示例#1
0
文件: Item.cs 项目: Zeldorks/Zeldorks
        public static Entity Create(
            Comps.Item.Kind kind,
            PhysicalVector2 position,
            Ecs.Registry registry
            )
        {
            var result = registry.CreateEntity();

            registry.AssignComponent(
                result,
                new Comps.Item {
                kind = kind
            }
                );

            registry.AssignComponent(
                result,
                new Comps.Position {
                data = position
            }
                );

            // TODO: Figure out what shape to assign
            registry.AssignComponent(
                result,
                new Comps.Shapes.Rectangle {
                data = new Physical.Rectangle(64.0f, 64.0f)
            }
                );

            return(result);
        }
示例#2
0
        public static Entity Create(
            Comps.Character.Kind kind,
            PhysicalVector2 position,
            Ecs.Registry registry
            )
        {
            var result = registry.CreateEntity();

            registry.AssignComponent(
                result,
                new Comps.Position {
                data = position
            }
                );

            registry.AssignComponent(
                result,
                new Comps.Orientations.Cardinal {
                data = Physical.Orientation.Cardinal.Right
            }
                );

            registry.AssignComponent(
                result,
                GetInventory(kind)
                );

            registry.AssignComponent(
                result,
                new Comps.Velocity()
            {
                data = PhysicalVector2.Zero
            }
                );

            registry.AssignComponent(
                result,
                new Comps.Solid()
                );

            registry.AssignComponent(
                result,
                new Comps.Character {
                kind = kind
            }
                );

            registry.AssignComponent(
                result,
                new Comps.Shapes.Rectangle {
                data = GetShape(kind)
            }
                );

            return(result);
        }
示例#3
0
        public static Entity Create(
            Comps.Door.Kind kind,
            PhysicalVector2 position,
            Ecs.Registry registry
            )
        {
            var result = registry.CreateEntity();

            registry.AssignComponent(
                result,
                new Comps.Door {
                kind = kind
            }
                );

            registry.AssignComponent(
                result,
                new Comps.Solid {
                unmovable = true
            }
                );

            registry.AssignComponent(
                result,
                new Comps.Position {
                data = position
            }
                );

            registry.AssignComponent(
                result,
                new Comps.Shapes.Rectangle {
                data = new Physical.Rectangle(32.0f * 6, 32.0f * 2)
            }
                );

            return(result);
        }
示例#4
0
        public static Entity Create(
            Comps.Projectile.Kind kind,
            Entity owner,
            Ecs.Registry registry
            )
        {
            // Assume that `owner` has position and orientation
            // components

            var playerPositionComp = registry
                                     .GetComponentUnsafe <Comps.Position>(owner);

            var playerRectangleComp = registry
                                      .GetComponentUnsafe <Comps.Shapes.Rectangle>(owner);

            var playerOrientationComp = registry
                                        .GetComponentUnsafe <Comps.Orientations.Cardinal>(owner);

            var playerPosRectangle = new Physical.PosRectangle(
                playerPositionComp.data,
                playerRectangleComp.data
                );

            // Create projectile

            Physical.Rectangle rectangle = new Physical.Rectangle(
                16.0f * 4,
                16.0f * 4
                );

            PhysicalVector2 position = GetStartingPosition(
                playerPosRectangle,
                playerOrientationComp.data,
                rectangle
                );

            var projectileEntity = registry.CreateEntity();

            registry.AssignComponent(
                projectileEntity,
                new Comps.Shapes.Rectangle {
                data = rectangle
            }
                );

            registry.AssignComponent(
                projectileEntity,
                new Comps.Position {
                data = position
            }
                );

            registry.AssignComponent(
                projectileEntity,
                (Comps.Orientations.Cardinal)playerOrientationComp.Clone()
                );

            PhysicalVector2 velocity =
                playerOrientationComp.data.GetPhysicalVector2() *
                GetStartingSpeed(kind);

            registry.AssignComponent(
                projectileEntity,
                new Comps.Velocity {
                data  = velocity,
                decay = 1.0f
            }
                );

            registry.AssignComponent(
                projectileEntity,
                new Comps.Projectile {
                kind    = kind,
                ownerId = owner.id
            }
                );

            if (IsDamaging(kind))
            {
                registry.AssignComponent(
                    projectileEntity,
                    new Comps.Damaging {
                    damage     = 1,
                    attackerId = owner.id
                }
                    );
            }

            registry.AssignComponent(
                projectileEntity,
                new Comps.Lifetime {
                ticks = GetLifetime(kind)
            }
                );

            registry.AssignComponent(
                projectileEntity,
                new Comps.Solid {
                ephemeral = true
            }
                );

            return(projectileEntity);
        }