State.Idle;
}