public override void Process()
        {
            CCollision collision;
            CFrozen    freezeZoneFrozen;
            CFrozen    collidedFrozen;

            List <int> deadFreezeEffects = new List <int>();

            /// <summary>
            /// This loop represents each Freeze Zone.
            /// Backwards loop to allow Entities to be removed while looping.
            /// </summary>
            for (int i = Entities.Count - 1; i >= 0; i--)
            {
                freezeZoneFrozen = World.GetComponent <CFrozen>(Entities[i]);
                collision        = World.GetComponent <CCollision>(Entities[i]);

                /// <summary>
                /// This loop represents each Entity colliding with the Freeze Zone.
                /// </summary>
                for (int j = 0; j < collision.Count; j++)
                {
                    //If not already Frozen, add a Frozen Component.
                    if (!World.EntityHasComponent(collision[j], typeof(CFrozen)))
                    {
                        //Don't freeze projectiles
                        if (!World.EntityHasComponent(collision[j], typeof(CProjectile)))
                        {
                            World.AddComponent(collision[j], new CFrozen(freezeZoneFrozen.Duration, World.GameTime));
                        }

                        if (!World.EntityHasComponent(collision[j], typeof(CGotStatusEffect)))
                        {
                            World.AddComponent(collision[j], new CGotStatusEffect(typeof(CFrozen)));
                        }
                        else
                        {
                            CGotStatusEffect statusEffects = World.GetComponent <CGotStatusEffect>(collision[j]);
                            statusEffects.AddEffect(typeof(CFrozen));
                        }
                    }
                    else //If already Frozen, refresh the duration.
                    {
                        collidedFrozen             = World.GetComponent <CFrozen>(collision[i]);
                        collidedFrozen.TimeApplied = World.GameTime;
                    }
                }

                /// <summary>
                /// Freeze Zone only lasts for one frame to apply Frozen Components.
                /// Each Freeze Zone is removed from the World once its collisions are processed.
                /// </summary>
                World.RemoveEntity(Entities[i]);
            }
        }
        /// <summary>
        /// Determines if each Entity has left the bounds of the screen. If it has,
        /// then it is removed from the World.
        /// </summary>
        public override void Process()
        {
            CPosition pos;

            /// <summary>
            /// Backwards loop to allow Entities to be removed from the World while looping.
            /// </summary>
            for (int i = Entities.Count - 1; i >= 0; i--)
            {
                pos = World.GetComponent <CPosition>(Entities[i]);

                if (!ProjectileOnScreen(pos))
                {
                    World.RemoveEntity(Entities[i]);
                }
            }
        }
Exemple #3
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        /// <summary>
        /// Checks the Lifetime of each Entity. If their Lifetime has passed,
        /// the Entity is removed from the World.
        /// </summary>
        public override void Process()
        {
            CLifetime lifetime;

            /// <summary>
            /// This loop represents each Entity with a Lifetime.
            /// Backwards loop to allow Entities to be removed from the World while looping.
            /// </summary>
            for (int i = Entities.Count - 1; i >= 0; i--)
            {
                lifetime = World.GetComponent <CLifetime>(Entities[i]);

                if (TimeLimitReached(lifetime.CreatedAt, lifetime.Lifetime))
                {
                    World.RemoveEntity(Entities[i]);
                }
            }
        }
        /// <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]);
                }
            }
        }
        /// <summary>
        /// Loops through all Freezing Bullet entities and checks if they've reached their destination.
        /// If they have, the Bullet is removed and a Freeze Zone is created at the bullet's location.
        /// </summary>
        public override void Process()
        {
            CFreezingBullet freezingBullet;
            CPosition       pos;

            /// <summary>
            /// This loop represents each Freezing Bullet.
            /// Backwards loop to allow Enities to be removed from the World while looping.
            /// </summary>
            for (int i = Entities.Count - 1; i >= 0; i--)
            {
                freezingBullet = World.GetComponent <CFreezingBullet>(Entities[i]);
                pos            = World.GetComponent <CPosition>(Entities[i]);

                if (ReachedTarget(pos, freezingBullet))
                {
                    EntityFactory.CreateFreezeZone(pos);
                    World.RemoveEntity(Entities[i]);
                }
            }
        }