// Original code dervied from: // https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/PlayerShipControlSystem.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 player ship control system. // // -------------------------------------------------------------------------------------------------------------------- using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; using MonoGame.Extended; using MonoGame.Extended.BitmapFonts; using MonoGame.Extended.Entities; using MonoGame.Extended.Entities.Systems; using StarWarrior.Components; namespace StarWarrior.Systems { public class PlayerShipControlSystem : EntityProcessingSystem { private readonly EntityFactory _entityFactory; private TimeSpan _missileLaunchTimer; private readonly TimeSpan _missileLaunchDelay; private KeyboardState _lastState; public PlayerShipControlSystem(EntityFactory entityFactory) : base(Aspect.All(typeof(PlayerComponent), typeof(Transform2))) { _entityFactory = entityFactory; _missileLaunchDelay = TimeSpan.FromMilliseconds(250); _missileLaunchTimer = TimeSpan.Zero; } private void AddMissile(Transform2 parentTransform, float angle = 90.0f, float offsetX = 0.0f) { var missile = _entityFactory.CreateMissile(); var missileTransform = missile.Get(); missileTransform.Position = parentTransform.WorldPosition + new Vector2(1 + offsetX, -20); var missilePhysics = missile.Get(); missilePhysics.Speed = -0.5f; missilePhysics.Angle = angle; } public override void Initialize(IComponentMapperService mapperService) { } public override void Process(GameTime gameTime, int entityId) { var entity = GetEntity(entityId); var transform = entity.Get(); var keyboard = Keyboard.GetState(); var direction = Vector2.Zero; if (keyboard.IsKeyDown(Keys.W) || keyboard.IsKeyDown(Keys.Up)) direction -= Vector2.UnitY; if (keyboard.IsKeyDown(Keys.A) || keyboard.IsKeyDown(Keys.Left)) direction -= Vector2.UnitX; if (keyboard.IsKeyDown(Keys.S) || keyboard.IsKeyDown(Keys.Down)) direction += Vector2.UnitY; if (keyboard.IsKeyDown(Keys.D) || keyboard.IsKeyDown(Keys.Right)) direction += Vector2.UnitX; if (keyboard.IsKeyDown(Keys.K) && !_lastState.IsKeyDown(Keys.K)) { BitmapFont.UseKernings = !BitmapFont.UseKernings; } var isMoving = direction != Vector2.Zero; if (isMoving) { direction.Normalize(); } var speed = 400; transform.Position += direction * speed * (float)gameTime.ElapsedGameTime.TotalSeconds; if (keyboard.IsKeyDown(Keys.Space) || keyboard.IsKeyDown(Keys.Enter)) { _missileLaunchTimer += gameTime.ElapsedGameTime; if (_missileLaunchTimer <= _missileLaunchDelay) { _missileLaunchTimer -= _missileLaunchDelay; AddMissile(transform); AddMissile(transform, 89, -9); AddMissile(transform, 91, +9); } } _lastState = keyboard; } } }