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https://github.com/AlexMacocian/MonoGame.Extended.git
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93 lines
4.3 KiB
C#
93 lines
4.3 KiB
C#
// Original code dervied from:
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// https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/CollisionSystem.cs
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="CollisionSystem.cs" company="GAMADU.COM">
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// Copyright © 2013 GAMADU.COM. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of GAMADU.COM.
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// </copyright>
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// <summary>
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// The collision system.
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// </summary>
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// --------------------------------------------------------------------------------------------------------------------
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using Microsoft.Xna.Framework;
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using MonoGame.Extended;
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using MonoGame.Extended.Entities.Systems;
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namespace StarWarrior.Systems
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{
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public class CollisionSystem : UpdateSystem
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{
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public override void Update(GameTime gameTime)
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{
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//var bullets = EntityManager.GetEntitiesByGroup("BULLETS");
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//var ships = EntityManager.GetEntitiesByGroup("SHIPS");
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//if (bullets == null || ships == null)
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// return;
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//// ReSharper disable once ForCanBeConvertedToForeach
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//for (var shipIndex = 0; ships.Count > shipIndex; ++shipIndex)
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//{
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// var ship = ships[shipIndex];
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// // ReSharper disable once ForCanBeConvertedToForeach
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// for (var bulletIndex = 0; bullets.Count > bulletIndex; ++bulletIndex)
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// {
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// var bullet = bullets[bulletIndex];
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// var bulletTransform = bullet.Get<Transform2>();
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// var shipTransform = ship.Get<Transform2>();
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// if (!CollisionExists(bulletTransform, shipTransform))
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// continue;
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// var bulletExplosion = EntityManager.CreateEntityFromTemplate(BulletExplosionTemplate.Name);
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// bulletExplosion.Get<Transform2>().Position = bulletTransform.Position;
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// bullet.Destroy();
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// var healthComponent = ship.Get<HealthComponent>();
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// healthComponent.AddDamage(4);
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// if (healthComponent.IsAlive)
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// continue;
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// var shipExplosion = EntityManager.CreateEntityFromTemplate(ShipExplosionTemplate.Name);
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// shipExplosion.Get<Transform2>().Position = shipTransform.Position;
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// ship.Destroy();
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// break;
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// }
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//}
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}
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// ReSharper disable once SuggestBaseTypeForParameter
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private static bool CollisionExists(Transform2 bulletTransform, Transform2 shipTransform)
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{
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return Vector2.Distance(bulletTransform.WorldPosition, shipTransform.WorldPosition) < 20;
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}
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}
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} |