// Original code dervied from: // https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/EnemyShooterSystem.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 enemy shooter system. // // -------------------------------------------------------------------------------------------------------------------- using Microsoft.Xna.Framework; using MonoGame.Extended; using MonoGame.Extended.Entities; using MonoGame.Extended.Entities.Systems; using StarWarrior.Components; namespace StarWarrior.Systems { public class EnemyShooterSystem : EntityProcessingSystem { private readonly EntityFactory _entityFactory; public EnemyShooterSystem(EntityFactory entityFactory) : base(Aspect.All(typeof(WeaponComponent), typeof(Transform2), typeof(EnemyComponent))) { _entityFactory = entityFactory; } public override void Initialize(IComponentMapperService mapperService) { } public override void Process(GameTime gameTime, int entityId) { var entity = GetEntity(entityId); var transform = entity.Get(); var weapon = entity.Get(); weapon.ShootTimerDelay += gameTime.ElapsedGameTime; if (weapon.ShootTimerDelay <= weapon.ShootDelay) return; weapon.ShootTimerDelay -= weapon.ShootDelay; var missile = _entityFactory.CreateMissile(); var missileTransform = missile.Get(); var worldPosition = transform.WorldPosition; missileTransform.Position = worldPosition + new Vector2(0, 20); var missilePhysics = missile.Get(); missilePhysics.Speed = -0.5f; missilePhysics.Angle = 270; } } }