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| author | hazel <hazel@hazelthats.me> | 2026-01-26 22:04:39 +0100 |
|---|---|---|
| committer | hazel <hazel@hazelthats.me> | 2026-01-26 22:04:39 +0100 |
| commit | 567c422f8cd42eba2437f9a8c2522716a1649be7 (patch) | |
| tree | 93c5b296f3b7c14b626d0aadf5cad37764c41c74 /source/game/systems/physics/PhysicsSystem.cs | |
| download | celesteia-567c422f8cd42eba2437f9a8c2522716a1649be7.tar.gz celesteia-567c422f8cd42eba2437f9a8c2522716a1649be7.tar.bz2 celesteia-567c422f8cd42eba2437f9a8c2522716a1649be7.zip | |
celesteia archive, last updated april 9th 2024
Signed-off-by: hazel <hazel@hazelthats.me>
Diffstat (limited to 'source/game/systems/physics/PhysicsSystem.cs')
| -rw-r--r-- | source/game/systems/physics/PhysicsSystem.cs | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/source/game/systems/physics/PhysicsSystem.cs b/source/game/systems/physics/PhysicsSystem.cs new file mode 100644 index 0000000..3963cc1 --- /dev/null +++ b/source/game/systems/physics/PhysicsSystem.cs @@ -0,0 +1,42 @@ +using Celesteia.Game.Components; +using Celesteia.Game.Components.Physics; +using Microsoft.Xna.Framework; +using MonoGame.Extended; +using MonoGame.Extended.Entities; +using MonoGame.Extended.Entities.Systems; + +namespace Celesteia.Game.Systems.Physics { + public class PhysicsSystem : EntityUpdateSystem { + public const float GRAVITY_CONSTANT = 9.7f; + + public PhysicsSystem() : base(Aspect.All(typeof(PhysicsEntity), typeof(TargetPosition))) {} + + private ComponentMapper<TargetPosition> targetPositionMapper; + private ComponentMapper<PhysicsEntity> physicsEntityMapper; + + public override void Initialize(IComponentMapperService mapperService) + { + targetPositionMapper = mapperService.GetMapper<TargetPosition>(); + physicsEntityMapper = mapperService.GetMapper<PhysicsEntity>(); + } + + public override void Update(GameTime gameTime) + { + foreach (int entityId in ActiveEntities) { + TargetPosition targetPosition = targetPositionMapper.Get(entityId); + PhysicsEntity physicsEntity = physicsEntityMapper.Get(entityId); + + // Apply gravity if applicable + if (physicsEntity.Gravity) { + if (physicsEntity.CollidingDown && physicsEntity.Velocity.Y > 0f) { + physicsEntity.SetVelocity(physicsEntity.Velocity.X, 0.1f); + } + + physicsEntity.AddVelocity(0f, physicsEntity.Mass * PhysicsSystem.GRAVITY_CONSTANT * gameTime.GetElapsedSeconds()); + } + + targetPosition.Target += physicsEntity.Velocity * gameTime.GetElapsedSeconds(); + } + } + } +}
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