// Original code dervied from: // https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/RenderSystem.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 render system. // // -------------------------------------------------------------------------------------------------------------------- using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using MonoGame.Extended; using MonoGame.Extended.Entities; using MonoGame.Extended.Entities.Systems; using StarWarrior.Components; using StarWarrior.Spatials; namespace StarWarrior.Systems { public class RenderSystem : EntityDrawSystem { private readonly ContentManager _contentManager; private readonly SpriteBatch _spriteBatch; public RenderSystem(SpriteBatch spriteBatch, ContentManager contentManager) : base(Aspect.All(typeof(SpatialFormComponent), typeof(Transform2))) { _spriteBatch = spriteBatch; _contentManager = contentManager; } public override void Initialize(IComponentMapperService mapperService) { } public override void Draw(GameTime gameTime) { foreach (var entityId in ActiveEntities) { var entity = GetEntity(entityId); var spatial = entity.Get(); var transform = entity.Get(); var spatialName = spatial.SpatialFormFile; var worldPosition = transform.WorldPosition; if (!(worldPosition.X >= 0) || !(worldPosition.Y >= 0) || !(worldPosition.X < _spriteBatch.GraphicsDevice.Viewport.Width) || !(worldPosition.Y < _spriteBatch.GraphicsDevice.Viewport.Height)) return; // very naive render ... if (string.Compare("PlayerShip", spatialName, StringComparison.InvariantCultureIgnoreCase) == 0) { PlayerShip.Render(_spriteBatch, _contentManager, transform); } else if (string.Compare("Missile", spatialName, StringComparison.InvariantCultureIgnoreCase) == 0) { Missile.Render(_spriteBatch, _contentManager, transform); } else if (string.Compare("EnemyShip", spatialName, StringComparison.InvariantCultureIgnoreCase) == 0) { EnemyShip.Render(_spriteBatch, _contentManager, transform); } else if (string.Compare("BulletExplosion", spatialName, StringComparison.InvariantCultureIgnoreCase) == 0) { Explosion.Render(_spriteBatch, _contentManager, transform, Color.Red, 10); } else if (string.Compare("ShipExplosion", spatialName, StringComparison.InvariantCultureIgnoreCase) == 0) { ShipExplosion.Render(_spriteBatch, _contentManager, transform, Color.Yellow, 30); } } } } }