// update public void update(GameTime gameTime) { if (_singleStep || !_paused) { string levelUid = LevelSystem.currentLevelUid; LevelSystem levelSystem = _systemManager.getSystem(SystemType.Level) as LevelSystem; if (levelSystem.finalized) { PlayerSystem playerSystem = _systemManager.getSystem(SystemType.Player) as PlayerSystem; RopeSystem ropeSystem = _systemManager.getSystem(SystemType.Rope) as RopeSystem; PhysicsComponent playerPhysicsComponent = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.Physics) as PhysicsComponent; List <int> toolbarEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Toolbar); // Player equipment if (playerSystem != null) { ToolbarComponent playerToolbar = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.Toolbar) as ToolbarComponent; WorldPositionComponent playerPositionComponent = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.WorldPosition) as WorldPositionComponent; ItemComponent selectedItem = playerToolbar.selectedItem; if (selectedItem != null) { selectedItem.primaryContinuousAction = InputSystem.newMouseState.LeftButton == ButtonState.Pressed; selectedItem.primarySingleAction = selectedItem.primaryContinuousAction && InputSystem.oldMouseState.LeftButton == ButtonState.Released; selectedItem.secondaryContinuousAction = InputSystem.newMouseState.RightButton == ButtonState.Pressed; selectedItem.secondarySingleAction = selectedItem.secondaryContinuousAction && InputSystem.oldMouseState.RightButton == ButtonState.Released; //bool leftTriggerDown = InputSystem.usingGamepad && InputSystem.newGamepadState.Triggers.Left > 0.5f && InputSystem.oldGamepadState.Triggers.Left <= 0.5f; //bool rightTriggerDown = InputSystem.usingGamepad && InputSystem.newGamepadState.Triggers.Right > 0.5f && InputSystem.oldGamepadState.Triggers.Right <= 0.5f; AimComponent aimComponent = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.Aim) as AimComponent; if (selectedItem.definition.hasAimingComponent && aimComponent != null) { WorldPositionComponent worldPositionComponent = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.WorldPosition) as WorldPositionComponent; if (worldPositionComponent != null) { Vector2 worldPosition = worldPositionComponent.position; if (InputSystem.usingGamepad) { Vector2 vector = InputSystem.newGamepadState.ThumbSticks.Left * selectedItem.state.currentRangeLimit; vector.Y *= -1; aimComponent.angle = (float)Math.Atan2(vector.Y, vector.X); aimComponent.length = vector.Length(); aimComponent.vector = vector; } else { Vector2 relative = (InputSystem.worldMouse - worldPosition); aimComponent.angle = (float)Math.Atan2(relative.Y, relative.X); aimComponent.length = Math.Min(relative.Length(), selectedItem.state.currentRangeLimit); aimComponent.vector = relative; } } } } } // All toolbars for (int i = 0; i < toolbarEntities.Count; i++) { ToolbarComponent toolbarComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Toolbar) as ToolbarComponent; ItemComponent selectedItem = toolbarComponent.selectedItem; if (selectedItem != null) { if (selectedItem.secondarySingleAction) { Console.WriteLine("secondary action"); } switch (selectedItem.definition.uid) { // RopeGun case "ropegun": if (selectedItem.primarySingleAction) { AimComponent aimComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Aim) as AimComponent; Vector2 initialPointA = (_entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.WorldPosition) as WorldPositionComponent).position; Vector2 initialPointB = initialPointA + new Vector2((float)Math.Cos(aimComponent.angle), (float)Math.Sin(aimComponent.angle)) * aimComponent.length; int ropeEntityId = _entityManager.factory.createSingleAnchorRope(levelUid, initialPointA, initialPointB, _defaultRopeMaterial, true); if (ropeEntityId != -1) { RopeGrabComponent ropeGrabComponent = _entityManager.getComponent(levelUid, toolbarComponent.entityId, ComponentType.RopeGrab) as RopeGrabComponent; RopeComponent ropeComponent = _entityManager.getComponent(levelUid, ropeEntityId, ComponentType.Rope) as RopeComponent; PhysicsComponent physicsComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Physics) as PhysicsComponent; RopeGrabComponent newRopeGrabComponent = null; Vector2 initialVelocity = physicsComponent.body.LinearVelocity; RopeNode currentNode = null; int ropeSegmentCount; if (physicsComponent == null) { break; } // Handle initial velocity currentNode = ropeComponent.ropeNodeHead; ropeSegmentCount = currentNode.count; System.Diagnostics.Debug.Assert(ropeSegmentCount != 0); int count = ropeSegmentCount; while (currentNode != null) { float weight = (float)count / (float)ropeSegmentCount; currentNode.body.LinearVelocity = currentNode.body.LinearVelocity + initialVelocity * weight; count--; currentNode = currentNode.next; } // Handle previous grabs if (ropeGrabComponent != null) { RopeComponent previouslyGrabbedRope = _entityManager.getComponent(levelUid, ropeGrabComponent.ropeEntityId, ComponentType.Rope) as RopeComponent; ropeSystem.releaseRope(ropeGrabComponent, physicsComponent.body); if (previouslyGrabbedRope.destroyAfterRelease) { previouslyGrabbedRope.timeToLive = 100; } _entityManager.removeComponent(levelUid, toolbarComponent.entityId, ropeGrabComponent); ropeGrabComponent = null; } newRopeGrabComponent = new RopeGrabComponent(ropeEntityId, ropeComponent.ropeNodeHead, 0f, ropeComponent.reverseClimbDirection); ropeSystem.grabRope(newRopeGrabComponent, physicsComponent.body); _entityManager.addComponent(levelUid, toolbarComponent.entityId, newRopeGrabComponent); } } break; // Dynamite case "dynamite": if (selectedItem.primarySingleAction) { AimComponent aimComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Aim) as AimComponent; _entityManager.factory.createDynamite(levelUid, playerPhysicsComponent.body.Position, aimComponent.vector * 80f); } break; // Water gun case "watergun": if (selectedItem.primaryContinuousAction) { FluidSystem fluidSystem = _systemManager.getSystem(SystemType.Fluid) as FluidSystem; AimComponent aimComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Aim) as AimComponent; Vector2 aimUnitVector = Vector2.Normalize(aimComponent.vector); Vector2 particlePosition = playerPhysicsComponent.body.Position + aimUnitVector + new Vector2(StasisMathHelper.floatBetween(-0.1f, 0.1f, _rng), StasisMathHelper.floatBetween(-0.1f, 0.1f, _rng)); Vector2 particleVelocity = aimUnitVector * 0.4f; fluidSystem.createParticle(particlePosition, particleVelocity); } break; } selectedItem.primarySingleAction = false; selectedItem.secondarySingleAction = false; selectedItem.primaryContinuousAction = false; selectedItem.secondaryContinuousAction = false; } } } } _singleStep = false; }
public CharacterMovementSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _ropeSystem = _systemManager.getSystem(SystemType.Rope) as RopeSystem; }