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MonoGame.Extended/Source/Demos/StarWarrior/Systems/RenderSystem.cs
T

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C#

// Original code dervied from:
// https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/RenderSystem.cs
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="RenderSystem.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 render system.
// </summary>
// --------------------------------------------------------------------------------------------------------------------
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<SpatialFormComponent>();
var transform = entity.Get<Transform2>();
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);
}
}
}
}
}