예제 #1
0
        public ILevel Update(GameTime gameTime, Camera camera, ref GameSettings gameSettings, KeyboardState currentKey, KeyboardState prevKey, MouseState currentMouse, MouseState prevMouse)
        {
            #region Debug
            #endregion

            // Camera Updates
            CameraSystem.ControlCamera(currentKey, prevKey, camera, gameTime);
            CameraSystem.PanCamera(camera, gameTime);

            // Entity Movement Updates
            MovementSystem.InputMovement(currentKey, prevKey, gameTime, this._player.PositionInfo, this._player.MovementInfo);
            this._creatures.ForEach(c =>
            {
                switch (c.MovementInfo.MovementType)
                {
                case MovementType.AI:
                    //AI Movement System Call
                    break;

                case MovementType.INPUT:
                    MovementSystem.InputMovement(currentKey, prevKey, gameTime, c.PositionInfo, c.MovementInfo);
                    break;
                }
            });

            // Entity Information Updates

            // Set up for next frame
            CameraSystem.UpdateCameraTarget(this._player, this._creatures, camera);

            return(this);
        }
예제 #2
0
        public IState UpdateState(ref GameSettings gameSettings, GameTime gameTime, Camera camera, KeyboardState currentKey, KeyboardState prevKey, MouseState currentMouse, MouseState prevMouse)
        {
            Guid playerId = this._components.Entities.Where(c => c.HasComponents(ComponentFlags.IS_PLAYER)).FirstOrDefault().Id;

            // Level input
            if (currentKey.IsKeyDown(Keys.Escape) && prevKey.IsKeyUp(Keys.Escape))
            {
                return(new PauseState(this._content, this));
            }
            if (currentKey.IsKeyDown(Keys.Q) && prevKey.IsKeyUp(Keys.Q))
            {
                return(new TestLevel(this._content, camera));
            }

            if (currentKey.IsKeyDown(Keys.F) && prevKey.IsKeyUp(Keys.F))
            {
                this._components.DelayedActions.Add(new Action(() =>
                {
                    for (int i = 0; i < 10; i++)
                    {
                        Guid testId = ArkCreation.SpawnEntityWithOverrides(Constants.Ark.Monsters.TestNpc, ref this._components, new BaseEntity(ComponentFlags.POSITION)
                        {
                            Position = new Position()
                            {
                                OriginPosition = new Vector2(Constants.Random.Next(20, this._gridCols * 48), Constants.Random.Next(0, this._gridRows * 48))
                            }
                        });
                        InventorySystem.GenerateRandomInventoryItemsForEntity(this._components, testId);
                    }
                }));
            }
            if (currentKey.IsKeyDown(Keys.E) && prevKey.IsKeyUp(Keys.E))
            {
                this._components.DelayedActions.Add(new Action(() =>
                {
                    Guid testId = ArkCreation.SpawnEntityWithOverrides(Constants.Ark.Monsters.TestNpc, ref this._components, new BaseEntity(ComponentFlags.POSITION)
                    {
                        Position = new Position()
                        {
                            OriginPosition = this._components.Positions[playerId].OriginPosition
                        }
                    });
                    InventorySystem.GenerateRandomInventoryItemsForEntity(this._components, testId);
                }));
            }
            if (currentKey.IsKeyDown(Keys.R) && prevKey.IsKeyUp(Keys.R))
            {
                this._components.DelayedActions.Add(new Action(() =>
                {
                    Guid id = this._components.Entities.Where(x => x.HasDrawableSprite() && !x.HasComponents(ComponentFlags.IS_PLAYER) && x.HasComponents(ComponentFlags.INVENTORY)).First().Id;
                    InventorySystem.DropEntityInventory(this._components, id);
                    this._components.DestroyEntity(id);
                }));
            }

            // Camera Updates
            CameraSystem.ControlCamera(currentKey, prevKey, camera, gameTime);
            CameraSystem.PanCamera(camera, gameTime);

            // Entity Movement Updates
            this._components.Entities.ForEach(c =>
            {
                if (c.IsMovable())
                {
                    switch (this._components.Movements[c.Id].MovementType)
                    {
                    case MovementType.AI:
                        //AI Movement System Call
                        break;

                    case MovementType.INPUT:
                        MovementSystem.InputMovement(currentKey, prevKey, gameTime, this._components.Positions[c.Id], this._components.Movements[c.Id]);
                        break;

                    case MovementType.DIRECTED:
                        MovementSystem.UpdateMovingEntities(this._components.Movements[c.Id], this._components.Positions[c.Id], gameTime, this._components, c);
                        break;
                    }
                }
            });

            // Entity Information Updates
            // Collision
            CollisionSystem.CheckForCollisions(this._components, this._collisionPartition);
            CollisionSystem.HandleCollisions(this._components);

            // Set up for next frame
            CameraSystem.UpdateCameraTarget(this._components, camera);
            CollisionSystem.ResetCollisions(ref this._components);
            this._components.InvokeDelayedActions();

            return(this);
        }