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