Files
MonoGame.Extended/Source/Demos/StarWarrior/Systems/CollisionSystem.cs
T

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4.3 KiB
C#

// Original code dervied from:
// https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/CollisionSystem.cs
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="CollisionSystem.cs" company="GAMADU.COM">
// 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.
// </copyright>
// <summary>
// The collision system.
// </summary>
// --------------------------------------------------------------------------------------------------------------------
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<Transform2>();
// var shipTransform = ship.Get<Transform2>();
// if (!CollisionExists(bulletTransform, shipTransform))
// continue;
// var bulletExplosion = EntityManager.CreateEntityFromTemplate(BulletExplosionTemplate.Name);
// bulletExplosion.Get<Transform2>().Position = bulletTransform.Position;
// bullet.Destroy();
// var healthComponent = ship.Get<HealthComponent>();
// healthComponent.AddDamage(4);
// if (healthComponent.IsAlive)
// continue;
// var shipExplosion = EntityManager.CreateEntityFromTemplate(ShipExplosionTemplate.Name);
// shipExplosion.Get<Transform2>().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;
}
}
}