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authorhazel <hazel@hazelthats.me>2026-01-26 22:04:39 +0100
committerhazel <hazel@hazelthats.me>2026-01-26 22:04:39 +0100
commit567c422f8cd42eba2437f9a8c2522716a1649be7 (patch)
tree93c5b296f3b7c14b626d0aadf5cad37764c41c74 /source/game/systems/CameraRenderSystem.cs
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celesteia archive, last updated april 9th 2024
Signed-off-by: hazel <hazel@hazelthats.me>
Diffstat (limited to 'source/game/systems/CameraRenderSystem.cs')
-rw-r--r--source/game/systems/CameraRenderSystem.cs43
1 files changed, 43 insertions, 0 deletions
diff --git a/source/game/systems/CameraRenderSystem.cs b/source/game/systems/CameraRenderSystem.cs
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+++ b/source/game/systems/CameraRenderSystem.cs
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+using Celesteia.Graphics;
+using Celesteia.Resources.Sprites;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using MonoGame.Extended;
+using MonoGame.Extended.Entities;
+using MonoGame.Extended.Entities.Systems;
+
+namespace Celesteia.Game.Systems {
+ public class CameraRenderSystem : EntityDrawSystem
+ {
+ private readonly Camera2D _camera;
+ private readonly SpriteBatch _spriteBatch;
+
+ private ComponentMapper<Transform2> transformMapper;
+ private ComponentMapper<EntityFrames> entityFramesMapper;
+
+ public CameraRenderSystem(Camera2D camera, SpriteBatch spriteBatch) : base(Aspect.All(typeof(Transform2), typeof(EntityFrames))) {
+ _camera = camera;
+ _spriteBatch = spriteBatch;
+ }
+
+ public override void Initialize(IComponentMapperService mapperService)
+ {
+ transformMapper = mapperService.GetMapper<Transform2>();
+ entityFramesMapper = mapperService.GetMapper<EntityFrames>();
+ }
+
+ public override void Draw(GameTime gameTime)
+ {
+ _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null, _camera.GetViewMatrix());
+
+ foreach (int entityId in ActiveEntities) {
+ Transform2 transform = transformMapper.Get(entityId);
+ EntityFrames entityFrames = entityFramesMapper.Get(entityId);
+
+ entityFrames.Draw(0, _spriteBatch, transform.Position, transform.Scale, Color.White);
+ }
+
+ _spriteBatch.End();
+ }
+ }
+} \ No newline at end of file