public static void Create()
        {
            Debug.Assert(instance == null);

            // Do the initialization
            if (instance == null)
            {
                instance = new RandomManager();
            }
            Debug.Assert(instance != null);
        }
        public override void Execute(float deltaTime)
        {
            float NewTime = RandomManager.RandomInt(45, 61);

            UFORoot      pUFORoot = (UFORoot)GameObjectManager.Find(GameObject.Name.UFORoot);
            OrangeSaucer pUFO     = (OrangeSaucer)pUFORoot.GetFirstChild();

            pUFO.RandomizeDirection();

            // Add itself back to timer
            TimerManager.Add(TimeEvent.Name.UFOSpawn, this, NewTime);

            TimerManager.Add(TimeEvent.Name.PlayUFOSound, this.pSoundEvent, 0.17f);
        }
        public void RandomizeDirection()
        {
            float NewDelta = 0.0f;
            float NewX     = 0.0f;
            float randF    = RandomManager.RandomInt(1, 3);

            switch (randF)
            {
            case 1:
                NewX     = 20f;
                NewDelta = 1f;
                break;

            case 2:
                NewX     = SpaceInvaders.ScreenWidth - 20f;
                NewDelta = -1f;
                break;
            }
            Debug.Assert(NewX != 0.0f);
            Debug.Assert(NewDelta != 0.0f);
            this.Reset(NewX, NewDelta);
        }
        public static void RandomizeBombType(Bomb pBomb)
        {
            BombManager pBombMan = BombManager.GetInstance();
            float       rand     = RandomManager.RandomInt(1, 4);

            switch (rand)
            {
            case 1:
                pBomb.pStrategy = pBomb.pZigZag;
                pBomb.pProxySprite.Set(GameSprite.Name.BombZigZag);
                break;

            case 2:
                pBomb.pStrategy = pBomb.pDaggers;
                pBomb.pProxySprite.Set(GameSprite.Name.BombDagger);
                break;

            case 3:
                pBomb.pStrategy = pBomb.pStraight;
                pBomb.pProxySprite.Set(GameSprite.Name.BombStraight);
                break;
            }
            pBomb.poColObj.poColRect.Set(pBomb.pProxySprite.pSprite.GetScreenRect());
        }
Beispiel #5
0
        public override void Execute(float deltaTime)
        {
            float NewTime    = RandomManager.RandomInt(1, 3);
            float randColumn = RandomManager.RandomInt(1, 12);

            AlienGrid   pGrid   = (AlienGrid)GameObjectManager.Find(GameObject.Name.AlienGrid);
            AlienColumn pColumn = (AlienColumn)pGrid.GetFirstChild();

            AlienColumn temp = pColumn;
            int         col  = 0;

            while (temp != null)
            {
                col++;
                if (col == randColumn)
                {
                    temp.DropBomb();
                }
                temp = (AlienColumn)Iterator.GetSibling(temp);
            }

            // Add itself back to timer
            TimerManager.Add(TimeEvent.Name.DropBomb, this, NewTime);
        }
Beispiel #6
0
        public override void Initialize()
        {
            this.poGameObjectManager = new GameObjectManager(3, 1);
            GameObjectManager.SetActive(this.poGameObjectManager);

            this.poTimerManager = new TimerManager(3, 1);
            TimerManager.SetActive(this.poTimerManager);

            this.poCollisionPairManager = new CollisionPairManager(3, 1);
            CollisionPairManager.SetActive(this.poCollisionPairManager);

            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------
            this.poSpriteBatchManager = new SpriteBatchManager(3, 1);
            SpriteBatchManager.SetActive(this.poSpriteBatchManager);

            SpriteBatch pAliensBatch  = SpriteBatchManager.Add(SpriteBatch.Name.Aliens, 1);
            SpriteBatch pBoxBatch     = SpriteBatchManager.Add(SpriteBatch.Name.Boxes, 2);
            SpriteBatch pShieldsBatch = SpriteBatchManager.Add(SpriteBatch.Name.Shields, 3);
            SpriteBatch pNullBatch    = SpriteBatchManager.Add(SpriteBatch.Name.NullObjects, 4);
            SpriteBatch pTexts        = SpriteBatchManager.Add(SpriteBatch.Name.Texts, 5);

            pBoxBatch.SetDrawBool(false);

            //---------------------------------------------------------------------------------------------------------
            // Input
            //---------------------------------------------------------------------------------------------------------
            this.poInputManager = new InputManager();
            InputManager.SetActive(this.poInputManager);

            InputSubject pInputSubject;

            pInputSubject = InputManager.GetArrowRightSubject();
            pInputSubject.Attach(new MoveRightObserver());

            pInputSubject = InputManager.GetArrowLeftSubject();
            pInputSubject.Attach(new MoveLeftObserver());

            pInputSubject = InputManager.GetSpaceSubject();
            pInputSubject.Attach(new ShootObserver());
            pInputSubject.Attach(new ShootSoundObserver());

            pInputSubject = InputManager.GetCKeySubject();
            pInputSubject.Attach(new ToggleCollisionBoxObserver());

            Simulation.SetState(Simulation.State.Realtime);
            //---------------------------------------------------------------------------------------------------------
            // Create Texts
            //---------------------------------------------------------------------------------------------------------

            this.poFontManager = new FontManager(3, 1);
            FontManager.SetActive(this.poFontManager);

            FontManager.Add(Font.Name.Header, SpriteBatch.Name.Texts, "SCORE<1>       HI-SCORE       SCORE<2>", 20f, SpaceInvaders.ScreenHeight - 20f, 15f, 25f);
            FontManager.Add(Font.Name.Player1Score, SpriteBatch.Name.Texts, "0000", 65f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f);
            FontManager.Add(Font.Name.Player2Score, SpriteBatch.Name.Texts, "0000", SpaceInvaders.ScreenWidth - 156f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f);
            FontManager.Add(Font.Name.HiScore, SpriteBatch.Name.Texts, "0000", 380f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f);
            FontManager.Add(Font.Name.Lives, SpriteBatch.Name.Texts, "3", 40f, 40f, 15f, 25f);


            //---------------------------------------------------------------------------------------------------------
            // Create Walls
            //---------------------------------------------------------------------------------------------------------

            // Wall Root
            WallGroup pWallGroup = new WallGroup(GameObject.Name.WallGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pWallGroup.ActivateGameSprite(pAliensBatch);//even need this?
            pWallGroup.ActivateCollisionSprite(pBoxBatch);

            WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.NullObject, SpaceInvaders.ScreenWidth - 15, SpaceInvaders.ScreenHeight / 2, 20, SpaceInvaders.ScreenHeight - 110);

            pWallRight.ActivateCollisionSprite(pBoxBatch);

            WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.NullObject, 20, SpaceInvaders.ScreenHeight / 2, 20, SpaceInvaders.ScreenHeight - 110);

            pWallLeft.ActivateCollisionSprite(pBoxBatch);

            WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.NullObject, 450, SpaceInvaders.ScreenHeight - 70, SpaceInvaders.ScreenWidth - 10, 30);

            pWallTop.ActivateCollisionSprite(pBoxBatch);

            WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.Ground, 450, 60, SpaceInvaders.ScreenWidth - 10, 5);

            pWallBottom.ActivateGameSprite(pAliensBatch);
            pWallBottom.ActivateCollisionSprite(pBoxBatch);

            // Add to the composite the children
            pWallGroup.Add(pWallRight);
            pWallGroup.Add(pWallLeft);
            pWallGroup.Add(pWallTop);
            pWallGroup.Add(pWallBottom);

            GameObjectManager.Attach(pWallGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create Bomb Root
            //---------------------------------------------------------------------------------------------------------

            BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pBombRoot.ActivateGameSprite(pAliensBatch);//change? even need this?
            pBombRoot.ActivateCollisionSprite(pBoxBatch);

            GameObjectManager.Attach(pBombRoot);

            DropBombEvent pBombEvent = new DropBombEvent();

            TimerManager.Add(TimeEvent.Name.DropBomb, pBombEvent, 3.0f);

            //---------------------------------------------------------------------------------------------------------
            // Create Missile Root
            //---------------------------------------------------------------------------------------------------------

            // Missile Root
            MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pMissileGroup.ActivateGameSprite(pAliensBatch);//change? even need this?
            pMissileGroup.ActivateCollisionSprite(pBoxBatch);

            GameObjectManager.Attach(pMissileGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create Ship Root
            //---------------------------------------------------------------------------------------------------------

            ShipRoot pShipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pShipRoot.ActivateGameSprite(pAliensBatch);//change? even need this?
            pShipRoot.ActivateCollisionSprite(pBoxBatch);

            GameObjectManager.Attach(pShipRoot);

            ShipManager.ActivateShip();
            ShipManager.ActivateMissile();

            //---------------------------------------------------------------------------------------------------------
            // Create UFO and UFO Root
            //---------------------------------------------------------------------------------------------------------
            UFORoot pUFORoot = new UFORoot(GameObject.Name.UFORoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pUFORoot.ActivateGameSprite(pAliensBatch);//change? even need this?
            pUFORoot.ActivateCollisionSprite(pBoxBatch);

            GameObjectManager.Attach(pUFORoot);

            OrangeSaucer pUFO = new OrangeSaucer(GameObject.Name.OrangeSaucer, GameSprite.Name.OrangeSaucer, 20f, SpaceInvaders.ScreenHeight - 110f);

            pUFO.ActivateGameSprite(pAliensBatch);//change? even need this?
            pUFO.ActivateCollisionSprite(pBoxBatch);

            pUFORoot.Add(pUFO);
            pUFO.Remove();


            SpawnUFOEvent pUFOEvent = new SpawnUFOEvent();

            TimerManager.Add(TimeEvent.Name.UFOSpawn, pUFOEvent, RandomManager.RandomInt(15, 45));

            //---------------------------------------------------------------------------------------------------------
            // Create Aliens
            //---------------------------------------------------------------------------------------------------------

            AlienFactory AF         = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);
            AlienGrid    pAlienGrid = (AlienGrid)AF.Create(GameObject.Name.AlienGrid);


            for (int i = 0; i < 11; i++)
            {
                GameObject pCol = AF.Create(GameObject.Name.AlienColumn);
                GameObject pGameObject;
                pGameObject = AF.Create(GameObject.Name.PurpleOctopus, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 364f);
                pCol.Add(pGameObject);

                pGameObject = AF.Create(GameObject.Name.PurpleOctopus, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 298f);
                pCol.Add(pGameObject);

                pGameObject = AF.Create(GameObject.Name.BlueCrab, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 232f);
                pCol.Add(pGameObject);

                pGameObject = AF.Create(GameObject.Name.BlueCrab, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 166f);
                pCol.Add(pGameObject);

                pGameObject = AF.Create(GameObject.Name.GreenSquid, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 100f);
                pCol.Add(pGameObject);

                pAlienGrid.Add(pCol);
            }
            GameObjectManager.Attach(pAlienGrid);

            pAlienGrid.Attach(new MoveAlienSoundObserver());
            pAlienGrid.Attach(new MoveAlienGridObserver());

            AlienGridMoveEvent pGridMoveEvent = new AlienGridMoveEvent();

            TimerManager.Add(TimeEvent.Name.MoveAlienGrid, pGridMoveEvent, pAlienGrid.GetMoveRate());

            //---------------------------------------------------------------------------------------------------------
            // Timer Animations
            //---------------------------------------------------------------------------------------------------------

            // Create an animation sprite
            AnimationSprite pAnimOctopus = new AnimationSprite(GameSprite.Name.PurpleOctopus);
            AnimationSprite pAnimCrab    = new AnimationSprite(GameSprite.Name.BlueCrab);
            AnimationSprite pAnimSquid   = new AnimationSprite(GameSprite.Name.GreenSquid);

            // attach several images to cycle

            pAnimOctopus.Attach(Image.Name.OctopusA);
            pAnimOctopus.Attach(Image.Name.OctopusB);

            pAnimCrab.Attach(Image.Name.AlienA);
            pAnimCrab.Attach(Image.Name.AlienB);

            pAnimSquid.Attach(Image.Name.SquidA);
            pAnimSquid.Attach(Image.Name.SquidB);

            // add AnimationSprite to timer
            TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimOctopus, pAlienGrid.GetMoveRate());
            TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimCrab, pAlienGrid.GetMoveRate());
            TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimSquid, pAlienGrid.GetMoveRate());

            //---------------------------------------------------------------------------------------------------------
            // Shield
            //---------------------------------------------------------------------------------------------------------

            // Create the factory
            Composite pShieldRoot = (Composite) new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GameObjectManager.Attach(pShieldRoot);
            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot);

            float start_x = 160.0f;
            float start_y = 200.0f;
            float off_x;
            float brickWidth  = 12.0f;
            float brickHeight = 7.0f;

            GameObject pShieldGrid;
            GameObject pShieldCol;

            for (int i = 0; i < 4; i++)
            {
                off_x = 0;
                SF.SetParent(pShieldRoot);
                pShieldGrid = SF.Create(GameObject.Name.ShieldGrid);

                //------Col1
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 2 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick_LeftTop1, start_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick_LeftTop0, start_x, start_y + 9 * brickHeight);

                //-------Col2
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                off_x += brickWidth;
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                //-------Col3
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                off_x += brickWidth;
                SF.Create(GameObject.Name.ShieldBrick_LeftBottom, start_x + off_x, start_y + 2 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                //-------Col4
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                off_x += brickWidth;
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                //-------Col5
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                off_x += brickWidth;
                SF.Create(GameObject.Name.ShieldBrick_RightBottom, start_x + off_x, start_y + 2 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                //-------Col6
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                off_x += brickWidth;
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                //-------Col7
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                off_x += brickWidth;
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick_RightTop1, start_x + off_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick_RightTop0, start_x + off_x, start_y + 9 * brickHeight);

                start_x += 170;
            }


            //---------------------------------------------------------------------------------------------------------
            // Create Null Ship Lives
            //---------------------------------------------------------------------------------------------------------

            ScenePlay.ShipLives = 3;

            PlayerLivesComposite pNullObjs = new PlayerLivesComposite();

            Ship pNullShip1 = new Ship(GameObject.Name.Null_Object, GameSprite.Name.Ship, 120.0f, 40.0f);

            pNullShip1.ActivateGameSprite(pNullBatch);
            pNullObjs.Add(pNullShip1);

            Ship pNullShip2 = new Ship(GameObject.Name.Null_Object, GameSprite.Name.Ship, 180.0f, 40.0f);

            pNullShip2.ActivateGameSprite(pNullBatch);
            pNullObjs.Add(pNullShip2);

            GameObjectManager.Attach(pNullObjs);

            //---------------------------------------------------------------------------------------------------------
            // Create CollisionPairs
            //---------------------------------------------------------------------------------------------------------

            //Why does the order that left/right wall are added matter??????? reverse order breaks game
            CollisionPair pShipWallRightPair = CollisionPairManager.Add(CollisionPair.Name.Ship_Wall_Right, pShipRoot, pWallRight);

            Debug.Assert(pShipWallRightPair != null);

            CollisionPair pShipWallLeftPair = CollisionPairManager.Add(CollisionPair.Name.Ship_Wall_Left, pShipRoot, pWallLeft);

            Debug.Assert(pShipWallLeftPair != null);

            CollisionPair pAlienMissilePair = CollisionPairManager.Add(CollisionPair.Name.Alien_Missile, pMissileGroup, pAlienGrid);

            Debug.Assert(pAlienMissilePair != null);

            CollisionPair pMissileWallPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Wall_Top, pMissileGroup, pWallTop);

            Debug.Assert(pMissileWallPair != null);

            CollisionPair pAlienWallPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Wall, pAlienGrid, pWallGroup);

            Debug.Assert(pAlienWallPair != null);

            CollisionPair pAlienWallBottomPair = CollisionPairManager.Add(CollisionPair.Name.Alien_WallBottom, pAlienGrid, pWallBottom);

            Debug.Assert(pAlienWallBottomPair != null);

            CollisionPair pBombWallPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Wall_Bottom, pBombRoot, pWallBottom);

            Debug.Assert(pBombWallPair != null);

            CollisionPair pBombShieldPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);

            Debug.Assert(pBombShieldPair != null);

            CollisionPair pMissileShieldPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldRoot);

            Debug.Assert(pMissileShieldPair != null);

            CollisionPair pBombShipPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Ship, pBombRoot, ShipManager.GetShip());

            Debug.Assert(pBombShipPair != null);

            CollisionPair pBombMissilePair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, ShipManager.GetMissile());

            Debug.Assert(pBombMissilePair != null);

            CollisionPair pAlienShieldPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Shield, pShieldRoot, pAlienGrid);

            Debug.Assert(pAlienShieldPair != null);

            CollisionPair pUFOMissilePair = CollisionPairManager.Add(CollisionPair.Name.UFO_Missile, pMissileGroup, pUFORoot);

            Debug.Assert(pUFOMissilePair != null);

            //TODO consolidate these news
            pShipWallLeftPair.Attach(new ShipStopLeftObserver());
            pShipWallRightPair.Attach(new ShipStopRightObserver());

            pMissileWallPair.Attach(new ShipRemoveMissileObserver());

            pAlienMissilePair.Attach(new ShipRemoveMissileObserver());
            pAlienMissilePair.Attach(new RemoveAlienObserver());
            pAlienMissilePair.Attach(new DeadAlienSoundObserver());
            pAlienMissilePair.Attach(new AddP1PointsObserver());
            pAlienMissilePair.Attach(new IncreaseAlienSpeedObserver());

            pAlienWallPair.Attach(new GridObserver());

            pBombWallPair.Attach(new RemoveBombObserver());

            pBombShieldPair.Attach(new RemoveBombObserver());
            pBombShieldPair.Attach(new RemoveBrickObserver());

            pMissileShieldPair.Attach(new ShipRemoveMissileObserver());
            pMissileShieldPair.Attach(new RemoveBrickObserver());

            pBombShipPair.Attach(new RemoveBombObserver());
            pBombShipPair.Attach(new RemoveShipObserver());
            pBombShipPair.Attach(new DeadShipSoundObserver());
            pBombShipPair.Attach(new RemoveLifeObserver());
            pBombShipPair.Attach(new ChangeStateObserver());

            pBombMissilePair.Attach(new RemoveBombObserver());
            pBombMissilePair.Attach(new ShipRemoveMissileObserverAltPair());

            pAlienShieldPair.Attach(new RemoveBrickObserver());

            pUFOMissilePair.Attach(new RemoveUFOObserver());
            pUFOMissilePair.Attach(new ShipRemoveMissileObserver());
            pUFOMissilePair.Attach(new AddP1PointsObserver());
            pUFOMissilePair.Attach(new DeadUFOSoundObserver());

            pAlienWallBottomPair.Attach(new DeadShipSoundObserver());
            pAlienWallBottomPair.Attach(new RemoveAllP1LivesObserver());
        }
Beispiel #7
0
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            ScreenWidth  = this.GetScreenWidth();
            ScreenHeight = this.GetScreenHeight();

            //---------------------------------------------------------------------------------------------------------
            // Init Managers
            //---------------------------------------------------------------------------------------------------------

            //Constant Managers
            TextureManager.Create(1, 1);
            ImageManager.Create(5, 2);
            SoundManager.Create(3, 1);
            GameSpriteManager.Create(4, 2);
            BoxSpriteManager.Create(3, 1);
            CollisionStateManager.Create();
            GlyphManager.Create(3, 1);
            Simulation.Create();
            RandomManager.Create();
            BombManager.Create();
            ShipManager.Create();

            //State-unique Managers
            SpriteBatchManager.Create();
            GameObjectManager.Create();
            InputManager.Create();
            FontManager.Create();
            TimerManager.Create();
            CollisionPairManager.Create();



            //ProxySpriteManager.Create(10, 1);//not in use currently

            //---------------------------------------------------------------------------------------------------------
            // Load the Textures
            //---------------------------------------------------------------------------------------------------------

            TextureManager.Add(Texture.Name.SpaceInvaders, "SpaceInvaders.tga");

            //---------------------------------------------------------------------------------------------------------
            // Load Sounds
            //---------------------------------------------------------------------------------------------------------

            SoundManager.Add(Sound.Name.Invader1, "fastinvader1.wav");
            SoundManager.Add(Sound.Name.Invader2, "fastinvader2.wav");
            SoundManager.Add(Sound.Name.Invader3, "fastinvader3.wav");
            SoundManager.Add(Sound.Name.Invader4, "fastinvader4.wav");

            SoundManager.Add(Sound.Name.Shoot, "invaderkilled.wav");
            SoundManager.Add(Sound.Name.DeadAlien, "shoot.wav");
            SoundManager.Add(Sound.Name.UFO, "ufo_highpitch.wav");
            SoundManager.Add(Sound.Name.UFOExplosion, "ufo_lowpitch.wav");
            SoundManager.Add(Sound.Name.Explosion, "explosion.wav");

            //---------------------------------------------------------------------------------------------------------
            // Create Images
            //---------------------------------------------------------------------------------------------------------

            // --- aliens ---

            ImageManager.Add(Image.Name.OctopusA, Texture.Name.SpaceInvaders, 3, 3, 12, 8);
            ImageManager.Add(Image.Name.OctopusB, Texture.Name.SpaceInvaders, 18, 3, 12, 8);
            ImageManager.Add(Image.Name.AlienA, Texture.Name.SpaceInvaders, 33, 3, 11, 8);
            ImageManager.Add(Image.Name.AlienB, Texture.Name.SpaceInvaders, 47, 3, 11, 8);
            ImageManager.Add(Image.Name.SquidA, Texture.Name.SpaceInvaders, 61, 3, 8, 8);
            ImageManager.Add(Image.Name.SquidB, Texture.Name.SpaceInvaders, 72, 3, 8, 8);
            ImageManager.Add(Image.Name.Saucer, Texture.Name.SpaceInvaders, 99, 3, 16, 8);

            ImageManager.Add(Image.Name.Missile, Texture.Name.SpaceInvaders, 3, 29, 1, 4);
            ImageManager.Add(Image.Name.Ship, Texture.Name.SpaceInvaders, 3, 14, 13, 8);

            ImageManager.Add(Image.Name.AlienExplosion, Texture.Name.SpaceInvaders, 83, 3, 13, 8);
            ImageManager.Add(Image.Name.SaucerExplosion, Texture.Name.SpaceInvaders, 118, 3, 21, 8);
            ImageManager.Add(Image.Name.ShipExplosionA, Texture.Name.SpaceInvaders, 19, 14, 16, 8);
            ImageManager.Add(Image.Name.ShipExplosionB, Texture.Name.SpaceInvaders, 38, 14, 16, 8);

            ImageManager.Add(Image.Name.MissileExplosion, Texture.Name.SpaceInvaders, 7, 25, 8, 8);
            ImageManager.Add(Image.Name.BombExplosion, Texture.Name.SpaceInvaders, 86, 25, 6, 8);

            ImageManager.Add(Image.Name.BombDagger, Texture.Name.SpaceInvaders, 42, 27, 3, 6);
            ImageManager.Add(Image.Name.BombZigZag, Texture.Name.SpaceInvaders, 18, 26, 3, 7);
            ImageManager.Add(Image.Name.BombStraight, Texture.Name.SpaceInvaders, 65, 26, 3, 7);

            ImageManager.Add(Image.Name.ShieldBrick, Texture.Name.SpaceInvaders, 120, 35, 4, 2);
            ImageManager.Add(Image.Name.ShieldBrick_LeftTop0, Texture.Name.SpaceInvaders, 115, 30, 4, 2);
            ImageManager.Add(Image.Name.ShieldBrick_LeftTop1, Texture.Name.SpaceInvaders, 116, 31, 4, 2);
            ImageManager.Add(Image.Name.ShieldBrick_LeftBottom, Texture.Name.SpaceInvaders, 119, 43, 4, 2);
            ImageManager.Add(Image.Name.ShieldBrick_RightTop0, Texture.Name.SpaceInvaders, 132, 31, 4, 2);
            ImageManager.Add(Image.Name.ShieldBrick_RightTop1, Texture.Name.SpaceInvaders, 130, 31, 4, 2);
            ImageManager.Add(Image.Name.ShieldBrick_RightBottom, Texture.Name.SpaceInvaders, 126, 43, 4, 2);

            //---------------------------------------------------------------------------------------------------------
            // Create Glyphs
            //---------------------------------------------------------------------------------------------------------
            GlyphManager.Add(Glyph.Name.Space, 32, Texture.Name.SpaceInvaders, 99, 56, 5, 7);

            GlyphManager.Add(Glyph.Name.Asterisk, 42, Texture.Name.SpaceInvaders, 115, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Hyphen, 45, Texture.Name.SpaceInvaders, 131, 56, 5, 7);

            GlyphManager.Add(Glyph.Name.Zero, 48, Texture.Name.SpaceInvaders, 3, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.One, 49, Texture.Name.SpaceInvaders, 11, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Two, 50, Texture.Name.SpaceInvaders, 19, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Three, 51, Texture.Name.SpaceInvaders, 27, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Four, 52, Texture.Name.SpaceInvaders, 35, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Five, 53, Texture.Name.SpaceInvaders, 43, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Six, 54, Texture.Name.SpaceInvaders, 51, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Seven, 55, Texture.Name.SpaceInvaders, 59, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Eight, 56, Texture.Name.SpaceInvaders, 67, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Nine, 57, Texture.Name.SpaceInvaders, 75, 56, 5, 7);

            GlyphManager.Add(Glyph.Name.LessThan, 60, Texture.Name.SpaceInvaders, 83, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Equals, 61, Texture.Name.SpaceInvaders, 107, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.GreaterThan, 62, Texture.Name.SpaceInvaders, 91, 56, 5, 7);
            GlyphManager.Add(Glyph.Name.Question, 63, Texture.Name.SpaceInvaders, 123, 56, 5, 7);

            GlyphManager.Add(Glyph.Name.A, 65, Texture.Name.SpaceInvaders, 3, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.B, 66, Texture.Name.SpaceInvaders, 11, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.C, 67, Texture.Name.SpaceInvaders, 19, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.D, 68, Texture.Name.SpaceInvaders, 27, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.E, 69, Texture.Name.SpaceInvaders, 35, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.F, 70, Texture.Name.SpaceInvaders, 43, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.G, 71, Texture.Name.SpaceInvaders, 51, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.H, 72, Texture.Name.SpaceInvaders, 59, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.I, 73, Texture.Name.SpaceInvaders, 67, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.J, 74, Texture.Name.SpaceInvaders, 75, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.K, 75, Texture.Name.SpaceInvaders, 83, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.L, 76, Texture.Name.SpaceInvaders, 91, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.M, 77, Texture.Name.SpaceInvaders, 99, 36, 5, 7);
            GlyphManager.Add(Glyph.Name.N, 78, Texture.Name.SpaceInvaders, 3, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.O, 79, Texture.Name.SpaceInvaders, 11, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.P, 80, Texture.Name.SpaceInvaders, 19, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.Q, 81, Texture.Name.SpaceInvaders, 27, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.R, 82, Texture.Name.SpaceInvaders, 35, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.S, 83, Texture.Name.SpaceInvaders, 43, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.T, 84, Texture.Name.SpaceInvaders, 51, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.U, 85, Texture.Name.SpaceInvaders, 59, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.V, 86, Texture.Name.SpaceInvaders, 67, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.W, 87, Texture.Name.SpaceInvaders, 75, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.X, 88, Texture.Name.SpaceInvaders, 83, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.Y, 89, Texture.Name.SpaceInvaders, 91, 46, 5, 7);
            GlyphManager.Add(Glyph.Name.Z, 90, Texture.Name.SpaceInvaders, 99, 46, 5, 7);


            //---------------------------------------------------------------------------------------------------------
            // Create Sprites
            //---------------------------------------------------------------------------------------------------------

            // --- aliens ---

            GameSpriteManager.Add(GameSprite.Name.PurpleOctopus, Image.Name.OctopusA, 50, 300, 49, 33);
            GameSpriteManager.Add(GameSprite.Name.BlueCrab, Image.Name.AlienB, 200, 100, 45, 33);
            GameSpriteManager.Add(GameSprite.Name.GreenSquid, Image.Name.SquidA, 200, 300, 33, 33);
            GameSpriteManager.Add(GameSprite.Name.OrangeSaucer, Image.Name.Saucer, 50, 550, 59, 33, new Azul.Color(1.0f, 0.0f, 0.0f, 1.0f));

            //-----Missile----
            GameSpriteManager.Add(GameSprite.Name.Missile, Image.Name.Missile, 50, 50, 3, 15);
            //----Player Ship----
            GameSpriteManager.Add(GameSprite.Name.Ship, Image.Name.Ship, 500, 100, 50, 30, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));

            //---Explosions---
            GameSpriteManager.Add(GameSprite.Name.AlienExplosion, Image.Name.AlienExplosion, 50, 50, 33, 33);
            GameSpriteManager.Add(GameSprite.Name.ShipExplosion, Image.Name.ShipExplosionA, 50, 50, 55, 35);
            GameSpriteManager.Add(GameSprite.Name.SaucerExplosion, Image.Name.SaucerExplosion, 50, 50, 45, 35, new Azul.Color(1.0f, 0.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.BombExplosion, Image.Name.BombExplosion, 50, 50, 25, 25);
            GameSpriteManager.Add(GameSprite.Name.MissileExplosionRed, Image.Name.MissileExplosion, 50, 50, 20, 20, new Azul.Color(1.0f, 0.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.MissileExplosionGreen, Image.Name.MissileExplosion, 50, 50, 20, 20, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.MissileExplosionWhite, Image.Name.MissileExplosion, 50, 50, 20, 20);

            //----Bombs----
            GameSpriteManager.Add(GameSprite.Name.BombDagger, Image.Name.BombDagger, 50, 50, 10, 25);
            GameSpriteManager.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 50, 50, 10, 25);
            GameSpriteManager.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 50, 50, 10, 25);

            //----Shield----
            GameSpriteManager.Add(GameSprite.Name.ShieldBrick, Image.Name.ShieldBrick, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.ShieldBrick_LeftTop0, Image.Name.ShieldBrick_LeftTop0, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.ShieldBrick_LeftTop1, Image.Name.ShieldBrick_LeftTop1, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.ShieldBrick_LeftBottom, Image.Name.ShieldBrick_LeftBottom, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.ShieldBrick_RightTop0, Image.Name.ShieldBrick_RightTop0, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.ShieldBrick_RightTop1, Image.Name.ShieldBrick_RightTop1, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));
            GameSpriteManager.Add(GameSprite.Name.ShieldBrick_RightBottom, Image.Name.ShieldBrick_RightBottom, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));

            //----Ground----
            GameSpriteManager.Add(GameSprite.Name.Ground, Image.Name.ShieldBrick, 50, 50, SpaceInvaders.ScreenWidth - 10, 5, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f));

            //--------------------------------------------------------------------------
            //Create Scenes
            //--------------------------------------------------------------------------
            pHiScore      = 0;
            pPlayer1Score = 0;
            pPlayer2Score = 0;

            pSceneContext = new SceneContext();
        }