// Original code dervied from:
// https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/PlayerShipControlSystem.cs
// --------------------------------------------------------------------------------------------------------------------
//
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//
// 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;
}
}
}