Ejemplo n.º 1
0
        /// <summary>
        /// Loops through each Poisoned Entity and applies poison damage. If the poison has expired, then
        /// the Poison Component is removed from the Entity.
        /// </summary>
        public override void Process()
        {
            /// <summary>
            /// The System where Attacks are registered.
            /// </summary>
            DamageSystem damageSystem = World.GetSystem <DamageSystem>();

            if (ReadyToApplyPoison(_lastTick, _tickInterval))
            {
                _lastTick = World.GameTime;

                CPoison poison;

                for (int i = 0; i < Entities.Count; i++)
                {
                    poison = World.GetComponent <CPoison>(Entities[i]);

                    if (!Utils.DurationReached(poison.TimeApplied, poison.Duration))
                    {
                        damageSystem.RegisterAttack(Entities[i], poison.Strength);
                    }
                    else
                    {
                        World.RemoveComponent <CPoison>(Entities[i]);
                    }
                }
            }
        }
        /// <summary>
        /// Evaluates the state of each Explosion Man. Two key events occur with Explosion Men:
        ///     -When the Spawn Animation finishes, the explosion is created.
        ///     -When the Explosion Animation finishes, the Entity is removed.
        /// This System checks the state and animation of each Explosion Man.
        /// </summary>
        public override void Process()
        {
            CExplosionMan explosion;
            CAnimation    anim;
            CPosition     pos;

            for (int i = Entities.Count - 1; i >= 0; i--)
            {
                anim = World.GetComponent <CAnimation>(Entities[i]);

                /// <summary>
                /// If one of the two key events are happening.
                /// </summary>
                if (SwinGame.AnimationEnded(anim.Anim))
                {
                    explosion = World.GetComponent <CExplosionMan>(Entities[i]);

                    /// <summary>
                    /// If not ready to explode, the Spawn animation has just finished.
                    /// Therefore, create the explosion.
                    /// </summary>
                    if (!explosion.ReadyToExplode)
                    {
                        explosion.ReadyToExplode = true;
                        pos = World.GetComponent <CPosition>(Entities[i]);

                        /// <summary>
                        /// Update size details as the Entity is now an Explosion.
                        /// </summary>
                        pos.Width  = EntityFactory.EXPLOSION_SIZE;
                        pos.Height = EntityFactory.EXPLOSION_SIZE;

                        /// <summary>
                        /// Adjust position details so explosion is in centre of the cell.
                        /// </summary>
                        CollisionCheckSystem collisions = World.GetSystem <CollisionCheckSystem>();
                        Point2D cellPos = collisions.CentreOfCell(explosion.TargetCell);
                        pos.X = cellPos.X - (pos.Width / 2);
                        pos.Y = cellPos.Y - (pos.Height / 2);

                        /// <summary>
                        /// Create explosion animation.
                        /// </summary>
                        anim.Img = SwinGame.BitmapNamed("Explosion");
                        SwinGame.AssignAnimation(anim.Anim, "Explode", anim.AnimScript);

                        /// <summary>
                        /// Add new components to the Entity.
                        /// </summary>
                        World.AddComponent(Entities[i], new CDamagesOnImpact(false));
                        World.AddComponent(Entities[i], new CDamage(EntityFactory.EXPLOSION_DAMAGE));
                        World.AddComponent(Entities[i], new CCollidable());
                    }
                    else //If ready to explode, the Explode animation has just finished. Therefore, remove the Entity.
                    {
                        World.RemoveEntity(Entities[i]);
                    }
                }
            }
        }
Ejemplo n.º 3
0
        public override void Process()
        {
            /// <summary>
            /// Mouse Position is evaluated once per frame and passed to relevant methods.
            /// </summary>
            Point2D pt = SwinGame.MousePosition();

            PlayerSystem playerSystem = World.GetSystem <PlayerSystem>();

            if (SwinGame.KeyDown(KeyCode.AKey))
            {
                playerSystem.BuyArcher();
            }


            if (SwinGame.KeyTyped(KeyCode.EKey))
            {
                playerSystem.BuyExplosionMan();
            }


            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                playerSystem.CastPoisonZone(pt);
            }


            if (SwinGame.MouseClicked(MouseButton.RightButton))
            {
                playerSystem.CastFreezingBullet(pt);
            }
        }
Ejemplo n.º 4
0
 /// <summary>
 /// Checks if the Entity is within the System. If it is, its loot component is extracted
 /// and its contents sent to the fetched Player Gold System.
 /// </summary>
 /// <param name="entID">The Entity to remove.</param>
 public override void Remove(ulong entID)
 {
     if (HasEntity(entID))
     {
         CLoot        lootToGive   = World.GetComponent <CLoot>(entID);
         PlayerSystem playerSystem = World.GetSystem <PlayerSystem>();
         playerSystem.GiveLoot(lootToGive);
     }
     base.Remove(entID);
 }
        /// <summary>
        /// Performs an Attack for the specified Entity. The Entity's
        /// attack Type is evaluated and the appropriate attack is performed.
        /// </summary>
        /// <param name="entID">The Attacking Entity.</param>
        /// <typeparam name="T">The Team the Entity belongs to.</typeparam>
        protected void Attack <T>(ulong entID) where T : CTeam
        {
            CAI       AI = World.GetComponent <CAI>(entID);
            CDamage   damage;
            CPosition pos;
            CPosition targetPos;

            /// <summary>
            /// The AI has just attacked, so its cooldown is started.
            /// </summary>
            AI.LastAttackTime = World.GameTime;
            AI.AttackIsReady  = false;

            /// <summary>
            /// If the Attack Type is Melee, register an attack with the Damage System.
            /// If the Attack Type is Gun, create an Arrow Entity to travel towards the Target.
            /// </summary>
            switch (AI.AttackType)
            {
            case AttackType.Melee:
            {
                /// <summary>
                /// The System where Attacks are registered.
                /// </summary>
                DamageSystem damageSystem = World.GetSystem <DamageSystem>();

                damage = World.GetComponent <CDamage>(entID);
                damageSystem.RegisterAttack(AI.TargetID, damage.Damage);
                break;
            }

            case AttackType.Bow:
            {
                pos = World.GetComponent <CPosition>(entID);
                CBow bow = World.GetComponent <CBow>(entID);

                targetPos = World.GetComponent <CPosition>(AI.TargetID);

                EntityFactory.CreateArrow <T>(pos.Centre.X, pos.Centre.Y, bow, targetPos);
                break;
            }
            }
        }
        /// <summary>
        /// Checks the collisions of each Entity which deals damage on impact. If it has collided with something containing a Health Component,
        /// an Attack is registered with the Damage System.
        /// </summary>
        public override void Process()
        {
            /// <summary>
            /// The System where Attacks are registered.
            /// </summary>
            DamageSystem damageSystem = World.GetSystem <DamageSystem>();

            for (int i = Entities.Count - 1; i >= 0; i--)
            {
                CDamage          damage;
                CCollision       collision;
                CDamagesOnImpact dmgOnImp;

                collision = World.GetComponent <CCollision>(Entities[i]);

                /// <summary>
                /// Apply damage to the first Entity the Entity has collided with that still exists in
                /// the World and also has a Health Component. If none are found, the Arrow remains live.
                /// </summary>
                for (int j = 0; j < collision.Count; j++)
                {
                    if (World.HasEntity(collision[j]))
                    {
                        if (World.EntityHasComponent(collision[j], typeof(CHealth)))
                        {
                            damage = World.GetComponent <CDamage>(Entities[i]);
                            damageSystem.RegisterAttack(collision[j], damage.Damage);
                        }
                    }
                }

                /// <summary>
                /// If the Entity is set to die after impact, remove it from the World.
                /// </summary>
                dmgOnImp = World.GetComponent <CDamagesOnImpact>(Entities[i]);

                if (dmgOnImp.DiesAfterImpact)
                {
                    World.RemoveEntity(Entities[i]);
                }
            }
        }