// Original code dervied from: // https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/CollisionSystem.cs // -------------------------------------------------------------------------------------------------------------------- // // 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. // // // The collision system. // // -------------------------------------------------------------------------------------------------------------------- using Microsoft.Xna.Framework; using MonoGame.Extended; using MonoGame.Extended.Entities.Systems; namespace StarWarrior.Systems { public class CollisionSystem : UpdateSystem { public override void Update(GameTime gameTime) { //var bullets = EntityManager.GetEntitiesByGroup("BULLETS"); //var ships = EntityManager.GetEntitiesByGroup("SHIPS"); //if (bullets == null || ships == null) // return; //// ReSharper disable once ForCanBeConvertedToForeach //for (var shipIndex = 0; ships.Count > shipIndex; ++shipIndex) //{ // var ship = ships[shipIndex]; // // ReSharper disable once ForCanBeConvertedToForeach // for (var bulletIndex = 0; bullets.Count > bulletIndex; ++bulletIndex) // { // var bullet = bullets[bulletIndex]; // var bulletTransform = bullet.Get(); // var shipTransform = ship.Get(); // if (!CollisionExists(bulletTransform, shipTransform)) // continue; // var bulletExplosion = EntityManager.CreateEntityFromTemplate(BulletExplosionTemplate.Name); // bulletExplosion.Get().Position = bulletTransform.Position; // bullet.Destroy(); // var healthComponent = ship.Get(); // healthComponent.AddDamage(4); // if (healthComponent.IsAlive) // continue; // var shipExplosion = EntityManager.CreateEntityFromTemplate(ShipExplosionTemplate.Name); // shipExplosion.Get().Position = shipTransform.Position; // ship.Destroy(); // break; // } //} } // ReSharper disable once SuggestBaseTypeForParameter private static bool CollisionExists(Transform2 bulletTransform, Transform2 shipTransform) { return Vector2.Distance(bulletTransform.WorldPosition, shipTransform.WorldPosition) < 20; } } }