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