Ejemplo n.º 1
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());
        }
Ejemplo n.º 2
0
        public override void Initialize()
        {
            Random pRandom = new Random();

            //---------------------------------------------------------------------------------------------------------
            // Images
            //---------------------------------------------------------------------------------------------------------
            ImageMan.Add(Image.Name.BlueAlien, Texture.Name.Aliens, new Azul.Rect(341, 337, 65, 64));
            ImageMan.Add(Image.Name.BlueAlien2, Texture.Name.Aliens, new Azul.Rect(464, 65, 64, 63));
            ImageMan.Add(Image.Name.GreenAlien, Texture.Name.Aliens, new Azul.Rect(27, 337, 79, 64));
            ImageMan.Add(Image.Name.GreenAlien2, Texture.Name.Aliens, new Azul.Rect(253, 64, 84, 65));
            ImageMan.Add(Image.Name.RedAlien, Texture.Name.Aliens, new Azul.Rect(647, 200, 72, 65));
            ImageMan.Add(Image.Name.RedAlien2, Texture.Name.Aliens, new Azul.Rect(26, 201, 94, 65));
            ImageMan.Add(Image.Name.Explosion, Texture.Name.Aliens, new Azul.Rect(488, 488, 75, 48));
            ImageMan.Add(Image.Name.Explosion_Ground, Texture.Name.Aliens, new Azul.Rect(328, 489, 84, 48));
            ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens, new Azul.Rect(120, 489, 98, 49));

            ImageMan.Add(Image.Name.Missile, Texture.Name.Aliens, new Azul.Rect(267, 501, 9, 34));
            ImageMan.Add(Image.Name.Ship, Texture.Name.Birds2, new Azul.Rect(9, 92, 31, 19));

            ImageMan.Add(Image.Name.Wall, Texture.Name.Birds, new Azul.Rect(40, 185, 20, 10));
            ImageMan.Add(Image.Name.WallBottom, Texture.Name.Birds, new Azul.Rect(40, 185, 20, 1));

            ImageMan.Add(Image.Name.BombStraight, Texture.Name.Birds, new Azul.Rect(110, 100, 7, 49));
            ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Birds, new Azul.Rect(132, 100, 20, 50));
            ImageMan.Add(Image.Name.BombCross, Texture.Name.Birds, new Azul.Rect(219, 103, 19, 47));

            ImageMan.Add(Image.Name.Brick, Texture.Name.Birds, new Azul.Rect(20, 210, 10, 5));
            ImageMan.Add(Image.Name.BrickLeft_Top0, Texture.Name.Birds, new Azul.Rect(15, 180, 10, 5));
            ImageMan.Add(Image.Name.BrickLeft_Top1, Texture.Name.Birds, new Azul.Rect(15, 185, 10, 5));
            ImageMan.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Birds, new Azul.Rect(35, 215, 10, 5));
            ImageMan.Add(Image.Name.BrickRight_Top0, Texture.Name.Birds, new Azul.Rect(75, 180, 10, 5));
            ImageMan.Add(Image.Name.BrickRight_Top1, Texture.Name.Birds, new Azul.Rect(75, 185, 10, 5));
            ImageMan.Add(Image.Name.BrickRight_Bottom, Texture.Name.Birds, new Azul.Rect(55, 215, 10, 5));

            //---------------------------------------------------------------------------------------------------------
            // Game Sprites
            //---------------------------------------------------------------------------------------------------------
            GameSpriteMan.Add(GameSprite.Name.BlueAlien, Image.Name.BlueAlien, 100, 150, 30, 30);
            GameSpriteMan.Add(GameSprite.Name.RedAlien, Image.Name.RedAlien, 200, 150, 30, 30);
            GameSpriteMan.Add(GameSprite.Name.GreenAlien, Image.Name.GreenAlien, 300, 150, 30, 30);
            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 120, 489, 70, 25);
            GameSpriteMan.Add(GameSprite.Name.Explosion_Ground, Image.Name.Explosion_Ground, 328, 489, 30, 20);
            GameSpriteMan.Add(GameSprite.Name.Explosion, Image.Name.Explosion, 120, 489, 30, 20);

            GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, -100, -100, 3, 12);
            GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 500, 100, 50, 20);
            GameSpriteMan.Add(GameSprite.Name.ShipInactive, Image.Name.Ship, 500, 100, 50, 20);
            GameSpriteMan.Add(GameSprite.Name.Wall, Image.Name.Wall, 448, 900, 850, 30);
            GameSpriteMan.Add(GameSprite.Name.WallBottom, Image.Name.WallBottom, 448, 900, 850, 1);

            GameSpriteMan.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 200, 200, 8, 25);
            GameSpriteMan.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 110, 100, 8, 25);
            GameSpriteMan.Add(GameSprite.Name.BombDagger, Image.Name.BombCross, 100, 100, 8, 25);

            GameSpriteMan.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop0, Image.Name.BrickLeft_Top0, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop0, Image.Name.BrickRight_Top0, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, 10, 5);

            BoxSpriteMan.Add(BoxSprite.Name.Box1, 550.0f, 500.0f, 50.0f, 150.0f, new Azul.Color(1.0f, 1.0f, 1.0f, 1.0f));
            BoxSpriteMan.Add(BoxSprite.Name.Box2, 550.0f, 100.0f, 50.0f, 100.0f);

            this.poSpriteBatchMan = new SpriteBatchMan(3, 1);
            SpriteBatchMan.SetActive(this.poSpriteBatchMan);

            this.poGameObjectMan = new GameObjectMan(10, 2);
            GameObjectMan.SetActive(this.poGameObjectMan);

            this.poInputMan = new InputMan();
            InputMan.SetActive(this.poInputMan);

            this.poTimerMan = new TimerMan();
            TimerMan.SetActive(this.poTimerMan);

            //---------------------------------------------------------------------------------------------------------
            // SpriteBatches
            //---------------------------------------------------------------------------------------------------------
            SpriteBatch pSB_Box     = SpriteBatchMan.Add(SpriteBatch.Name.Boxes, 100, false);
            SpriteBatch pSB_Texts   = SpriteBatchMan.Add(SpriteBatch.Name.Texts, 100, true);
            SpriteBatch pSB_Shields = SpriteBatchMan.Add(SpriteBatch.Name.Shields, 100, true);
            SpriteBatch pSB_Aliens  = SpriteBatchMan.Add(SpriteBatch.Name.Aliens, 100, true);
            SpriteBatch pSB_Bombs   = SpriteBatchMan.Add(SpriteBatch.Name.Bombs, 100, true);

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

            GameObjectMan.Attach(pShipRoot);
            Ship pShip = ShipMan.CreateShip();

            //---------------------------------------------------------------------------------------------------------
            // Player
            //---------------------------------------------------------------------------------------------------------
            Player pPlayer = PlayerMan.GetCurrentPlayer(pShip);

            pShip.SetPlayer(pPlayer);

            //---------------------------------------------------------------------------------------------------------
            // Aliens
            //---------------------------------------------------------------------------------------------------------
            AlienFactory aF = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);
            // Do this somewhere else ..
            int yPos = 475;

            if (pPlayer.nCurrLevel == 2)
            {
                yPos -= 40;
            }
            AlienGrid pGrid      = aF.CreateGrid(200, yPos);
            float     pGridDelta = 0.2f;

            if (pPlayer.nCurrLevel == 2)
            {
                pGridDelta = 0.3f;
            }

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

            pMissileGroup.ActivateGameSprite(pSB_Aliens);
            GameObjectMan.Attach(pMissileGroup);

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

            pBombRoot.ActivateCollisionSprite(pSB_Box);
            pBombRoot.ActivateGameSprite(pSB_Bombs);
            GameObjectMan.Attach(pBombRoot);

            //---------------------------------------------------------------------------------------------------------
            // Input
            //---------------------------------------------------------------------------------------------------------
            InputSubject pInputSubject;

            pInputSubject = InputMan.GetArrowRightSubject();
            pInputSubject.Attach(new MoveRightObserver(pShip));

            pInputSubject = InputMan.GetArrowLeftSubject();
            pInputSubject.Attach(new MoveLeftObserver(pShip));

            pInputSubject = InputMan.GetSpaceSubject();
            pInputSubject.Attach(new ShootObserver(pShip));

            pInputSubject = InputMan.GetPeriodSubject();
            pInputSubject.Attach(new ToggleRenderBoxSpriteObserver());

            pInputSubject = InputMan.GetCommaSubject();
            pInputSubject.Attach(new ToggleShieldBricksObserver());

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

            pWallGroup.ActivateGameSprite(pSB_Aliens);

            WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.Wall, 400, 750, 700, 15);

            pWallTop.ActivateCollisionSprite(pSB_Aliens);

            WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.WallBottom, 400, 30, 850, 1);

            pWallBottom.ActivateCollisionSprite(pSB_Box);
            pWallBottom.ActivateGameSprite(pSB_Aliens);

            WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.Wall, 0, 300, 15, 600);

            pWallLeft.ActivateCollisionSprite(pSB_Box);

            WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.Wall, 800, 300, 15, 600);

            pWallRight.ActivateCollisionSprite(pSB_Box);

            pWallGroup.Add(pWallTop);
            pWallGroup.Add(pWallBottom);
            pWallGroup.Add(pWallRight);
            pWallGroup.Add(pWallLeft);
            GameObjectMan.Attach(pWallGroup);

            //---------------------------------------------------------------------------------------------------------
            // Shield
            //---------------------------------------------------------------------------------------------------------
            ShieldFactory SF           = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot1);
            Composite     pShieldRoot1 = SF.CreateShield(50.0f, 100.0f);

            GameObjectMan.Attach(pShieldRoot1);

            SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot2);
            Composite pShieldRoot2 = SF.CreateShield(200.0f, 100.0f);

            GameObjectMan.Attach(pShieldRoot2);

            SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot3);
            Composite pShieldRoot3 = SF.CreateShield(500.0f, 100.0f);

            GameObjectMan.Attach(pShieldRoot3);

            SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot4);
            Composite pShieldRoot4 = SF.CreateShield(650.0f, 100.0f);

            GameObjectMan.Attach(pShieldRoot4);

            //---------------------------------------------------------------------------------------------------------
            // Collision Observers
            //---------------------------------------------------------------------------------------------------------
            ColPair pColPair;

            // Missile vs Wall
            pColPair = ColPairMan.Add(ColPair.Name.Missile_Wall, pMissileGroup, pWallGroup);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            // Bomb vs Bottom
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Wall, pBombRoot, pWallGroup);
            pColPair.Attach(new RemoveBombObserver());

            // Bomb vs Missile
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Missile, pBombRoot, pMissileGroup);
            pColPair.Attach(new RemoveMissileAndBombObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            // Bomb vs Shields
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield1, pBombRoot, pShieldRoot1);
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield2, pBombRoot, pShieldRoot2);
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield3, pBombRoot, pShieldRoot3);
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield4, pBombRoot, pShieldRoot4);
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            // Missile vs Shields
            pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield1, pMissileGroup, pShieldRoot1);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield2, pMissileGroup, pShieldRoot2);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield3, pMissileGroup, pShieldRoot3);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield4, pMissileGroup, pShieldRoot4);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            // Alien Grid vs Shields
            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield1, pGrid, pShieldRoot1);
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield2, pGrid, pShieldRoot2);
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield3, pGrid, pShieldRoot3);
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield4, pGrid, pShieldRoot4);
            pColPair.Attach(new RemoveBrickObserver());

            // Missile vs Alien
            pColPair = ColPairMan.Add(ColPair.Name.Alien_Missile, pMissileGroup, pGrid);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveAlienObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            // Alien Grid vs WallLeft
            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallLeft, pGrid, pWallLeft);
            pColPair.Attach(new AlienGridWallLeftObserver(pGridDelta));

            // Alien Grid vs WallRight
            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallRight, pGrid, pWallRight);
            pColPair.Attach(new AlienGridWallRightObserver(pGridDelta));

            // Alien Grid vs WallBottom
            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallBottom, pGrid, pWallBottom);
            pColPair.Attach(new AlienGridWallBottomObserver());

            // Ship vs Bomb
            pColPair = ColPairMan.Add(ColPair.Name.ShipBomb, pShipRoot, pBombRoot);
            pColPair.Attach(new BombObserver());

            //---------------------------------------------------------------------------------------------------------
            // Alien Animations
            //---------------------------------------------------------------------------------------------------------
            RedAlienAnimationCommand pRedAlienAnimation = new RedAlienAnimationCommand(GameSprite.Name.RedAlien);

            pRedAlienAnimation.Attach(Image.Name.RedAlien);
            pRedAlienAnimation.Attach(Image.Name.RedAlien2);
            TimerMan.Add(TimeEvent.Name.RedAlienAnimation, pRedAlienAnimation, 1.0f);

            BlueAlienAnimationCommand pBlueAlienAnimation = new BlueAlienAnimationCommand(GameSprite.Name.BlueAlien);

            pBlueAlienAnimation.Attach(Image.Name.BlueAlien);
            pBlueAlienAnimation.Attach(Image.Name.BlueAlien2);
            TimerMan.Add(TimeEvent.Name.BlueAlienAnimation, pBlueAlienAnimation, 1.0f);

            GreenAlienAnimationCommand pGreenAlienAnimation = new GreenAlienAnimationCommand(GameSprite.Name.GreenAlien);

            pGreenAlienAnimation.Attach(Image.Name.GreenAlien);
            pGreenAlienAnimation.Attach(Image.Name.GreenAlien2);
            TimerMan.Add(TimeEvent.Name.GreenAlienAnimation, pGreenAlienAnimation, 1.0f);

            //---------------------------------------------------------------------------------------------------------
            // Alien Bomb Spawns
            //---------------------------------------------------------------------------------------------------------
            BombSpawnEvent pBombSpawn = new BombSpawnEvent(pPlayer.nCurrLevel, pRandom);

            TimerMan.Add(TimeEvent.Name.BombSpawn, pBombSpawn, pRandom.Next(1, 10));

            //---------------------------------------------------------------------------------------------------------
            // Scene Play Sound
            //---------------------------------------------------------------------------------------------------------
            ScenePlaySoundCommand pScenePlaySound = new ScenePlaySoundCommand();

            pScenePlaySound.Attach(Sound.Name.Invader1);
            pScenePlaySound.Attach(Sound.Name.Invader2);
            pScenePlaySound.Attach(Sound.Name.Invader3);
            pScenePlaySound.Attach(Sound.Name.Invader4);
            TimerMan.Add(TimeEvent.Name.ScenePlaySound, pScenePlaySound, 1.5f);

            //---------------------------------------------------------------------------------------------------------
            // UFO
            //---------------------------------------------------------------------------------------------------------
            float           value = pRandom.Next(10, 60);
            SpawnUFOCommand pUFO  = new SpawnUFOCommand(pRandom, pWallLeft, pWallRight);

            TimerMan.Add(TimeEvent.Name.UFO, pUFO, value);

            //---------------------------------------------------------------------------------------------------------
            // Texts
            //---------------------------------------------------------------------------------------------------------
            Texture pTexture = TextureMan.Add(Texture.Name.Consolas36pt, "Consolas20pt.tga");

            GlyphMan.AddXml(Glyph.Name.Consolas20pt, "Consolas20pt.xml", Texture.Name.Consolas20pt);

            Font pFont = FontMan.Add(Font.Name.Credits00, SpriteBatch.Name.Texts, "CREDIT 00", Glyph.Name.Consolas20pt, 700, 15);

            pFont.SetColor(1.0f, 1.0f, 1.0f);

            pFont = FontMan.Add(Font.Name.Score1, SpriteBatch.Name.Texts, "SCORE <1>", Glyph.Name.Consolas20pt, 150, 585);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            Player pPlayer1 = PlayerMan.GetPlayer(1);
            string pPlayer1Score;

            if (pPlayer1 != null)
            {
                pPlayer1Score = pPlayer1.nPoints.ToString();
            }
            else
            {
                pPlayer1Score = "0";
            }
            pFont = FontMan.Add(Font.Name.Score1Value, SpriteBatch.Name.Texts, pPlayer1Score, Glyph.Name.Consolas20pt, 150, 550);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            pFont = FontMan.Add(Font.Name.HighScore, SpriteBatch.Name.Texts, "HIGH SCORE", Glyph.Name.Consolas20pt, 400, 585);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            HighScore hS = new HighScore();

            pFont = FontMan.Add(Font.Name.HighScores, SpriteBatch.Name.Texts, hS.GetScore().ToString(), Glyph.Name.Consolas20pt, 400, 550);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            pFont = FontMan.Add(Font.Name.Score2, SpriteBatch.Name.Texts, "SCORE <2>", Glyph.Name.Consolas20pt, 650, 585);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            Player pPlayer2 = PlayerMan.GetPlayer(2);
            string pPlayer2Score;

            if (pPlayer2 != null)
            {
                pPlayer2Score = pPlayer2.nPoints.ToString();
            }
            else
            {
                pPlayer2Score = "0";
            }
            pFont = FontMan.Add(Font.Name.Score2Value, SpriteBatch.Name.Texts, pPlayer2Score, Glyph.Name.Consolas20pt, 650, 550);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            // Life Totals
            pFont = FontMan.Add(Font.Name.NumLives1, SpriteBatch.Name.Texts, pPlayer.nLives.ToString(), Glyph.Name.Consolas20pt, 15, 15);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            pShip = ShipMan.CreateInactiveShip(75, 15);
            pShip = ShipMan.CreateInactiveShip(150, 15);
        }