Example #1
0
        override public void Execute(float deltaTime)
        {
            float value = pRandom.Next(10, 60);
            UFO   pUFO  = new UFO(GameObject.Name.UFO, GameSprite.Name.UFO, 100, 515);

            ColPair pColPair = ColPairMan.Add(ColPair.Name.UFO_WallLeft, pUFO, this.pWallLeft);

            pColPair.Attach(new UFOWallLeftObserver());

            pColPair = ColPairMan.Add(ColPair.Name.UFO_WallRight, pUFO, this.pWallRight);
            pColPair.Attach(new UFOWallRightObserver());

            MissileGroup pMissile = (MissileGroup)GameObjectMan.Find(GameObject.Name.MissileGroup);

            pColPair = ColPairMan.Add(ColPair.Name.UFOMissile, pUFO, pMissile);
            pColPair.Attach(new RemoveUFOObserver());

            pUFO.ActivateCollisionSprite(this.pSB_Boxes);
            pUFO.ActivateGameSprite(this.pSB_Aliens);
            GameObjectMan.Attach(pUFO);

            Sound.Name pSoundName = Sound.Name.Uninitialized;
            switch (pRandom.Next(0, 1))
            {
            case (0):
                pSoundName = Sound.Name.UFOLow;
                break;

            case (1):
                pSoundName = Sound.Name.UFOHigh;
                break;
            }
            SoundMan.PlaySound(pSoundName);
            TimerMan.Add(TimeEvent.Name.UFO, this, value);
        }
        protected override void DoAction()
        {
            //Debug.WriteLine("Attempting to Spawen an Alien!!!");
            if (this.poUfo == null || this.poUfo.bMarkForDeath == true)
            {
                int UfoDirection = this.pRandom.Next(0, 2);
                //Debug.WriteLine("Random direction is: " + UfoDirection);
                this.poUfo = (UFO)this.poUfoIF.ActiveCreate(GameObject.Type.UFO, Constants.UFOPosXPos, Constants.UFOYPos);
                if (UfoDirection == 0)
                {
                    this.poUfo.speedX *= -1.0f;
                    this.poUfo.x       = Constants.UFONegXPos;
                }
                IrrKlang.ISound pHardwareSound = SoundManager.PlaySound(Sound.Name.UFOLowPitch, true);

                ColPair pMissile_UFOColPair = ColPairManager.Add(ColPair.Name.Missile_UFO, this.pMissile, this.poUfo);
                Debug.Assert(pMissile_UFOColPair != null);

                ColPair pUFO_WallLeftColPair = ColPairManager.Add(ColPair.Name.UFO_WallLeft, this.poUfo, this.pWallMan.GetWallLeft());
                Debug.Assert(pUFO_WallLeftColPair != null);

                ColPair pUFO_WallRightColPair = ColPairManager.Add(ColPair.Name.UFO_WallRight, this.poUfo, this.pWallMan.GetWallRight());
                Debug.Assert(pUFO_WallRightColPair != null);

                // Set up missile UFO collsions
                pMissile_UFOColPair.Attach(new RemoveCollisionPairObserver(pMissile_UFOColPair));
                pMissile_UFOColPair.Attach(new RemoveCollisionPairObserver(pUFO_WallLeftColPair));
                pMissile_UFOColPair.Attach(new RemoveCollisionPairObserver(pUFO_WallRightColPair));
                pMissile_UFOColPair.Attach(new ShipMissileReadyObserver());
                pMissile_UFOColPair.Attach(new ShipRemoveMissileObserver());
                pMissile_UFOColPair.Attach(new RemoveUFOObserver(pHardwareSound));
                pMissile_UFOColPair.Attach(new AwardPointsObserver());

                // Set up UFO left wall collision
                pUFO_WallLeftColPair.Attach(new RemoveCollisionPairObserver(pUFO_WallLeftColPair));
                pUFO_WallLeftColPair.Attach(new RemoveCollisionPairObserver(pUFO_WallRightColPair));
                pUFO_WallLeftColPair.Attach(new RemoveCollisionPairObserver(pMissile_UFOColPair));
                pUFO_WallLeftColPair.Attach(new RemoveUFOObserver(pHardwareSound));

                // Set up UFO Right wall collision
                pUFO_WallRightColPair.Attach(new RemoveCollisionPairObserver(pUFO_WallRightColPair));
                pUFO_WallRightColPair.Attach(new RemoveCollisionPairObserver(pUFO_WallLeftColPair));
                pUFO_WallRightColPair.Attach(new RemoveCollisionPairObserver(pMissile_UFOColPair));
                pUFO_WallRightColPair.Attach(new RemoveUFOObserver(pHardwareSound));
            }
        }
Example #3
0
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------

        public override void LoadContent()
        {
            Debug.WriteLine("----------------------------------");
            Debug.WriteLine("Load Content");
            Debug.WriteLine("----------------------------------\n");


            //-----------------------------------------------
            //Create Game Simulation instance
            Simulation.Create();

            //-----------------------------------------------
            //Manager Load
            //------------------------------
            //Texture Manager Create
            TextureManager.Create();
            //------------------------------
            //Image Manager Create
            ImageManager.Create();
            //------------------------------
            //Game/Box Sprite Manager Create
            GameSpriteManager.Create(5, 2);
            BoxSpriteManager.Create();
            //------------------------------
            //SpriteBatch Manager Create
            SpriteBatchManager.Create();
            //------------------------------
            //ProxySprite Manager Create
            ProxySpriteManager.Create(10, 1);
            //------------------------------
            //GameObject Manager Create
            GameObjectManager.Create();
            //------------------------------
            //CollisionPair Manager Create
            ColPairManager.Create();
            //------------------------------
            //TimerEvent Manager Create
            TimerEventManager.Create();
            //------------------------------
            //Glyph/Font Manager Create/Load
            GlyphManager.Create();
            FontManager.Create();

            //------------------------------
            //Death/Ghost Manager Create
            DeathManager.Create(1, 1);
            GhostManager.Create(1, 1);
            //-----------------------------------------------
            // Input Manager - Key Observer Load
            InputManager.LoadKeyInputObservers();

            //-----------------------------------------------
            //Print some initial stats
            TextureManager.DumpStats();
            ImageManager.DumpStats();
            GameSpriteManager.DumpStats();
            BoxSpriteManager.DumpStats();
            SpriteBatchManager.DumpStats();
            ProxySpriteManager.DumpStats();
            TimerEventManager.DumpStats();
            GameObjectManager.DumpStats();
            DeathManager.DumpStats();
            GhostManager.DumpStats();
            ColPairManager.DumpStats();
            GlyphManager.DumpStats();

            //------------------------------
            //Asset Loading

            //Texture/Image/Font Load
            TextureManager.LoadTextures();
            ImageManager.LoadImages();
            FontManager.LoadFonts();

            //-----------------------------------------------
            //Sprite Batch /Sprite Load
            SpriteBatch pSB_GameSprites = SpriteBatchManager.Add(SpriteBatch.Name.GameSprites);
            SpriteBatch pShields        = SpriteBatchManager.Add(SpriteBatch.Name.Shields);
            SpriteBatch pSB_Boxes       = SpriteBatchManager.Add(SpriteBatch.Name.SpriteBoxes);
            SpriteBatch pSB_Texts       = SpriteBatchManager.Add(SpriteBatch.Name.TextLetters);


            //-----------------------------------------------
            //Sprites/BoxSprites Load
            //NOTE that the following coordinates will not matter
            //once proxy sprites are used!

            //35w x 35h for all sprites;
            float const_AlienSpriteSize = 30.0f;


            //render dimensions/coordinates
            float squid_sX = 400.0f;
            float squid_sY = 400.0f;

            float crab_sX = 400.0f;
            float crab_sY = 350.0f;

            float octo_sX = 400.0f;
            float octo_sY = 300.0f;

            float missileSpriteWidth  = 4.0f;
            float missileSpriteHeight = 8.0f;

            float alienBombSpriteWidth  = 6.0f;
            float alienBombSpriteHeight = 12.0f;

            float shipSpriteWidth  = 55.0f;
            float shipSpriteHeight = 25.0f;

            float verticalWallWidth  = 678.0f;
            float verticalWallHeight = 10.0f;

            float horizontalWallWidth  = 678.0f;
            float horizontalWallHeight = 10.0f;

            //----------------------
            //aliens (initial sprites only)

            //note that the alien grid and alien column are game sprites for box sprite rendering,
            //but will pass a null image since they don't have anything to render
            GameSpriteManager.Add(GameSprite.Name.AlienGrid, Image.Name.NullObject, 0, 0, 0, 0);
            GameSpriteManager.Add(GameSprite.Name.AlienColumn, Image.Name.NullObject, 0, 0, 0, 0);

            //squid game sprite
            GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.SquidOpen, squid_sX, squid_sY, const_AlienSpriteSize, const_AlienSpriteSize);
            //crab game sprite
            GameSpriteManager.Add(GameSprite.Name.Crab, Image.Name.CrabOpen, crab_sX, crab_sY, const_AlienSpriteSize, const_AlienSpriteSize);
            //octopus game sprite
            GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.OctopusOpen, octo_sX, octo_sY, const_AlienSpriteSize, const_AlienSpriteSize);

            //alien explosion (for explosion animation after alien is destroyed)
            GameSpriteManager.Add(GameSprite.Name.AlienExplosion, Image.Name.AlienExplosionPop, 0, 0, const_AlienSpriteSize, const_AlienSpriteSize);



            //----------------------
            //alien bombs (initial sprites only)

            //zigzag bomb
            GameSpriteManager.Add(GameSprite.Name.ZigZagAlienBomb, Image.Name.AlienBombZigZag_One, 0, 0, alienBombSpriteWidth, alienBombSpriteHeight);
            //cross bomb
            GameSpriteManager.Add(GameSprite.Name.CrossAlienBomb, Image.Name.AlienBombCross_One, 0, 0, alienBombSpriteWidth, alienBombSpriteHeight);
            //rolling bomb
            GameSpriteManager.Add(GameSprite.Name.RollingAlienBomb, Image.Name.AlienBombRolling_Two, 0, 0, alienBombSpriteWidth, alienBombSpriteHeight);

            //----------------------
            //hero ship
            GameSpriteManager.Add(GameSprite.Name.Ship, Image.Name.Ship, 640.0f, 440.0f, shipSpriteWidth, shipSpriteHeight);
            //hero missile
            GameSpriteManager.Add(GameSprite.Name.Missile, Image.Name.Missile, 0, 0, missileSpriteWidth, missileSpriteHeight);

            //----------------------
            //walls (2: top/bottom, left/right)
            //note screen w = 672px wide by 768px
            GameSpriteManager.Add(GameSprite.Name.VerticalWall, Image.Name.NullObject, 0, 0, verticalWallWidth, verticalWallHeight);
            GameSpriteManager.Add(GameSprite.Name.HorizontalWall, Image.Name.NullObject, 0, 0, horizontalWallWidth, horizontalWallHeight);


            //----------------------
            //shield bricks (6)

            float brickSpriteWidth  = 15.0f;
            float brickSpriteHeight = 10.0f;

            GameSpriteManager.Add(GameSprite.Name.ShieldBrick, Image.Name.ShieldBrick, 0.0f, 0.0f, brickSpriteWidth, brickSpriteHeight);
            GameSpriteManager.Add(GameSprite.Name.ShieldBrickLeft_Top, Image.Name.ShieldBrickLeft_Top, 0.0f, 0.0f, brickSpriteWidth, brickSpriteHeight);
            GameSpriteManager.Add(GameSprite.Name.ShieldBrickRight_Top, Image.Name.ShieldBrickRight_Top, 0, 0, brickSpriteWidth, brickSpriteHeight);
            GameSpriteManager.Add(GameSprite.Name.ShieldBrickMidLeft_Bottom, Image.Name.ShieldBrickMidLeft_Bottom, 0, 0, brickSpriteWidth, brickSpriteHeight);
            GameSpriteManager.Add(GameSprite.Name.ShieldBrickMid_Bottom, Image.Name.ShieldBrickMid_Bottom, 0, 0, brickSpriteWidth, brickSpriteHeight);
            GameSpriteManager.Add(GameSprite.Name.ShieldBrickMidRight_Bottom, Image.Name.ShieldBrickMidRight_Bottom, 0, 0, brickSpriteWidth, brickSpriteHeight);


            //----------------------
            //alien UFO ship
            float ufoSpriteWidth  = 30.0f;
            float ufoSpriteHeight = 10.0f;

            GameSpriteManager.Add(GameSprite.Name.AlienUFO, Image.Name.AlienUFO, 0, 0, ufoSpriteWidth, ufoSpriteHeight);

            //----------------------
            //BoxSprites are added in the CollisionObject constructor depending on the sprite!



            //-----------------------------------------------
            //Load the Animations (TimerEvents)

            TimerEventManager.LoadAlienAnimations();
            TimerEventManager.LoadBombAnimations();



            //-----------------------------------------------
            //Set the Game Simulation State;

            Simulation.SetState(Simulation.State.Realtime);



            //-----------------------------------------------
            //GameObject Load (Factory)

            //get the PCSRootTree that was created by GameObjectManager
            PCSTree rootGamObjTree = GameObjectManager.GetRootTree();

            //make sure root tree and root have been created;
            Debug.Assert(rootGamObjTree != null);
            Debug.Assert(rootGamObjTree.GetRoot() != null);

            //check the tree
            rootGamObjTree.DumpTree();

            //------------------------------------------------
            // Create Missile Tree

            MissileRoot pMissileRoot = new MissileRoot(GameObject.Name.MissileRoot, GameSprite.Name.NullObject, 0, 0.0f, 0.0f);

            rootGamObjTree.Insert(pMissileRoot, null);
            //pMissileRoot.ActivateCollisionSprite(pSB_Boxes);

            //GameObjectManager.AttachTree(pMissileRoot, rootGamObjTree);
            GameObjectManager.AttachTree(pMissileRoot);

            //TEST------------------
            //PCSTree missileTree = new PCSTree();

            //MissileRoot pMissileRoot = new MissileRoot(GameObject.Name.MissileRoot, GameSprite.Name.NullObject, 0, 0.0f, 0.0f);

            //missileTree.Insert(pMissileRoot, null);
            //pMissileRoot.ActivateCollisionSprite(pSB_Boxes);

            //GameObjectManager.AttachTree(pMissileRoot, rootGamObjTree);
            //rootGamObjTree.Insert(pMissileRoot, rootGamObjTree.GetRoot());

            //------------------------------------------------
            // Create Ship Tree

            ShipRoot shipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0, 0.0f, 0.0f);

            DeathManager.Attach(shipRoot);


            //check the tree
            rootGamObjTree.DumpTree();

            //attach the shipRoot to the rootGameObjTree, with the gamObjRoot as parent
            rootGamObjTree.Insert(shipRoot, null);

            //check the tree
            rootGamObjTree.DumpTree();

            //attach the shipRoot to the root game object tree
            //GameObjectManager.AttachTree(shipRoot, rootGamObjTree);
            GameObjectManager.AttachTree(shipRoot);

            //create the ship manager that handles all the ship's states
            ShipManager.CreateShipManager();

            //check the tree
            rootGamObjTree.DumpTree();



            //------------------------------------------------
            // Create an Alien Tree

            //AlienRoot alienRoot = new AlienRoot(GameObject.Name.AlienRoot, GameSprite.SpriteName.Null_Object, 0, 0.0f, 0.0f);

            //create the PCS tree that will hold all alien game objects
            PCSTree pAlienTree = new PCSTree();

            DeathManager.Attach(pAlienTree);

            //create the alien game object factory with pAlienTree as the factory's tree
            //factory will attach all alien game objects to pAlienTree
            AlienFactory pAlienFactory = new AlienFactory(SpriteBatch.Name.GameSprites, pAlienTree);

            DeathManager.Attach(pAlienFactory);

            //attach grid as a child of game object root; grid will be parent of all alien game objects
            Grid pGrid = (Grid)pAlienFactory.Create(AlienType.Type.AlienGrid, GameObject.Name.Grid);

            // set the grid as the root parent to attach all aliens to;
            pAlienFactory.SetParent(pGrid);

            //Build the grid (builder pattern)
            int numberOfColumns = 11;

            //numberOfColumns = 1;
            AlienFactory.BuildAlienGrid(pAlienFactory, pGrid, numberOfColumns);

            //check the tree
            rootGamObjTree.DumpTree();

            //GameObjectManager.AttachTree(pGrid, rootGamObjTree);
            GameObjectManager.AttachTree(pGrid);

            //------------------------------------------------
            // Create Alien Bomb tree

            //create the root
            BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0, 0.0f, 0.0f);

            //insert root into the bomb tree
            rootGamObjTree.Insert(pBombRoot, null);
            //pBombRoot.ActivateCollisionSprite(pSB_Boxes);

            //add the bombtree to the root tree
            //GameObjectManager.AttachTree(pBombRoot, rootGamObjTree);
            GameObjectManager.AttachTree(pBombRoot);

            //check the tree
            rootGamObjTree.DumpTree();



            //------------------------------------------------
            // Associate and Create Walls
            //note screen = 672px wide by 768px

            WallRoot pWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0, 0.0f, 0.0f);

            rootGamObjTree.Insert(pWallRoot, null);

            WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.HorizontalWall, 0, 336.0f, 728.0f, 612.0f, 10.0f);

            rootGamObjTree.Insert(pWallTop, pWallRoot);
            pWallTop.ActivateCollisionSprite(pSB_Boxes);

            WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.HorizontalWall, 0, 336.0f, 40.0f, 612.0f, 10.0f);

            rootGamObjTree.Insert(pWallBottom, pWallRoot);
            pWallBottom.ActivateCollisionSprite(pSB_Boxes);

            WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.HorizontalWall, 0, 652.0f, 384.0f, 10.0f, 693.0f);

            rootGamObjTree.Insert(pWallRight, pWallRoot);
            pWallRight.ActivateCollisionSprite(pSB_Boxes);

            WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.HorizontalWall, 0, 20.0f, 384.0f, 10.0f, 693.0f);

            rootGamObjTree.Insert(pWallLeft, pWallRoot);
            pWallLeft.ActivateCollisionSprite(pSB_Boxes);

            //now that it's fully created, attach the newly created wall tree to the main game object tree
            //GameObjectManager.AttachTree(pWallRoot, rootGamObjTree);
            GameObjectManager.AttachTree(pWallRoot);

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

            //create the root
            ShieldRoot pShieldRoot = new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0, 0.0f, 0.0f);

            rootGamObjTree.Insert(pShieldRoot, null);

            //attach to game object tree
            GameObjectManager.AttachTree(pShieldRoot);

            // create the factory
            ShieldFactory shieldFactory = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Shields, rootGamObjTree);

            // set the parent for hierarchy inside the factory, grid is root, so parent is null
            //shieldFactory.setParent(pShieldRoot);

            // create and attach grid to Root
            //ShieldGrid pShieldGrid = (ShieldGrid)shieldFactory.Create(ShieldCategory.Type.ShieldGrid, GameObject.Name.ShieldGrid);


            float startPos_X = 50.0f;
            float startPos_y = 100.0f;

            //shield 1 - far left
            shieldFactory.BuildShield(pShieldRoot, startPos_X, startPos_y, brickSpriteWidth, brickSpriteHeight);

            //move to the right
            startPos_X = 210.0f;
            shieldFactory.BuildShield(pShieldRoot, startPos_X, startPos_y, brickSpriteWidth, brickSpriteHeight);

            //move to the right
            startPos_X = 370.0f;
            shieldFactory.BuildShield(pShieldRoot, startPos_X, startPos_y, brickSpriteWidth, brickSpriteHeight);


            //move to the right
            startPos_X = 520.0f;
            shieldFactory.BuildShield(pShieldRoot, startPos_X, startPos_y, brickSpriteWidth, brickSpriteHeight);


            //check the tree
            rootGamObjTree.DumpTree();



            //------------------------------------------------
            // Associate and Create Collision Pairs
            ColPair pColPair = null;

            // IMPORTANT: At LEAST two steps when establishing the collision pairs
            // 1) associate object roots in a collision pair,
            // 2) then attach all relevent Observer objects that will execute their specified response to collision
            //todo create an observerObject manager that pools all of these observer objects!

            //---------------------------------------------------------------------------------------------
            //Missile CollisionPairs

            //Missile vs Wall (Top) Collision

            // associate object roots in a collision pair
            pColPair = ColPairManager.Add(ColPair.Name.Missile_Wall, pMissileRoot, pWallRoot);
            //attach all observers that will react to collision
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new ShipRemoveMissileObserver());

            //--------------------
            // Missile vs Shield collision

            // associate object roots in a collision pair
            pColPair = ColPairManager.Add(ColPair.Name.Misslie_Shield, pMissileRoot, pShieldRoot);
            //attach all observers that will react to this collision
            pColPair.Attach(new RemoveMissileObserver());
            //pColPair.Attach(new DegradeBrickSpriteObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver());


            //--------------------
            //Missile vs AlienGrid collision

            // associate object roots in a collision pair
            pColPair = ColPairManager.Add(ColPair.Name.Alien_Missile, pMissileRoot, pGrid);
            //attach all observers that will react to collision
            pColPair.Attach(new RemoveMissileObserver());
            //todo alien explosion animation isn't working
            pColPair.Attach(new AnimateAlienExplosionObserver());
            pColPair.Attach(new RemoveAlienObserver());
            //pColPair.Attach(new AlienDeathSoundObserver());
            //pColPair.Attach(new AlienScoreUpdateObserver());
            pColPair.Attach(new ShipReadyObserver());

            //---------------------------------------------------------------------------------------------
            //Bomb CollisionPairs


            //Bomb vs Wall (Bottom) Collision

            // associate object roots in a collision pair
            pColPair = ColPairManager.Add(ColPair.Name.Bomb_Wall, pBombRoot, pWallRoot);
            //attach all observers that will react to collision
            //pColPair.Attach(new BombObserver());
            pColPair.Attach(new RemoveBombObserver());


            //todo broken collision - fix
            //--------------------
            //Bomb vs Shield Collision

            // associate object roots in a collision pair
            pColPair = ColPairManager.Add(ColPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);
            //attach all observers that will react to collision
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            //todo need to implement collision reaction for bomb v ship
            ////--------------------
            ////Bomb vs Ship Collision

            //// associate object roots in a collision pair
            //pColPair = ColPairManager.Add(ColPair.Name.Bomb_Ship, pBombRoot, shipRoot);
            ////attach all observers that will react to collision
            //pColPair.Attach(new RemoveBombObserver());
            ////pColPair.Attach(new ShipExplosionSoundObserver());
            ////pColPair.Attach(new TriggerGameOverStateObserver());


            //todo need to implement collision reaction for grid v wall, grid vs shield;
            //---------------------------------------------------------------------------------------------
            //AlienGrid/Column CollisionPairs

            ////AlienGrid vs Walls

            //// associate object roots in a collision pair
            //pColPair = ColPairManager.Add(ColPair.Name.Alien_Wall, pGrid, pWallRoot);
            ////attach all observers that will react to collision
            //pColPair.Attach(new AlienGridPivotObserver());

            //--------------------
            //AlienColumn vs Shield Collision

            //// associate object roots in a collision pair
            //pColPair = ColPairManager.Add(ColPair.Name.Alien_Shield, pGrid, pShieldRoot);
            ////attach all observers that will react to collision
            //pColPair.Attach(new RemoveShieldBrickObserver());


            //---------------------------------------------------------------------------------------------
            //Ship CollisionPairs



            Debug.WriteLine("\n\n\n\n\n");
            GameObjectManager.DumpAll();



            Debug.WriteLine("\n\nLoad Content Complete\n----------------------------------\n");

            //-----------------------------------------------
            //Data Dump;

            TextureManager.DumpStats();
            ImageManager.DumpStats();
            GameSpriteManager.DumpStats();
            BoxSpriteManager.DumpStats();
            SpriteBatchManager.DumpStats();
            ProxySpriteManager.DumpStats();
            TimerEventManager.DumpStats();
            GameObjectManager.DumpStats();
            DeathManager.DumpStats();
            GhostManager.DumpStats();
            ColPairManager.DumpStats();
            GlyphManager.DumpStats();

            //TextureManager.DumpLists();
            //ImageManager.DumpLists();
            //GameSpriteManager.DumpLists();
            BoxSpriteManager.DumpLists();
            //SpriteBatchManager.DumpLists();
            //ProxySpriteManager.DumpLists();
            //TimerEventManager.DumpLists();
            //GameObjectManager.DumpLists();
            //DeathManager.DumpLists();
            //GhostManager.DumpLists();
            //ColPairManager.DumpLists();
            //GlyphManager.DumpLists();

            //TextureManager.DumpAll();
            //ImageManager.DumpAll();
            //GameSpriteManager.DumpAll();
            //BoxSpriteManager.DumpAll();
            //SpriteBatchManager.DumpAll();
            //ProxySpriteManager.DumpAll();
            //TimerEventManager.DumpAll();
            //GameObjectManager.DumpAll();
            //DeathManager.DumpAll();
            //GhostManager.DumpAll();
            //ColPairManager.DumpAll();
            //GlyphManager.DumpAll();
        }
Example #4
0
        public Bomb Create(Type type)
        {
            InvaderCategory pInvader = InvaderGridManager.GetRandomBombDropper(this.pInvaderGrid);
            Bomb            pBomb    = null;

            if (pInvader != null)
            {
                float posX = pInvader.x;
                float posY = pInvader.y;

                switch (type)
                {
                case Type.Plain:
                    pBomb = new Bomb(GameObject.Name.Bomb, Sprite.Name.BombPlain, BoxSprite.Name.BombBox, posX, posY);
                    break;

                case Type.ZigZag:
                    pBomb = new Bomb(GameObject.Name.Bomb, Sprite.Name.BombZigZag, BoxSprite.Name.BombBox, posX, posY);
                    break;

                case Type.Dagger:
                    pBomb = new Bomb(GameObject.Name.Bomb, Sprite.Name.BombDagger, BoxSprite.Name.BombBox, posX, posY);
                    break;

                case Type.Rolling:
                    pBomb = new Bomb(GameObject.Name.Bomb, Sprite.Name.BombRolling, BoxSprite.Name.BombBox, posX, posY);
                    break;

                default:
                    // something is wrong
                    Debug.Assert(false, "Bomb type not supported by this factory");
                    break;
                }

                // set pointer back to invader who dropped the bomb
                pBomb.pInvaderWhoDroppedMe = pInvader;
                pBomb.pInvaderWhoDroppedMe.canLaunchBomb = false; //block this invader from dropping another bomb until curren bomb dies

                // add it to the gameObjectManager
                Debug.Assert(pBomb != null);
                GameObjectManager.Attach(pBomb);

                // Attached to Batches
                this.pBoxSpriteBatch.Attach(pBomb.poColObj.pColSprite);
                this.pSpriteBatch.Attach(pBomb.pProxySprite);

                // Add Collision Pairs and Observers
                ColPair pMissile_BombColPair = ColPairManager.Add(ColPair.Name.Missile_Bomb, pBomb, ShipManager.GetMissile());
                Debug.Assert(pMissile_BombColPair != null);

                ColPair pBomb_FloorColPair = ColPairManager.Add(ColPair.Name.Bomb_Floor, pBomb, pWallMan.GetFloor());
                Debug.Assert(pBomb_FloorColPair != null);

                ColPair pBomb_ShipColPair = ColPairManager.Add(ColPair.Name.Bomb_Ship, pBomb, ShipManager.GetShip());
                Debug.Assert(pBomb_ShipColPair != null);

                // Observers for Bomb vs Missile
                pMissile_BombColPair.Attach(new RemoveCollisionPairObserver(pMissile_BombColPair));
                pMissile_BombColPair.Attach(new RemoveCollisionPairObserver(pBomb_FloorColPair));
                pMissile_BombColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShipColPair));
                pMissile_BombColPair.Attach(new ShipMissileReadyObserver());
                pMissile_BombColPair.Attach(new ShipRemoveMissileObserver());
                pMissile_BombColPair.Attach(new RemoveBombObserver());

                //// Observers for Bomb vs Floor
                pBomb_FloorColPair.Attach(new RemoveCollisionPairObserver(pBomb_FloorColPair));
                pBomb_FloorColPair.Attach(new RemoveCollisionPairObserver(pMissile_BombColPair));
                pBomb_FloorColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShipColPair));
                pBomb_FloorColPair.Attach(new RemoveBombObserver());

                // Observers for Bomb vs Ship
                pBomb_ShipColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShipColPair));
                pBomb_ShipColPair.Attach(new RemoveCollisionPairObserver(pBomb_FloorColPair));
                pBomb_ShipColPair.Attach(new RemoveCollisionPairObserver(pMissile_BombColPair));
                pBomb_ShipColPair.Attach(new RemoveShipObserver());
                pBomb_ShipColPair.Attach(new RemoveBombObserver());


                GameObject pShieldZone = GameObjectManager.UnsafeFind(GameObject.Name.ShieldZone);
                if (pShieldZone != null)
                {
                    // Add Collision pair for Bomb vs Shields
                    ColPair pBomb_ShieldColPair = ColPairManager.Add(ColPair.Name.Bomb_Shield, pBomb, pShieldZone);
                    Debug.Assert(pBomb_ShieldColPair != null);

                    // Added observers to previous shield pairs to remove the bomb vs shield col pair
                    pMissile_BombColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShieldColPair));
                    pBomb_FloorColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShieldColPair));
                    pBomb_ShipColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShieldColPair));

                    // Observers for Bomb vs Shield
                    pBomb_ShieldColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShieldColPair));
                    pBomb_ShieldColPair.Attach(new RemoveCollisionPairObserver(pBomb_FloorColPair));
                    pBomb_ShieldColPair.Attach(new RemoveCollisionPairObserver(pMissile_BombColPair));
                    pBomb_ShieldColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShipColPair));
                    pBomb_ShieldColPair.Attach(new RemoveBombObserver());
                    pBomb_ShieldColPair.Attach(new RemoveShieldBrickObserver());
                }
            }

            return(pBomb);
        }
Example #5
0
        // strategy()
        override public void LoadContent()
        {
            AlienGroup.ResetDirection();

            TextureMan.Create(2, 1);
            ImageMan.Create(5, 2);
            GameSpriteMan.Create(4, 2);
            BoxSpriteMan.Create(3, 1);
            SpriteBatchMan.Create(3, 1);
            TimerMan.Create(3, 1);
            ProxySpriteMan.Create(10, 1);
            GameObjectMan.Create(3, 1);
            ColPairMan.Create(1, 1);
            Simulation.Create();
            GlyphMan.Create(3, 1);
            FontMan.Create(1, 1);
            //GhostSpriteBatchMan.Create(2, 1);

            //---------------------------------------------------------------------------------------------------------
            // Sound Experiment
            //---------------------------------------------------------------------------------------------------------

            // start up the engine
            sndEngine = new IrrKlang.ISoundEngine();

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

            TextureMan.Add(Texture.Name.Aliens, "newaliens.tga");
            TextureMan.Add(Texture.Name.Shields, "birds_N_shield.tga");
            Texture pTexture = TextureMan.Add(Texture.Name.Consolas20pt, "Consolas20pt.tga");

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

            //---------------------------------------------------------------------------------------------------------
            // Load the Images
            //---------------------------------------------------------------------------------------------------------

            ImageMan.Add(Image.Name.SquidA, Texture.Name.Aliens, 547, 15, 250, 135);
            ImageMan.Add(Image.Name.CrabA, Texture.Name.Aliens, 281, 15, 250, 135);
            ImageMan.Add(Image.Name.OctopusA, Texture.Name.Aliens, 15, 15, 250, 135);

            ImageMan.Add(Image.Name.SquidB, Texture.Name.Aliens, 547, 170, 250, 135);
            ImageMan.Add(Image.Name.CrabB, Texture.Name.Aliens, 281, 170, 250, 135);
            ImageMan.Add(Image.Name.OctopusB, Texture.Name.Aliens, 15, 170, 250, 135);

            ImageMan.Add(Image.Name.MissileBombCol, Texture.Name.Aliens, 395, 480, 130, 130);
            ImageMan.Add(Image.Name.AlienDies, Texture.Name.Aliens, 550, 480, 220, 130);

            ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens, 80, 500, 230, 100);
            ImageMan.Add(Image.Name.UFODies, Texture.Name.Aliens, 15, 630, 355, 140);

            ImageMan.Add(Image.Name.Missile, Texture.Name.Aliens, 370, 795, 30, 105);
            ImageMan.Add(Image.Name.MissileBombDies, Texture.Name.Aliens, 685, 790, 110, 130);
            ImageMan.Add(Image.Name.Ship, Texture.Name.Aliens, 50, 325, 190, 125);
            ImageMan.Add(Image.Name.ShipDiesA, Texture.Name.Aliens, 280, 325, 245, 130);
            ImageMan.Add(Image.Name.ShipDiesB, Texture.Name.Aliens, 545, 325, 245, 130);

            ImageMan.Add(Image.Name.BombRoll, Texture.Name.Aliens, 445, 795, 50, 105);
            ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Aliens, 560, 630, 70, 140);
            ImageMan.Add(Image.Name.BombCross, Texture.Name.Aliens, 110, 790, 50, 100);
            ImageMan.Add(Image.Name.BombFork, Texture.Name.Aliens, 520, 790, 50, 100);
            ImageMan.Add(Image.Name.BombStraight, Texture.Name.Aliens, 370, 795, 30, 105);

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

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

            GameSpriteMan.Add(GameSprite.Name.Squid, Image.Name.SquidA, 100, 600, 35, 30, 255, 255, 255, 1);
            GameSpriteMan.Add(GameSprite.Name.Crab, Image.Name.CrabA, 100, 550, 35, 30, 255, 255, 255, 1);
            GameSpriteMan.Add(GameSprite.Name.Octopus, Image.Name.OctopusA, 100, 500, 35, 30, 255, 255, 255, 1);
            GameSpriteMan.Add(GameSprite.Name.AlienDies, Image.Name.AlienDies, 0, 0, 35, 30, 255, 255, 255, 1);
            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 100, 500, 35, 30, 255, 0, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.UFODies, Image.Name.UFODies, 0, 0, 35, 30, 255, 0, 0, 1);

            GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, 100, 200, 10, 20, 255, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.MissileDies, Image.Name.MissileBombDies, 0, 0, 10, 20, 255, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.MissileBombCol, Image.Name.MissileBombCol, 0, 0, 10, 20, 255, 255, 255, 1);
            GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 300, 30, 40, 20, 255, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.ShipDies, Image.Name.ShipDiesA, 0, 0, 50, 25, 255, 255, 0, 1);

            GameSpriteMan.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 0, 0, 10, 20, 255, 0, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.BombRolling, Image.Name.BombRoll, 0, 0, 10, 20, 255, 0, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.BombDagger, Image.Name.BombCross, 0, 0, 10, 20, 255, 0, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 0, 0, 10, 20, 255, 0, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.BombFork, Image.Name.BombFork, 0, 0, 12, 24, 255, 0, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.BombDies, Image.Name.MissileBombDies, 0, 0, 10, 20, 255, 0, 0, 1);

            GameSpriteMan.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, 10, 5, 0, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop0, Image.Name.BrickLeft_Top0, 50, 25, 10, 5, 0, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, 10, 5, 0, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, 10, 5, 0, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop0, Image.Name.BrickRight_Top0, 50, 25, 10, 5, 0, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, 10, 5, 0, 255, 0, 1);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, 10, 5, 0, 255, 0, 1);

            SpriteBatch pSB_Aliens  = SpriteBatchMan.Add(SpriteBatch.Name.Aliens);
            SpriteBatch pSB_Box     = SpriteBatchMan.Add(SpriteBatch.Name.Boxes);
            SpriteBatch pSB_Shields = SpriteBatchMan.Add(SpriteBatch.Name.Shields);
            SpriteBatch pSB_Texts   = SpriteBatchMan.Add(SpriteBatch.Name.Texts);

            //SpriteBatch pSB_GhostAliens = GhostSpriteBatchMan.Add(SpriteBatch.Name.Aliens);
            //SpriteBatch pSB_GhostBox = GhostSpriteBatchMan.Add(SpriteBatch.Name.Boxes);
            //SpriteBatch pSB_GhostShields = GhostSpriteBatchMan.Add(SpriteBatch.Name.Shields);

            //---------------------------------------------------------------------------------------------------------
            // GameObject
            //---------------------------------------------------------------------------------------------------------

            AnimationSprite pAnimSpriteSquid   = new AnimationSprite(GameSprite.Name.Squid);
            AnimationSprite pAnimSpriteCrab    = new AnimationSprite(GameSprite.Name.Crab);
            AnimationSprite pAnimSpriteOctopus = new AnimationSprite(GameSprite.Name.Octopus);

            pAnimSpriteSquid.Attach(Image.Name.SquidB);
            pAnimSpriteSquid.Attach(Image.Name.SquidA);
            pAnimSpriteCrab.Attach(Image.Name.CrabB);
            pAnimSpriteCrab.Attach(Image.Name.CrabA);
            pAnimSpriteOctopus.Attach(Image.Name.OctopusB);
            pAnimSpriteOctopus.Attach(Image.Name.OctopusA);

            TimerMan.Add(TimerEvent.Name.SquidAnimation, pAnimSpriteSquid, pMoveRate);
            TimerMan.Add(TimerEvent.Name.CrabAnimation, pAnimSpriteCrab, pMoveRate);
            TimerMan.Add(TimerEvent.Name.OctopusAnimation, pAnimSpriteOctopus, pMoveRate);

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

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

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

            WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.NullObject, 336, 35, 750, 10);

            pWallBottom.ActivateCollisionSprite(pSB_Box);
            pWallGroup.Add(pWallBottom);

            WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.NullObject, 722, 384, 120, 765);

            pWallRight.ActivateCollisionSprite(pSB_Box);
            pWallGroup.Add(pWallRight);

            WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.NullObject, -45, 384, 120, 765);

            pWallLeft.ActivateCollisionSprite(pSB_Box);
            pWallGroup.Add(pWallLeft);

            WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.NullObject, 336, 685, 750, 10);

            pWallTop.ActivateCollisionSprite(pSB_Box);
            pWallGroup.Add(pWallTop);

            GameObjectMan.Attach(pWallGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create Bumper
            //---------------------------------------------------------------------------------------------------------

            BumperGroup pBumperGroup = new BumperGroup(GameObject.Name.BumperGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

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

            BumperRight pBumperRight = new BumperRight(GameObject.Name.BumperRight, GameSprite.Name.NullObject, 650, 55, 15, 20);

            pBumperRight.ActivateCollisionSprite(pSB_Box);
            pBumperGroup.Add(pBumperRight);

            BumperLeft pBumperLeft = new BumperLeft(GameObject.Name.BumperLeft, GameSprite.Name.NullObject, 20, 55, 15, 20);

            pBumperLeft.ActivateCollisionSprite(pSB_Box);
            pBumperGroup.Add(pBumperLeft);

            GameObjectMan.Attach(pBumperGroup);

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

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

            pShipRoot.ActivateCollisionSprite(pSB_Box);
            GameObjectMan.Attach(pShipRoot);
            ShipMan.Create(new SndObserver(sndEngine, SndObserver.Name.ShootMissile));

            Ship pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, 50, 20, null);

            pShip.ActivateCollisionSprite(pSB_Box);
            pShip.ActivateGameSprite(pSB_Aliens);
            pShipRoot.Add(pShip);

            //---------------------------------------------------------------------------------------------------------
            // Bomb
            //---------------------------------------------------------------------------------------------------------

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

            pBombRoot.ActivateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pBombRoot);

            //---------------------------------------------------------------------------------------------------------
            // Explosion
            //---------------------------------------------------------------------------------------------------------

            ExplosionFactory explosionFactory = new ExplosionFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);
            ExplosionGroup   pExplosionGroup  = (ExplosionGroup)explosionFactory.Create(GameObject.Name.ExplosionGroup, GameSprite.Name.NullObject);

            GameObjectMan.Attach(pExplosionGroup);

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

            MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0, 0.0f, 0.0f);

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

            //---------------------------------------------------------------------------------------------------------
            // Create Aliens
            //---------------------------------------------------------------------------------------------------------
            AlienGroup pAlienGroup;

            if (SceneStateGame.loadGhost == false)
            {
                GameObject pGameObj;
                AlienMan.Create();

                AlienFactory alienFactory = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);
                pAlienGroup = (AlienGroup)alienFactory.Create(GameObject.Name.AlienGroup, AlienCategory.Type.Group);

                for (int i = 0; i < 11; i++)
                {
                    float x = 100.0f + 35 * (i % 11);

                    GameObject pGameObjCol = alienFactory.Create(GameObject.Name.AlienColumn, AlienCategory.Type.Column, pAlienGroup);

                    pGameObj = alienFactory.Create(GameObject.Name.Squid, AlienCategory.Type.Squid, pGameObjCol, x, baseY);
                    pGameObj = alienFactory.Create(GameObject.Name.Crab, AlienCategory.Type.Crab, pGameObjCol, x, baseY - 30);
                    pGameObj = alienFactory.Create(GameObject.Name.Crab, AlienCategory.Type.Crab, pGameObjCol, x, baseY - 30 * 2);
                    pGameObj = alienFactory.Create(GameObject.Name.Octopus, AlienCategory.Type.Octopus, pGameObjCol, x, baseY - 30 * 3);
                    pGameObj = alienFactory.Create(GameObject.Name.Octopus, AlienCategory.Type.Octopus, pGameObjCol, x, baseY - 30 * 4);
                }
            }
            else
            {
                GameObjectNode pGhostGameObjNode = GhostGameObjectMan.Find(GameObject.Name.AlienGroup);

                pAlienGroup = (AlienGroup)pGhostGameObjNode.pGameObj;
                ForwardIterator pFor = new ForwardIterator(pAlienGroup);

                Component pNode = pFor.First();
                while (!pFor.IsDone())
                {
                    GameObject pGameObj = (GameObject)pNode;

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

                    pNode = pFor.Next();
                }
                GhostGameObjectMan.Remove(pGhostGameObjNode);
            }

            GameObjectMan.Attach(pAlienGroup);

            MovementSprite pMvSprite = new MovementSprite(pAlienGroup);

            pMvSprite.Attach(10.0f, 20.0f, new SndObserver(sndEngine, SndObserver.Name.AlienMove4, 0.5f));
            pMvSprite.Attach(10.0f, 20.0f, new SndObserver(sndEngine, SndObserver.Name.AlienMove3, 0.5f));
            pMvSprite.Attach(10.0f, 20.0f, new SndObserver(sndEngine, SndObserver.Name.AlienMove2, 0.5f));
            pMvSprite.Attach(10.0f, 20.0f, new SndObserver(sndEngine, SndObserver.Name.AlienMove1, 0.5f));
            TimerMan.Add(TimerEvent.Name.AlienMovement, pMvSprite, pMoveRate);

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

            pUFORoot.ActivateCollisionSprite(pSB_Box);
            GameObjectMan.Attach(pUFORoot);
            UFOMan.Create(new SndObserver(sndEngine, SndObserver.Name.UFOFlyHigh, 0.2f, true));

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

            ShieldFactory shieldFactory = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes);
            ShieldRoot    pShieldRoot   = (ShieldRoot)shieldFactory.Create(ShieldCategory.Type.Root, GameObject.Name.NullObject);

            GameObjectMan.Attach(pShieldRoot);

            // load by column
            for (int i = 0; i < 4; i++)
            {
                int   j           = 0;
                float start_x     = 86.0f + i * 146;
                float start_y     = 100.0f;
                float off_x       = 0;
                float brickWidth  = 10.0f;
                float brickHeight = 5.0f;

                ShieldGrid pShieldGrid = (ShieldGrid)shieldFactory.Create(ShieldCategory.Type.Grid, GameObject.Name.NullObject, pShieldRoot);

                GameObject pColumn;
                pColumn = shieldFactory.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++, pShieldGrid);

                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x, start_y);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + 2 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + 3 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + 4 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + 5 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + 6 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + 7 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.LeftTop1, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + 8 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.LeftTop0, GameObject.Name.ShieldBrick, pColumn, start_x, start_y + 9 * brickHeight);

                pColumn = shieldFactory.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++, pShieldGrid);

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

                pColumn = shieldFactory.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++, pShieldGrid);

                off_x += brickWidth;
                shieldFactory.Create(ShieldCategory.Type.LeftBottom, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 2 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 3 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 4 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 5 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 6 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 7 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 8 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 9 * brickHeight);

                pColumn = shieldFactory.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++, pShieldGrid);

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

                pColumn = shieldFactory.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++, pShieldGrid);

                off_x += brickWidth;
                shieldFactory.Create(ShieldCategory.Type.RightBottom, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 2 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 3 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 4 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 5 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 6 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 7 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 8 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 9 * brickHeight);

                pColumn = shieldFactory.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++, pShieldGrid);

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

                pColumn = shieldFactory.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++, pShieldGrid);

                off_x += brickWidth;
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 0 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 1 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 2 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 3 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 4 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 5 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 6 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 7 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.RightTop1, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 8 * brickHeight);
                shieldFactory.Create(ShieldCategory.Type.RightTop0, GameObject.Name.ShieldBrick, pColumn, start_x + off_x, start_y + 9 * brickHeight);
            }

            //---------------------------------------------------------------------------------------------------------
            // ColPair
            //---------------------------------------------------------------------------------------------------------

            // associate in a collision pair
            ColPair pColPair = ColPairMan.Add(ColPair.Name.Alien_Wall, pAlienGroup, pWallGroup);

            Debug.Assert(pColPair != null);
            pColPair.Attach(new GridObserver());
            //pColPair.Attach(new SndObserver(sndEngine, SndObserver.Name.Alien_Wall));

            // Missile vs Wall
            pColPair = ColPairMan.Add(ColPair.Name.Missile_Wall, pMissileGroup, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new ExplosionObserver(explosionFactory, GameObject.Name.MissileDies, GameSprite.Name.MissileDies, pExplosionGroup, 1));


            // Bomb vs Bottom
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Wall, pBombRoot, pWallGroup);
            pColPair.Attach(new BombObserver(1));
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new ExplosionObserver(explosionFactory, GameObject.Name.BombDies, GameSprite.Name.BombDies, pExplosionGroup, 1));

            // UFO vs Wall
            pColPair = ColPairMan.Add(ColPair.Name.UFO_Wall, pUFORoot, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.Attach(new RemoveUFOObserver());
            pColPair.Attach(new UFOReadyObserver(sndEngine));

            // Missle vs UFO
            pColPair = ColPairMan.Add(ColPair.Name.Missile_UFO, pMissileGroup, pUFORoot);
            Debug.Assert(pColPair != null);
            pColPair.Attach(new SndObserver(sndEngine, SndObserver.Name.Missile_Shield));
            pColPair.Attach(new RemoveUFOObserver2());
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new UFOReadyObserver(sndEngine));
            pColPair.Attach(new ScoreObserver());
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new ExplosionObserver(explosionFactory, GameObject.Name.UFODies, GameSprite.Name.UFODies, pExplosionGroup, 2));

            // missile vs alien
            pColPair = ColPairMan.Add(ColPair.Name.Alien_Missile, pMissileGroup, pAlienGroup);
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new ScoreObserver());
            pColPair.Attach(new ExplosionObserver(explosionFactory, GameObject.Name.AlienDies, GameSprite.Name.AlienDies, pExplosionGroup, 2));
            pColPair.Attach(new GridRemoveAlienObserver());
            pColPair.Attach(new SndObserver(sndEngine, SndObserver.Name.Missile_Alien));
            pColPair.Attach(new AlienNumObserver(sndEngine));

            // Missile vs Shield
            pColPair = ColPairMan.Add(ColPair.Name.Misslie_Shield, pMissileGroup, pShieldRoot);
            pColPair.Attach(new SndObserver(sndEngine, SndObserver.Name.Missile_Shield));
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new ExplosionObserver(explosionFactory, GameObject.Name.MissileDies, GameSprite.Name.MissileDies, pExplosionGroup, 1));

            // Bomb vs Shield
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);
            pColPair.Attach(new SndObserver(sndEngine, SndObserver.Name.Bomb_Shield));
            pColPair.Attach(new BombObserver(1));
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new ExplosionObserver(explosionFactory, GameObject.Name.BombDies, GameSprite.Name.BombDies, pExplosionGroup, 1));

            // Bomb vs Ship pay attention to the order
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Ship, pBombRoot, pShipRoot);
            pColPair.Attach(new SndObserver(sndEngine, SndObserver.Name.Bomb_Ship));
            pColPair.Attach(new BombObserver(1));
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveShipObserver());
            pColPair.Attach(new LifeObserver());
            pColPair.Attach(new AnimExplosionObserver(explosionFactory, GameObject.Name.ShipDies, GameSprite.Name.ShipDies, pExplosionGroup, 2));
            pColPair.Attach(new CreateShipObserver(sndEngine));

            // Ship vs Bumper
            pColPair = ColPairMan.Add(ColPair.Name.Ship_Bumper, pShipRoot, pBumperGroup);
            pColPair.Attach(new ShipMoveObserver());


            // Missle vs Bomb
            pColPair = ColPairMan.Add(ColPair.Name.Missile_Bomb, pMissileGroup, pBombRoot);
            Debug.Assert(pColPair != null);
            pColPair.Attach(new BombObserver(2));
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBomb2Observer());
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new ExplosionObserver(explosionFactory, GameObject.Name.MissileBombCol, GameSprite.Name.MissileBombCol, pExplosionGroup, 1));

            //---------------------------------------------------------------------------------------------------------
            // Input
            //---------------------------------------------------------------------------------------------------------

            InputSubject pInputSubject;

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

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

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

            pInputSubject = InputMan.GetTSubject();
            pInputSubject.Attach(new ToggleObserver());

            pInputSubject = InputMan.GetRSubject();
            pInputSubject.Attach(new ToggleShieldObserver());

            Simulation.SetState(Simulation.State.Realtime);

            //---------------------------------------------------------------------------------------------------------
            // Font
            //---------------------------------------------------------------------------------------------------------
            FontMan.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "SCORE<1>", Glyph.Name.Consolas20pt, 100, 730);
            FontMan.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "HI-SCORE", Glyph.Name.Consolas20pt, 300, 730);
            FontMan.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "SCORE<2>", Glyph.Name.Consolas20pt, 500, 730);
            FontMan.Add(Font.Name.Score1, SpriteBatch.Name.Texts, score1, Glyph.Name.Consolas20pt, 100, 700);
            FontMan.Add(Font.Name.ScoreHigh, SpriteBatch.Name.Texts, scoreHigh, Glyph.Name.Consolas20pt, 300, 700);
            FontMan.Add(Font.Name.Score2, SpriteBatch.Name.Texts, score2, Glyph.Name.Consolas20pt, 500, 700);

            FontMan.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "X", Glyph.Name.Consolas20pt, 80, 17);
            FontMan.Add(Font.Name.Life, SpriteBatch.Name.Texts, GetPlayerLife(GetCurrPlayer()).ToString(), Glyph.Name.Consolas20pt, 100, 17);

            FontMan.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "Player " + currPlayer.ToString(), Glyph.Name.Consolas20pt, 480, 17);
            FontMan.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, currPlayer == 1 ? "Level " + player1Level.ToString() : "Level " + player2Level.ToString(), Glyph.Name.Consolas20pt, 570, 17);

            //---------------------------------------------------------------------------------------------------------
            // State settings
            //---------------------------------------------------------------------------------------------------------
            SceneStateGame.SetLoadGhost(false);
        }
Example #6
0
        //This loadContent is called in the actual Game.cs
        //So its done before the player even presses input
        // and only called once
        public override void LoadContent()
        {
            //---------------------------------------------------------------------------------------------------------
            // Create Managers
            //---------------------------------------------------------------------------------------------------------

            TextureMan.Create(6, 1);
            ImageMan.Create(25, 2);
            GameSpriteMan.Create(20, 1);

            //i'm grossly inefficient at this point
            //------------------------------------------------
            BoxSpriteMan.Create(200, 100);
            ProxySpriteMan.Create(200, 100);
            //-------------------------------------------------
            SpriteBatchMan.Create(8, 1);
            GlyphMan.Create();
            FontMan.Create(12, 1);

            GONodeMan.Create(10, 3);
            TimerMan.Create(7, 3);
            ColPairMan.Create(16, 1);

            //Experimental managers
            AnimMan.Create(3, 1);
            Simulation.Create();
            PlayerMan.Create();

            SpaceInvaders pGame = GameMan.GetGame();

            IrrKlang.ISoundEngine pSndEngine = pGame.GetSndEngine();


            //---------------------------------------------------------------------------------------------------------
            // Load the Textures and Font {Consolas20pt}
            //---------------------------------------------------------------------------------------------------------

            TextureMan.Add(Texture.Name.Aliens14x14, "aliens14x14.tga");
            TextureMan.Add(Texture.Name.Aliens, "SpaceInvadersSprites.tga");

            TextureMan.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga");
            TextureMan.Add(Texture.Name.Consolas20pt, "Consolas20pt.tga");

            FontMan.AddXml(Glyph.Name.Consolas20pt, "Consolas20pt.xml", Texture.Name.Consolas20pt);
            FontMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt);



            //---------------------------------------------------------------------------------------------------------
            // Load Images
            //---------------------------------------------------------------------------------------------------------

            ImageMan.Add(Image.Name.CrabU, Texture.Name.Aliens14x14, 318, 180, 160, 116);
            ImageMan.Add(Image.Name.CrabD, Texture.Name.Aliens14x14, 318, 24, 160, 116);
            ImageMan.Add(Image.Name.OctopusU, Texture.Name.Aliens14x14, 610, 25, 122, 115);
            ImageMan.Add(Image.Name.OctopusD, Texture.Name.Aliens14x14, 610, 180, 119, 112);
            ImageMan.Add(Image.Name.SquidU, Texture.Name.Aliens14x14, 51, 24, 175, 116);
            ImageMan.Add(Image.Name.SquidD, Texture.Name.Aliens14x14, 51, 180, 175, 110);

            ImageMan.Add(Image.Name.Ship, Texture.Name.Aliens14x14, 52, 336, 194, 114);
            ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens14x14, 81, 502, 229, 98);
            ImageMan.Add(Image.Name.Missile, Texture.Name.Aliens14x14, 378, 798, 14, 98);

            ImageMan.Add(Image.Name.AlienSplat, Texture.Name.Aliens14x14, 573, 490, 183, 110);
            ImageMan.Add(Image.Name.ShipSplat, Texture.Name.Aliens, 651, 942, 117, 72);
            ImageMan.Add(Image.Name.BombSplat, Texture.Name.Aliens, 350, 90, 49, 72);
            ImageMan.Add(Image.Name.UFOSplat, Texture.Name.Aliens, 224, 230, 187, 77);

            ImageMan.Add(Image.Name.BombStraight, Texture.Name.Aliens, 216, 94, 16, 56);
            ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Aliens, 349, 161, 23, 59);
            ImageMan.Add(Image.Name.BombCross, Texture.Name.Aliens, 210, 163, 30, 48);

            ImageMan.Add(Image.Name.Brick, Texture.Name.Aliens, 50, 120, 20, 10);
            ImageMan.Add(Image.Name.BrickLeft_Top1, Texture.Name.Aliens, 40, 100, 20, 10);
            ImageMan.Add(Image.Name.BrickLeft_Top2, Texture.Name.Aliens, 40, 110, 20, 10);
            ImageMan.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Aliens, 75, 190, 15, 10);
            ImageMan.Add(Image.Name.BrickRight_Top1, Texture.Name.Aliens, 189, 125, 20, 10);
            ImageMan.Add(Image.Name.BrickRight_Top2, Texture.Name.Aliens, 186, 126, 20, 10);
            ImageMan.Add(Image.Name.BrickRight_Bottom, Texture.Name.Aliens, 130, 190, 20, 10);


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

            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 400, 550, 50.0f, 25.0f);
            GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 400, 25, 40.0f, 25.0f);

            GameSpriteMan.Add(GameSprite.Name.Crab, Image.Name.CrabU, 700, 480, 35, 20);
            GameSpriteMan.Add(GameSprite.Name.Squid, Image.Name.SquidU, 325, 350, 35, 20);
            GameSpriteMan.Add(GameSprite.Name.Octopus, Image.Name.OctopusU, 260, 350, 25, 20);

            GameSpriteMan.Add(GameSprite.Name.AlienSplat, Image.Name.AlienSplat, 50, 50, 30, 20);
            GameSpriteMan.Add(GameSprite.Name.ShipSplat, Image.Name.ShipSplat, 50, 50, 40, 25);
            GameSpriteMan.Add(GameSprite.Name.UFOsplat, Image.Name.UFOSplat, 50, 50, 50, 25);
            GameSpriteMan.Add(GameSprite.Name.BombSplat, Image.Name.BombSplat, 50, 50, 10, 15);

            GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, 100, 100, 5.0f, 15.0f);
            GameSpriteMan.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 200, 200, 10, 20);
            GameSpriteMan.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 100, 100, 5, 20);
            GameSpriteMan.Add(GameSprite.Name.BombDagger, Image.Name.BombCross, 100, 100, 10, 20);

            GameSpriteMan.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop2, Image.Name.BrickLeft_Top2, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop2, Image.Name.BrickRight_Top2, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, 10, 5);


            //------------------------------------------------------------------------------------------
            //Attaching the sprites/batches
            //------------------------------------------------------------------------------------------

            SpriteBatch pSB_Intro = SpriteBatchMan.Add(SpriteBatch.Name.IntroScreen);


            SpriteBatch pSB_Aliens = SpriteBatchMan.Add(SpriteBatch.Name.Aliens);

            pSB_Aliens.bToggle = false;

            SpriteBatch pSB_Boxes = SpriteBatchMan.Add(SpriteBatch.Name.Boxes);

            SpriteBatch pSB_Shields = SpriteBatchMan.Add(SpriteBatch.Name.Shields);

            pSB_Shields.bToggle = false;

            SpriteBatch pSB_InGame = SpriteBatchMan.Add(SpriteBatch.Name.InGameScreen);

            pSB_InGame.bToggle = false;

            SpriteBatch pSB_Projectiles = SpriteBatchMan.Add(SpriteBatch.Name.Projectiles);

            pSB_Projectiles.bToggle = false;

            SpriteBatch pSB_GameOver = SpriteBatchMan.Add(SpriteBatch.Name.GameOver);

            pSB_GameOver.bToggle = false;

            //SpriteBatch pSB_Splats = SpriteBatchMan.Add(SpriteBatch.Name.Splats);
            //pSB_Splats.bToggle = false;

            //---------------------------------------------------------------------------------------------------------
            // Font
            //---------------------------------------------------------------------------------------------------------

            FontMan.Add(Font.Name.Title, SpriteBatch.Name.IntroScreen, "Space Invaders", Glyph.Name.Consolas36pt, 200, 700);
            FontMan.Add(Font.Name.NumOfPlayers, SpriteBatch.Name.IntroScreen, "Press 1 for Single Player", Glyph.Name.Consolas36pt, 120, 650);
            FontMan.Add(Font.Name.ShootButton, SpriteBatch.Name.IntroScreen, "Space <Bar> To Shoot", Glyph.Name.Consolas36pt, 140, 580);
            FontMan.Add(Font.Name.MoveButtons, SpriteBatch.Name.IntroScreen, "Left and Right Arrows To Move", Glyph.Name.Consolas36pt, 60, 540);
            FontMan.Add(Font.Name.SquidScore, SpriteBatch.Name.IntroScreen, "Squid = 30 points", Glyph.Name.Consolas36pt, 200, 480);
            FontMan.Add(Font.Name.CrabScore, SpriteBatch.Name.IntroScreen, "Crab = 40 points", Glyph.Name.Consolas36pt, 200, 440);
            FontMan.Add(Font.Name.OctoScore, SpriteBatch.Name.IntroScreen, "Octo = 50 points", Glyph.Name.Consolas36pt, 200, 400);
            FontMan.Add(Font.Name.UFOScore, SpriteBatch.Name.IntroScreen, "UFO = 100 points", Glyph.Name.Consolas36pt, 200, 360);
            FontMan.Add(Font.Name.TBD, SpriteBatch.Name.IntroScreen, "2 Player Coming Soon!", Glyph.Name.Consolas36pt, 160, 300);


            FontMan.Add(Font.Name.ScoreP1, SpriteBatch.Name.InGameScreen, "<P1 Score>", Glyph.Name.Consolas36pt, 20, 720);
            FontMan.Add(Font.Name.LivesP1, SpriteBatch.Name.InGameScreen, "P1 Lives:", Glyph.Name.Consolas36pt, 20, 20);
            FontMan.Add(Font.Name.P1Points, SpriteBatch.Name.InGameScreen, "0", Glyph.Name.Consolas36pt, 20, 680);

            FontMan.Add(Font.Name.HiScore, SpriteBatch.Name.InGameScreen, "<HiScore>", Glyph.Name.Consolas36pt, 230, 720);
            FontMan.Add(Font.Name.HiPoints, SpriteBatch.Name.InGameScreen, "0", Glyph.Name.Consolas36pt, 250, 680);

            FontMan.Add(Font.Name.ScoreP2, SpriteBatch.Name.InGameScreen, "<P2 Score>", Glyph.Name.Consolas36pt, 425, 720);
            FontMan.Add(Font.Name.LivesP2, SpriteBatch.Name.InGameScreen, "P2 Lives:", Glyph.Name.Consolas36pt, 400, 20);
            FontMan.Add(Font.Name.P2Points, SpriteBatch.Name.InGameScreen, "0", Glyph.Name.Consolas36pt, 400, 680);

            FontMan.Add(Font.Name.GameOver, SpriteBatch.Name.GameOver, "Game, Set and Match", Glyph.Name.Consolas36pt, 100, 450);
            FontMan.Add(Font.Name.Credits, SpriteBatch.Name.GameOver, "Created By: James Corcoran", Glyph.Name.Consolas36pt, 100, 350);
            FontMan.Add(Font.Name.Thankyou, SpriteBatch.Name.GameOver, "Thanks for Playing!!!", Glyph.Name.Consolas36pt, 100, 250);

            //----------------------------------------------------------------------
            //Missile
            //----------------------------------------------------------------------

            MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0, 0.0f, 0.0f);

            pMissileGroup.ActivateGameSprite(pSB_Projectiles);
            pMissileGroup.ActivateCollisionSprite(pSB_Boxes);

            GONodeMan.Attach(pMissileGroup);


            Debug.WriteLine("-------------------");
            pMissileGroup.Print();

            //----------------------------------------------------------------------
            //Ship
            //----------------------------------------------------------------------

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

            GONodeMan.Attach(pShipRoot);

            Debug.WriteLine("-------------------");
            pShipRoot.Print();

            //----------------------------------------------------------------------
            //UFO
            //----------------------------------------------------------------------

            UFORoot pUFORoot = new UFORoot(GameObject.Name.UFORoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pUFORoot);

            Debug.WriteLine("-------------------");
            pUFORoot.Print();

            //---------------------------------------------------------------------------------------------------------
            // Bomb
            //---------------------------------------------------------------------------------------------------------

            BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, -100.0f, -100.0f);

            GONodeMan.Attach(pBombRoot);

            Debug.WriteLine("-------------------");
            pBombRoot.Print();

            //---------------------------------------------------------------------
            //Wall Creation
            //---------------------------------------------------------------------

            WallRoot pTWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pTWallRoot);

            TopWall pTWall = new TopWall(GameObject.Name.TopWall, GameSprite.Name.NullObject, 336, 748, 600, 40);

            pTWall.ActivateCollisionSprite(pSB_Boxes);
            pTWallRoot.Add(pTWall);

            WallRoot pLWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pLWallRoot);

            LeftWall pLWall = new LeftWall(GameObject.Name.LeftWall, GameSprite.Name.NullObject, 20, 384, 40, 700);

            pLWall.ActivateCollisionSprite(pSB_Boxes);
            pLWallRoot.Add(pLWall);

            WallRoot pRWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pRWallRoot);

            RightWall pRWall = new RightWall(GameObject.Name.RightWall, GameSprite.Name.NullObject, 653, 384, 40, 700);

            pRWall.ActivateCollisionSprite(pSB_Boxes);
            pRWallRoot.Add(pRWall);

            WallRoot pBWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pBWallRoot);

            BottomWall pBWall = new BottomWall(GameObject.Name.BottomWall, GameSprite.Name.NullObject, 336, 20, 700, 40);

            pBWall.ActivateCollisionSprite(pSB_Boxes);
            pBWallRoot.Add(pBWall);

            Debug.WriteLine("-------------------");

            //---------------------------------------------------------------------
            //AlienRoot(Group) and ShieldRoot
            //---------------------------------------------------------------------

            Composite pAlienGroup = new AlienGroup(GameObject.Name.AlienGrid, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pAlienGroup.ActivateCollisionSprite(pSB_Boxes);
            GONodeMan.Attach(pAlienGroup);


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

            GONodeMan.Attach(pShieldRoot);


            //Composite pSplatRoot = new SplatRoot(GameObject.Name.SplatRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);
            //GONodeMan.Attach(pSplatRoot);

            //--------------------------------------------------------------------------
            // Collision Pair
            //--------------------------------------------------------------------------

            ColPair pGrid_V_LWall = ColPairMan.Add(ColPair.Name.Aliens_V_LWall, pAlienGroup, pLWallRoot);

            Debug.Assert(pGrid_V_LWall != null);
            pGrid_V_LWall.Attach(new GridObserver());

            ColPair pGrid_V_RWall = ColPairMan.Add(ColPair.Name.Aliens_V_RWall, pAlienGroup, pRWallRoot);

            Debug.Assert(pGrid_V_RWall != null);
            pGrid_V_RWall.Attach(new GridObserver());

            ColPair pGrid_V_BWall = ColPairMan.Add(ColPair.Name.Aliens_V_BWall, pAlienGroup, pBWallRoot);

            Debug.Assert(pGrid_V_BWall != null);
            pGrid_V_BWall.Attach(new GridObserver());

            ColPair pMissile_V_Alien = ColPairMan.Add(ColPair.Name.Missile_V_Alien, pMissileGroup, pAlienGroup);

            Debug.Assert(pMissile_V_Alien != null);
            pMissile_V_Alien.Attach(new SplatObserver());
            pMissile_V_Alien.Attach(new RemoveAlienObserver());
            pMissile_V_Alien.Attach(new RemoveMissileObserver());
            pMissile_V_Alien.Attach(new ShipReadyObserver());
            pMissile_V_Alien.Attach(new SndObserver(pSndEngine, "invaderkilled.wav"));


            ColPair pAlien_V_Shield = ColPairMan.Add(ColPair.Name.Aliens_V_Shield, pAlienGroup, pShieldRoot);

            Debug.Assert(pAlien_V_Shield != null);
            pAlien_V_Shield.Attach(new RemoveBrickObserver());
            //pAlien_V_Shield.Attach(new SndObserver(pSndEngine, "explosion.wav"));

            ColPair pAlien_V_Ship = ColPairMan.Add(ColPair.Name.Aliens_V_Ship, pAlienGroup, pShipRoot);

            Debug.Assert(pAlien_V_Ship != null);
            pAlien_V_Ship.Attach(new SplatShipObserver());
            pAlien_V_Ship.Attach(new HitShipObserver());
            pAlien_V_Ship.Attach(new SndObserver(pSndEngine, "explosion.wav"));
            pAlien_V_Ship.Attach(new P1GameOverObs());

            //--------------------------------------------------------------------------------------------------------------

            ColPair pCollide_UFO_RWall = ColPairMan.Add(ColPair.Name.UFO_V_RWall, pUFORoot, pRWallRoot);

            Debug.Assert(pCollide_UFO_RWall != null);
            pCollide_UFO_RWall.Attach(new MissedUFOobserver());
            pCollide_UFO_RWall.Attach(new RemoveSndUFO());

            ColPair pCollide_UFO_LWall = ColPairMan.Add(ColPair.Name.UFO_V_LWall, pUFORoot, pLWallRoot);

            Debug.Assert(pCollide_UFO_LWall != null);
            pCollide_UFO_LWall.Attach(new MissedUFOobserver());
            pCollide_UFO_LWall.Attach(new RemoveSndUFO());

            ColPair pCollide_Missile_V_UFO = ColPairMan.Add(ColPair.Name.Missile_V_UFO, pMissileGroup, pUFORoot);

            Debug.Assert(pCollide_Missile_V_UFO != null);
            pCollide_Missile_V_UFO.Attach(new RemoveMissileObserver());
            pCollide_Missile_V_UFO.Attach(new RemoveUFOobserver());
            pCollide_Missile_V_UFO.Attach(new ShipReadyObserver());
            pCollide_Missile_V_UFO.Attach(new UFOSplatObs());
            pCollide_Missile_V_UFO.Attach(new SndObserver(pSndEngine, "invaderkilled.wav"));
            pCollide_Missile_V_UFO.Attach(new RemoveSndUFO());

            //-----------------------------------------------------------------------------------------------------------------
            ColPair pMissile_V_TWall = ColPairMan.Add(ColPair.Name.Missile_V_TWall, pMissileGroup, pTWallRoot);

            Debug.Assert(pMissile_V_TWall != null);
            pMissile_V_TWall.Attach(new ShipReadyObserver());
            pMissile_V_TWall.Attach(new RemoveMissileObserver());

            ColPair pBomb_V_Wall = ColPairMan.Add(ColPair.Name.Bomb_V_Wall, pBombRoot, pBWallRoot);

            Debug.Assert(pBomb_V_Wall != null);
            pBomb_V_Wall.Attach(new BombObserver());

            ColPair pMissile_V_Shield = ColPairMan.Add(ColPair.Name.Missile_V_Shield, pMissileGroup, pShieldRoot);

            Debug.Assert(pMissile_V_Shield != null);
            pMissile_V_Shield.Attach(new RemoveBrickObserver());
            pMissile_V_Shield.Attach(new RemoveMissileObserver());
            pMissile_V_Shield.Attach(new ShipReadyObserver());
            pMissile_V_Shield.Attach(new SndObserver(pSndEngine, "explosion.wav"));

            ColPair pBomb_V_Shield = ColPairMan.Add(ColPair.Name.Bomb_V_Shield, pBombRoot, pShieldRoot);

            Debug.Assert(pBomb_V_Shield != null);
            pBomb_V_Shield.Attach(new RemoveBrickObserver());
            pBomb_V_Shield.Attach(new BombObserver());
            pBomb_V_Shield.Attach(new SndObserver(pSndEngine, "explosion.wav"));

            ColPair pBomb_V_Ship = ColPairMan.Add(ColPair.Name.Ship_V_Bomb, pBombRoot, pShipRoot);

            Debug.Assert(pBomb_V_Ship != null);
            pBomb_V_Ship.Attach(new SplatShipObserver());
            pBomb_V_Ship.Attach(new BombObserver());
            pBomb_V_Ship.Attach(new HitShipObserver());
            pBomb_V_Ship.Attach(new SndObserver(pSndEngine, "explosion.wav"));
            pBomb_V_Ship.Attach(new P1GameOverObs());


            ColPair pBomb_V_Missile = ColPairMan.Add(ColPair.Name.Bomb_V_Missile, pBombRoot, pMissileGroup);

            Debug.Assert(pBomb_V_Missile != null);
            pBomb_V_Missile.Attach(new BombSplatObs());
            pBomb_V_Missile.Attach(new BombMissileObserver());
            pBomb_V_Missile.Attach(new SndObserver(pSndEngine, "explosion.wav"));
            pBomb_V_Missile.Attach(new ShipReadyObserver());
            //------------------------------------------------------------------------------------------------------------------

            ColPair pShip_V_LWall = ColPairMan.Add(ColPair.Name.Ship_V_LWall, pShipRoot, pLWallRoot);

            Debug.Assert(pShip_V_LWall != null);
            pShip_V_LWall.Attach(new ShipMovementObserver());

            ColPair pShip_V_RWall = ColPairMan.Add(ColPair.Name.Ship_V_RWall, pShipRoot, pRWallRoot);

            Debug.Assert(pShip_V_RWall != null);
            pShip_V_RWall.Attach(new ShipMovementObserver());

            //----------------------------------------------------------------------------------------------------------
            //Animate Sprites and Movement Commands
            //----------------------------------------------------------------------------------------------------------

            //Tests on my Animation Manager
            AnimateCrab pAnimS1 = new AnimateCrab(Animation.Name.AnimateCrab, GameSprite.Name.Crab);

            pAnimS1.Attach(Image.Name.CrabD);
            pAnimS1.Attach(Image.Name.CrabU);

            AnimateSquid pAnimS2 = new AnimateSquid(Animation.Name.AnimateSquid, GameSprite.Name.Squid);

            pAnimS2.Attach(Image.Name.SquidD);
            pAnimS2.Attach(Image.Name.SquidU);

            AnimateOcto pAnimS3 = new AnimateOcto(Animation.Name.AnimateOcto, GameSprite.Name.Octopus);

            pAnimS3.Attach(Image.Name.OctopusD);
            pAnimS3.Attach(Image.Name.OctopusU);

            AnimMan.Attach(pAnimS1);
            AnimMan.Attach(pAnimS2);
            AnimMan.Attach(pAnimS3);

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

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

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

            pInputSubject = InputManager.GetSpaceBarSubject();
            pInputSubject.Attach(new ShootObserver());

            //first player
            pInputSubject = InputManager.Get1keySubject();
            pInputSubject.Attach(new Player1Observer());

            //add second player observer
            pInputSubject = InputManager.Get2keySubject();
            pInputSubject.Attach(new Player2Observer());


            pInputSubject = InputManager.GetCkeySubject();
            pInputSubject.Attach(new ToggleColObserver());


            //Simulator
            //I am testing because i think we will need to pause the game
            //for the timer manager and the lives for the ship
            Simulation.SetState(Simulation.State.RealTime);
        }
Example #7
0
        public override void Initialize()
        {
            //this.name = SceneContext.Scene.Play;

            this.numLives = 3;
            this.isDead   = false;

            //---------------------------------------------------------------------------------------------------------
            // Unique Managers
            //---------------------------------------------------------------------------------------------------------

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

            this.poGameObjectMan = new GameObjectMan(3, 1);
            GameObjectMan.SetActive(this.poGameObjectMan);

            this.poTimerMan = new TimerMan(3, 1);
            TimerMan.SetActive(this.poTimerMan);

            this.poDelayedObjectMan = new DelayedObjectMan();
            DelayedObjectMan.SetActive(this.poDelayedObjectMan);

            //---------------------------------------------------------------------------------------------------------
            // Initialize Input Keys
            //---------------------------------------------------------------------------------------------------------

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

            InputSubject pInputSubject;

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

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

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

            pInputSubject = InputMan.GetKey_B_Subject();
            pInputSubject.Attach(new Key_B_Observer());

            pInputSubject = InputMan.GetKey_1_Subject();
            pInputSubject.Attach(new Key_1_Observer());

            pInputSubject = InputMan.GetKey_2_Subject();
            pInputSubject.Attach(new Key_2_Observer());

            pInputSubject = InputMan.GetKey_Q_Subject();
            pInputSubject.Attach(new Key_Q_Observer());

            //---------------------------------------------------------------------------------------------------------
            // Sound
            //---------------------------------------------------------------------------------------------------------

            // start up the engine
            SoundEngineMan.Add(SoundEngine.Name.AlienA, "fastinvader1.wav", 0.2f);
            SoundEngineMan.Add(SoundEngine.Name.AlienB, "fastinvader2.wav", 0.2f);
            SoundEngineMan.Add(SoundEngine.Name.AlienC, "fastinvader3.wav", 0.2f);
            SoundEngineMan.Add(SoundEngine.Name.AlienD, "fastinvader4.wav", 0.2f);
            SoundEngineMan.Add(SoundEngine.Name.Shoot, "shoot.wav", 0.2f);
            SoundEngineMan.Add(SoundEngine.Name.Invaderkilled, "invaderkilled.wav", 0.2f);
            SoundEngineMan.Add(SoundEngine.Name.Explosion, "explosion.wav", 0.2f);
            SoundEngineMan.Add(SoundEngine.Name.UFO_HighPitch, "ufo_highpitch.wav", 0.5f);
            SoundEngineMan.Add(SoundEngine.Name.UFO_LowPitch, "ufo_lowpitch.wav", 0.2f);

            //---------------------------------------------------------------------------------------------------------
            // Font
            //---------------------------------------------------------------------------------------------------------

            Texture pTexture = TextureMan.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga");

            GlyphMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt);

            //---------------------------------------------------------------------------------------------------------
            // Create Sprites
            //---------------------------------------------------------------------------------------------------------
            this.poGameSpriteMan = new GameSpriteMan(3, 1);
            GameSpriteMan.SetActive(this.poGameSpriteMan);

            // ----- Aliens -----
            GameSpriteMan.Add(GameSprite.Name.SquidOpen, Image.Name.SquidOpen, 50, 550, 22, 22);
            GameSpriteMan.Add(GameSprite.Name.CrabOpen, Image.Name.CrabOpen, 50, 510, 25, 25);
            GameSpriteMan.Add(GameSprite.Name.OctopusOpen, Image.Name.OctopusOpen, 50, 430, 28, 28);

            // ----- UFO -----
            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 0, 500, 40, 18);

            // ----- Missile -----
            GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, 50, 430, 4, 15);

            // ----- Ship -----
            GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 50, 430, 50, 25);

            // ----- Splats -----
            GameSpriteMan.Add(GameSprite.Name.SplatAlien, Image.Name.AlienSplat, 100, 100, 22, 22);
            GameSpriteMan.Add(GameSprite.Name.SplatBomb, Image.Name.BombSplat, 100, 100, 7, 17);
            GameSpriteMan.Add(GameSprite.Name.SplatMissile, Image.Name.MissleSplat, 100, 100, 20, 15);
            GameSpriteMan.Add(GameSprite.Name.SplatUFO, Image.Name.UFOSplat, 100, 100, 40, 18);
            GameSpriteMan.Add(GameSprite.Name.SplatShip, Image.Name.ShipSplat, 100, 100, 50, 25);

            // ----- Bombs -----
            GameSpriteMan.Add(GameSprite.Name.BombDragger, Image.Name.BombDragger, 100, 100, 7, 17);
            GameSpriteMan.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 100, 100, 7, 17);
            GameSpriteMan.Add(GameSprite.Name.BombRolling, Image.Name.BombRolling, 100, 100, 7, 17);
            GameSpriteMan.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 100, 100, 5, 17);

            // ----- Shields -----
            float brick_W = 15.0f;
            float brick_H = 6.0f;

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

            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------

            SpriteBatch pSB_Aliens  = this.poSpriteBatchMan.Add(SpriteBatch.Name.Aliens, 100);
            SpriteBatch pSB_Shields = this.poSpriteBatchMan.Add(SpriteBatch.Name.Shields, 200);
            SpriteBatch pSB_Texts   = this.poSpriteBatchMan.Add(SpriteBatch.Name.Texts, 300);
            SpriteBatch pSB_Box     = this.poSpriteBatchMan.Add(SpriteBatch.Name.Boxes, 400);

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

            // Create the Aliens factory
            AlienFactory AF = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);

            // Initialize Grid
            AlienGrid pGrid = (AlienGrid)AF.Create(GameObject.Name.AlienGrid, AlienCategory.Type.Grid);

            // Generate Aliens
            pGrid.GenerateAlien(this.poGameObjectMan);

            MoveCommand pMoveGrid = new MoveCommand(pGrid);

            TimerMan.Add(TimeEvent.Name.MoveGrid, pMoveGrid, 0.5f);

            //---------------------------------------------------------------------------------------------------------
            // Timer
            //---------------------------------------------------------------------------------------------------------

            // Create animation for Squid sprite
            AnimationSprite pAnimSquid = new AnimationSprite(GameSprite.Name.SquidOpen);

            // Attach Squid images to cycle
            pAnimSquid.Attach(Image.Name.SquidOpen);
            pAnimSquid.Attach(Image.Name.SquidClosed);


            // Create animation for Crab sprite
            AnimationSprite pAnimCrab = new AnimationSprite(GameSprite.Name.CrabOpen);

            // Attach Crab images to cycle
            pAnimCrab.Attach(Image.Name.CrabOpen);
            pAnimCrab.Attach(Image.Name.CrabClosed);


            // Create animation for Octopus sprite
            AnimationSprite pAnimOctopus = new AnimationSprite(GameSprite.Name.OctopusOpen);

            // Attach Octopus images to cycle
            pAnimOctopus.Attach(Image.Name.OctopusOpen);
            pAnimOctopus.Attach(Image.Name.OctopusClosed);


            // Add AnimationSprite to timer
            TimerMan.Add(TimeEvent.Name.SwapAliens, pAnimSquid, 0.5f);
            TimerMan.Add(TimeEvent.Name.SwapAliens, pAnimCrab, 0.5f);
            TimerMan.Add(TimeEvent.Name.SwapAliens, pAnimOctopus, 0.5f);

            // Add Grid Tempo
            GridSoundTempoEvent pGridTempo = new GridSoundTempoEvent();

            pGridTempo.Attach(SoundEngine.Name.AlienA);
            pGridTempo.Attach(SoundEngine.Name.AlienB);
            pGridTempo.Attach(SoundEngine.Name.AlienC);
            pGridTempo.Attach(SoundEngine.Name.AlienD);

            TimerMan.Add(TimeEvent.Name.GridSoundTempo, pGridTempo, 0.5f);

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

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

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

            GameObjectMan.Attach(pMissileGroup);

            //---------------------------------------------------------------------------------------------------------
            // Splat Root
            //---------------------------------------------------------------------------------------------------------
            BombRoot pSplatRoot = new BombRoot(GameObject.Name.SplatRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pSplatRoot.ActivateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pSplatRoot);

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

            pBombRoot.ActivateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pBombRoot);
            TimerMan.Add(TimeEvent.Name.BombRandom, new BombSpawnEvent(pRandom, pGrid), 1.0f);

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

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

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

            WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.NullObject, 775, 290, 20, 500);

            pWallRight.ActivateCollisionSprite(pSB_Box);

            WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.NullObject, 25, 290, 20, 500);

            pWallLeft.ActivateCollisionSprite(pSB_Box);

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

            GameObjectMan.Attach(pWallGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create No Score Items
            //---------------------------------------------------------------------------------------------------------

            WallGroup pNoScoreGroup = new WallGroup(GameObject.Name.NoScoreGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

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

            WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.NullObject, 400, 540, 700, 0);

            pWallTop.ActivateCollisionSprite(pSB_Aliens);

            WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.NullObject, 400, 40, 730, 0);

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

            pNoScoreGroup.Add(pWallTop);
            pNoScoreGroup.Add(pWallBottom);

            GameObjectMan.Attach(pNoScoreGroup);

            //---------------------------------------------------------------------------------------------------------
            // Ship
            //---------------------------------------------------------------------------------------------------------

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

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

            GameObjectMan.Attach(pShipRoot);

            //ShipMan.Create();

            this.poShipMan = new ShipMan();
            ShipMan.SetActive(this.poShipMan);
            this.poShipMan.pShip = ShipMan.ActivateShip();
            this.poShipMan.pShip.SetState(ShipMan.State.Ready);


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

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

            GameObjectMan.Attach(pUFORoot);
            TimerMan.Add(TimeEvent.Name.UFORandom, new UFOSpawnEvent(pRandom), 5.0f);

            //---------------------------------------------------------------------------------------------------------
            // Shields
            //---------------------------------------------------------------------------------------------------------

            Composite pShieldRoot = ShieldsGroupFactory.Create(100, 130, this.poGameObjectMan);

            //---------------------------------------------------------------------------------------------------------
            // ColPair
            //---------------------------------------------------------------------------------------------------------

            // Grid vs Right Left Walls
            ColPair pColPair_GW = ColPairMan.Add(ColPair.Name.Alien_Wall, pGrid, pWallGroup);

            Debug.Assert(pColPair_GW != null);

            pColPair_GW.Attach(new GridDropObserver());

            // Ship vs Right Left Walls
            ColPair pColPair_SW = ColPairMan.Add(ColPair.Name.Ship_Wall, pShipRoot, pWallGroup);

            Debug.Assert(pColPair_SW != null);

            pColPair_SW.Attach(new StopShipMoveObserver());

            // Grid vs Shield
            ColPair pColPair_AS = ColPairMan.Add(ColPair.Name.Bomb_Shield, pGrid, pShieldRoot);

            Debug.Assert(pColPair_AS != null);

            pColPair_AS.Attach(new RemoveBrickObserver());

            // Missile vs Alien
            ColPair pColPair_MA = ColPairMan.Add(ColPair.Name.Missile_Alien, pMissileGroup, pGrid);

            Debug.Assert(pColPair_MA != null);

            pColPair_MA.Attach(new ShipReadyObserver());
            pColPair_MA.Attach(new RemoveAlienObserver(this));
            pColPair_MA.Attach(new ShipRemoveMissileObserver(false));
            pColPair_MA.Attach(new SndAlienHitObserver());
            pColPair_MA.Attach(new SpeedGridObserver());

            // Missile vs UFO
            ColPair pColPair_MU = ColPairMan.Add(ColPair.Name.Missile_UFO, pMissileGroup, pUFORoot);

            Debug.Assert(pColPair_MU != null);

            pColPair_MU.Attach(new ShipReadyObserver());
            pColPair_MU.Attach(new ShipRemoveMissileObserver(false));
            pColPair_MU.Attach(new RemoveUFOObserver());
            pColPair_MU.Attach(new SndAlienHitObserver());

            // Missle vs Bomb
            ColPair pColPair_MB = ColPairMan.Add(ColPair.Name.Missile_Bomb, pMissileGroup, pBombRoot);

            Debug.Assert(pColPair_MB != null);

            pColPair_MB.Attach(new ShipReadyObserver());
            pColPair_MB.Attach(new ShipRemoveMissileObserver(false));
            pColPair_MB.Attach(new BombObserver(true));

            // Missile vs Top Wall
            ColPair pColPair_MW = ColPairMan.Add(ColPair.Name.Missile_Wall, pMissileGroup, pNoScoreGroup);

            Debug.Assert(pColPair_MW != null);

            pColPair_MW.Attach(new ShipReadyObserver());
            pColPair_MW.Attach(new ShipRemoveMissileObserver(true));

            // Missile vs Shield
            ColPair pColPair_MS = ColPairMan.Add(ColPair.Name.Misslie_Shield, pMissileGroup, pShieldRoot);

            Debug.Assert(pColPair_MS != null);

            pColPair_MS.Attach(new ShipRemoveMissileObserver(false));
            pColPair_MS.Attach(new RemoveBrickObserver());
            pColPair_MS.Attach(new ShipReadyObserver());
            pColPair_MS.Attach(new SndAlienHitObserver());

            // Bomb vs Bottom Wall
            ColPair pColPair_BW = ColPairMan.Add(ColPair.Name.Bomb_Wall, pBombRoot, pNoScoreGroup);

            Debug.Assert(pColPair_BW != null);

            pColPair_BW.Attach(new BombObserver(true));

            // Bomb vs Shield
            ColPair pColPair_BS = ColPairMan.Add(ColPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);

            Debug.Assert(pColPair_BS != null);

            pColPair_BS.Attach(new RemoveBombObserver(this));
            pColPair_BS.Attach(new RemoveBrickObserver());
            pColPair_BS.Attach(new SndAlienHitObserver());

            // Bomb vs Player's Ship
            ColPair pColPair_BP = ColPairMan.Add(ColPair.Name.Bomb_Ship, pBombRoot, pShipRoot);

            Debug.Assert(pColPair_BP != null);

            pColPair_BP.Attach(new RemoveShipObserver(this));
            pColPair_BP.Attach(new RemoveBombObserver(this));
            pColPair_BP.Attach(new SndShipHitObserver());
            pColPair_BP.Attach(new ReCreateShipObserver(this));

            //---------------------------------------------------------------------------------------------------------
            // Fonts
            //---------------------------------------------------------------------------------------------------------

            FontMan.Add(Font.Name.ScoreText, SpriteBatch.Name.Texts, "SCORE<1>", Glyph.Name.Consolas36pt, 60, 585);
            pFontScore1 = FontMan.Add(Font.Name.Score1, SpriteBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 85, 558);

            FontMan.Add(Font.Name.ScoreText, SpriteBatch.Name.Texts, "HI-SCORE", Glyph.Name.Consolas36pt, 325, 585);
            pFontHighScore = FontMan.Add(Font.Name.HighScore, SpriteBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 350, 558);

            FontMan.Add(Font.Name.ScoreText, SpriteBatch.Name.Texts, "SCORE<2>", Glyph.Name.Consolas36pt, 600, 585);
            pFontScore2 = FontMan.Add(Font.Name.Score2, SpriteBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 625, 558);

            FontMan.Add(Font.Name.ScoreText, SpriteBatch.Name.Texts, "LIVES: ", Glyph.Name.Consolas36pt, 50, 25);
            pFontLives = FontMan.Add(Font.Name.Lives, SpriteBatch.Name.Texts, "3", Glyph.Name.Consolas36pt, 160, 25);
        }
        protected virtual void PlayerTwoInit(GameManager pGameManager)
        {
            float levelSpeed = 0.75f / pGameManager.pActivePlayer.level;

            pGameManager.poPlayer2.pGrid = InvaderGridManager.GenerateGrid(pGameManager.pActivePlayer.level);
            //Debug.WriteLine("Generated Grid ({0}) for P2", pGameManager.poPlayer2.pGrid.GetHashCode());

            pGameManager.poPlayer2.pShieldZone = ShieldBuilder.CreateShieldZone(175, 300, 150, 4);

            //---------------------------------------------------------------------------------------------------------
            // Create GameSpace and Wall Objects
            //---------------------------------------------------------------------------------------------------------
            WallManager pWallMan = new WallManager();

            //Debug.WriteLine("WallLeft Consts x: {0}, y:{1}, width:{2}, height:{3}", Constants.leftWallXPos, Constants.leftWallYPos, Constants.leftWallWidth, Constants.leftWallHeight);
            //Debug.WriteLine("WallRight Consts x: {0}, y:{1}, width:{2}, height:{3}", Constants.rightWallXPos, Constants.rightWallYPos, Constants.rightWallWidth, Constants.rightWallHeight);
            //Debug.WriteLine("Ceiling Consts x: {0}, y:{1}, width:{2}, height:{3}", Constants.ceilingXPos, Constants.ceilingYPos, Constants.ceilingWidth, Constants.ceilingHeight);
            //Debug.WriteLine("Floor Consts x: {0}, y:{1}, width:{2}, height:{3}", Constants.floorXPos, Constants.floorYPos, Constants.floorWidth, Constants.floorHeight);

            //---------------------------------------------------------------------------------------------------------
            // Set up Sprite Animations
            //---------------------------------------------------------------------------------------------------------
            // Set up animations for the 3 basic Invaders
            AnimationSprite pSmInvaderAnim = new AnimationSprite(Sprite.Name.SmallInvader);

            pSmInvaderAnim.Attach(Image.Name.SmallInvader1);
            pSmInvaderAnim.Attach(Image.Name.SmallInvader2);

            AnimationSprite pMedInvaderAnim = new AnimationSprite(Sprite.Name.MediumInvader);

            pMedInvaderAnim.Attach(Image.Name.MediumInvader1);
            pMedInvaderAnim.Attach(Image.Name.MediumInvader2);

            AnimationSprite pLgInvaderAnim = new AnimationSprite(Sprite.Name.LargeInvader);

            pLgInvaderAnim.Attach(Image.Name.LargeInvader1);
            pLgInvaderAnim.Attach(Image.Name.LargeInvader2);

            // Add the Invader animations as timed events to the TimerManager
            TimerManager.Add(TimeEvent.Name.SmInvaderMarchAnimation, pSmInvaderAnim, levelSpeed);
            TimerManager.Add(TimeEvent.Name.MedInvaderMarchAnimation, pMedInvaderAnim, levelSpeed);
            TimerManager.Add(TimeEvent.Name.LgInvaderMarchAnimation, pLgInvaderAnim, levelSpeed);

            // Set up bomb animations
            AnimationSprite pBombZigZagAnim = new AnimationSprite(Sprite.Name.BombZigZag);

            pBombZigZagAnim.Attach(Image.Name.BombZigZag1);
            pBombZigZagAnim.Attach(Image.Name.BombZigZag2);
            pBombZigZagAnim.Attach(Image.Name.BombZigZag3);
            pBombZigZagAnim.Attach(Image.Name.BombZigZag4);

            AnimationSprite pBombDaggerAnim = new AnimationSprite(Sprite.Name.BombDagger);

            pBombDaggerAnim.Attach(Image.Name.BombDagger1);
            pBombDaggerAnim.Attach(Image.Name.BombDagger2);
            pBombDaggerAnim.Attach(Image.Name.BombDagger3);
            pBombDaggerAnim.Attach(Image.Name.BombDagger4);

            AnimationSprite pBombRollingAnim = new AnimationSprite(Sprite.Name.BombRolling);

            pBombRollingAnim.Attach(Image.Name.BombRolling1);
            pBombRollingAnim.Attach(Image.Name.BombRolling2);

            // Add the bomb animations as timed events to the TimerManager
            TimerManager.Add(TimeEvent.Name.BombAnimation, pBombZigZagAnim, 0.25f);
            TimerManager.Add(TimeEvent.Name.BombAnimation, pBombDaggerAnim, 0.25f);
            TimerManager.Add(TimeEvent.Name.BombAnimation, pBombRollingAnim, 0.25f);


            //---------------------------------------------------------------------------------------------------------
            // Set up TimedSoundEffects
            //---------------------------------------------------------------------------------------------------------
            TimedSoundEffects pGridMarchingSounds = new TimedSoundEffects();

            pGridMarchingSounds.Attach(Sound.Name.InvaderMarch4);
            pGridMarchingSounds.Attach(Sound.Name.InvaderMarch3);
            pGridMarchingSounds.Attach(Sound.Name.InvaderMarch2);
            pGridMarchingSounds.Attach(Sound.Name.InvaderMarch1);

            TimerManager.Add(TimeEvent.Name.GridMarchSoundEffects, pGridMarchingSounds, levelSpeed);

            //---------------------------------------------------------------------------------------------------------
            // Setting up the collisions for the player ship and missile
            //---------------------------------------------------------------------------------------------------------
            Ship    pShip    = ShipManager.ActivateShip();
            Missile pMissile = ShipManager.GetMissile();

            //---------------------------------------------------------------------------------------------------------
            // Add Collision Pairs and their Observers
            //---------------------------------------------------------------------------------------------------------
            // Applies to both players
            // ship vs left wall
            ColPair pShip_WallLeftColPair = ColPairManager.Add(ColPair.Name.Ship_WallLeft, pShip, pWallMan.GetWallLeft());

            Debug.Assert(pShip_WallLeftColPair != null);
            pShip_WallLeftColPair.Attach(new Ship_WallLeftObserver());
            // ship vs Right wall
            ColPair pShip_WallRightColPair = ColPairManager.Add(ColPair.Name.Ship_WallRight, pShip, pWallMan.GetWallRight());

            Debug.Assert(pShip_WallRightColPair != null);
            pShip_WallRightColPair.Attach(new Ship_WallRightObserver());
            // Missile vs Ceiling
            ColPair pMissile_CeilingColPair = ColPairManager.Add(ColPair.Name.Missile_Ceiling, pMissile, pWallMan.GetCeiling());

            Debug.Assert(pMissile_CeilingColPair != null);
            pMissile_CeilingColPair.Attach(new ShipMissileReadyObserver());
            pMissile_CeilingColPair.Attach(new ShipRemoveMissileObserver());

            //---------------------------------------------------------------------------------------------------------
            // Set up Random UFO Spawns
            //---------------------------------------------------------------------------------------------------------
            RandomlySpawnUFO pRandomUfoEvent = new RandomlySpawnUFO(30.0f, pMissile, pWallMan);

            TimerManager.Add(TimeEvent.Name.RandomlySpawnUFO, pRandomUfoEvent, 10.0f);


            //---------------------------------------------------------------------------------------------------------
            // Create Alien Grid and random bomb drops
            //---------------------------------------------------------------------------------------------------------
            BombFactory       pBombFactory     = new BombFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pGameManager.poPlayer2.pGrid, pWallMan);
            RandomlySpawnBomb pRandomBombEvent = new RandomlySpawnBomb(2.0f, pBombFactory);

            TimerManager.Add(TimeEvent.Name.RandomBombSpawn, pRandomBombEvent, 2.0f);

            // Applies to players seperately
            // Set up timing for Grid and UFO motion
            TimeBasedMover pGridMover = new TimeBasedMover(pGameManager.poPlayer2.pGrid);

            TimerManager.Add(TimeEvent.Name.TimedGridMover, pGridMover, levelSpeed);

            //---------------------------------------------------------------------------------------------------------
            // Create the Shields
            //---------------------------------------------------------------------------------------------------------

            // Applies to each player seperately
            // grid vs leftwall
            ColPair pGrid_WallLeftColPair = ColPairManager.Add(ColPair.Name.Grid_WallLeft, pGameManager.poPlayer2.pGrid, pWallMan.GetWallLeft());

            Debug.Assert(pGrid_WallLeftColPair != null);
            pGrid_WallLeftColPair.Attach(new Grid_WallLeftObserver());
            // Grid vs rightwall
            ColPair pGrid_WallRightcolPair = ColPairManager.Add(ColPair.Name.Grid_WallRight, pGameManager.poPlayer2.pGrid, pWallMan.GetWallRight());

            Debug.Assert(pGrid_WallRightcolPair != null);
            pGrid_WallRightcolPair.Attach(new Grid_WallRightObserver());
            // Grid vs ship
            ColPair pShip_GridColPair = ColPairManager.Add(ColPair.Name.Ship_Grid, pShip, pGameManager.poPlayer2.pGrid);

            Debug.Assert(pShip_GridColPair != null);
            pShip_GridColPair.Attach(new RemoveShipObserver());
            // Grid vs Missile
            ColPair pMissile_GridColPair = ColPairManager.Add(ColPair.Name.Missile_Grid, pMissile, pGameManager.poPlayer2.pGrid);

            Debug.Assert(pMissile_GridColPair != null);
            pMissile_GridColPair.Attach(new ShipRemoveMissileObserver());
            pMissile_GridColPair.Attach(new ShipMissileReadyObserver());
            pMissile_GridColPair.Attach(new RemoveInvaderObserver());
            pMissile_GridColPair.Attach(new AwardPointsObserver());
            // Grid vs Shields
            ColPair pGrid_ShieldZoneColPair = ColPairManager.Add(ColPair.Name.Grid_ShieldZone, pGameManager.poPlayer2.pGrid, pGameManager.poPlayer2.pShieldZone);

            pGrid_ShieldZoneColPair.Attach(new RemoveShieldBrickObserver());

            // Missile vs Shields
            ColPair pMissile_ShieldZoneColPair = ColPairManager.Add(ColPair.Name.Missile_ShieldZone, pMissile, pGameManager.poPlayer2.pShieldZone);

            pMissile_ShieldZoneColPair.Attach(new ShipMissileReadyObserver());
            pMissile_ShieldZoneColPair.Attach(new ShipRemoveMissileObserver());
            pMissile_ShieldZoneColPair.Attach(new RemoveShieldBrickObserver());


            // STORE Current State of managers into manager mementos
            pGameManager.poPlayer2.ArchiveManagerStates(pGameManager.pGame.GetTime());
        }
Example #9
0
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            //---------------------------------------------------------------------------------------------------------
            // Setup Managers
            //---------------------------------------------------------------------------------------------------------

            TextureMan.Create(1, 1);
            ImageMan.Create(5, 2);
            GameSpriteMan.Create(4, 2);
            BoxSpriteMan.Create(3, 1);
            SpriteBatchMan.Create(3, 1);
            TimerMan.Create(3, 1);
            ProxyMan.Create(10, 1);
            GameObjectMan.Create(10, 5);
            ColPairMan.Create(3, 1);
            GlyphMan.Create(3, 1);
            FontMan.Create(1, 1);
            //---------------------------------------------------------------------------------------------------------
            // Sound Experiment
            //---------------------------------------------------------------------------------------------------------
            SoundMan.Create(5, 3);
            SoundMan.LoadAll();
            // play a sound file
            SoundMan.PlayMusic(Sound.Name.Snd_Theme);
            SoundMan.Find(Sound.Name.Snd_Theme).SetVolume(0.2f);

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

            TextureMan.Add(Texture.Name.Birds, "Birds.tga");
            TextureMan.Add(Texture.Name.PacMan, "PacMan.tga");

            TextureMan.Add(Texture.Name.Consolas, "Consolas20pt.tga");
            TextureMan.Add(Texture.Name.Invader_3, "Invaders_3.tga");
            TextureMan.Add(Texture.Name.Invader_4, "Invaders_4.tga");
            TextureMan.LoadTexture();

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

            // --- angry birds ---

            ImageMan.Add(Image.Name.RedBird, Texture.Name.Birds, 47, 41, 48, 46);
            ImageMan.Add(Image.Name.YellowBird, Texture.Name.Birds, 124, 34, 60, 56);
            ImageMan.Add(Image.Name.GreenBird, Texture.Name.Birds, 246, 135, 99, 72);
            ImageMan.Add(Image.Name.WhiteBird, Texture.Name.Birds, 139, 131, 84, 97);
            ImageMan.Add(Image.Name.BlueBird, Texture.Name.Birds, 301, 49, 33, 33);
            // --- Pacman Ghosts ---

            ImageMan.Add(Image.Name.RedGhost, Texture.Name.PacMan, 616, 148, 33, 33);
            ImageMan.Add(Image.Name.PinkGhost, Texture.Name.PacMan, 663, 148, 33, 33);
            ImageMan.Add(Image.Name.BlueGhost, Texture.Name.PacMan, 710, 148, 33, 33);
            ImageMan.Add(Image.Name.OrangeGhost, Texture.Name.PacMan, 757, 148, 33, 33);

            // --- Alians ---
            ImageMan.LoadImage();

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

            // --- BoxSprites ---

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

            GameSpriteMan.Add(GameSprite.Name.RedBird, Image.Name.RedBird, 50, 500, 50, 50);
            GameSpriteMan.Add(GameSprite.Name.YellowBird, Image.Name.YellowBird, 300, 400, 50, 50);
            GameSpriteMan.Add(GameSprite.Name.GreenBird, Image.Name.GreenBird, 400, 200, 50, 50);
            GameSpriteMan.Add(GameSprite.Name.WhiteBird, Image.Name.WhiteBird, 600, 200, 100, 100);
            GameSpriteMan.Add(GameSprite.Name.BlueBird, Image.Name.BlueBird, 50, 50, 50, 50);

            GameSpriteMan.Add(GameSprite.Name.RedGhost, Image.Name.RedGhost, 100, 300, 100, 100);
            GameSpriteMan.Add(GameSprite.Name.PinkGhost, Image.Name.PinkGhost, 300, 300, 100, 100);
            GameSpriteMan.Add(GameSprite.Name.BlueGhost, Image.Name.BlueGhost, 500, 300, 100, 100);
            GameSpriteMan.Add(GameSprite.Name.OrangeGhost, Image.Name.OrangeGhost, 700, 300, 100, 100);

            GameSpriteMan.LoadGameSprite();
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------

            SpriteBatch pSB_Texts   = SpriteBatchMan.Add(SpriteBatch.Name.Batch_Texts);
            SpriteBatch pSB_Birds   = SpriteBatchMan.Add(SpriteBatch.Name.Batch_AngryBirds);
            SpriteBatch pSB_Alieans = SpriteBatchMan.Add(SpriteBatch.Name.Batch_Aliens);
            SpriteBatch pSB_Box     = SpriteBatchMan.Add(SpriteBatch.Name.Batch_Boxes);

            //---------------------------------------------------------------------------------------------------------
            // Attach to Sprite Batch
            //---------------------------------------------------------------------------------------------------------


            pSB_Birds.Attach(GameSprite.Name.RedBird);
            pSB_Birds.Attach(GameSprite.Name.YellowBird);
            pSB_Birds.Attach(GameSprite.Name.GreenBird);
            pSB_Birds.Attach(GameSprite.Name.WhiteBird);


            //---------------------------------------------------------------------------------------------------------
            // Proxy
            //---------------------------------------------------------------------------------------------------------

            // create 10 proxies
            for (int i = 0; i < 10; i++)
            {
                ProxySprite pProxy = ProxyMan.Add(GameSprite.Name.YellowBird);
                pProxy.x = 50.0f + 70 * i;
                pProxy.y = 100.0f;
                pSB_Birds.Attach(pProxy);
            }
            //---------------------------------------------------------------------------------------------------------
            // Game Object
            //---------------------------------------------------------------------------------------------------------

            //---------------------------------------------------------------------------------------------------------
            // Create Birds
            //---------------------------------------------------------------------------------------------------------

            // create the factory

            BirdFactory BF    = new BirdFactory(SpriteBatch.Name.Batch_AngryBirds);
            BirdGrid    pGrid = (BirdGrid)BF.Create(GameObject.Name.BirdGrid, BirdCategory.Type.Grid);

            GameObjectMan.Attach(pGrid);
            BF.LoadAll(pGrid);


            AliensFactory af         = new AliensFactory(SpriteBatch.Name.Batch_Aliens);
            GameObject    pAlienGrid = af.Create(GameObject.Name.Aliens_Grid, AlienCategory.Type.Grid);

            GameObjectMan.Attach(pAlienGrid);
            af.LoadAll(pAlienGrid);

            //pAlienGrid.Print();

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

            // Wall Root
            WallFactory WF        = new WallFactory();
            WallGrid    pWallGrid = (WallGrid)WF.Create(GameObject.Name.Wall_Grid, WallCategory.Type.Wall_Grid, 0.0f, 0.0f);

            GameObjectMan.Attach(pWallGrid);

            WallLeft   pWallLeft   = (WallLeft)WF.Create(GameObject.Name.Wall_Left, WallCategory.Type.Wall_Left, 20, 280, 20, 500);
            WallRight  pWallRight  = (WallRight)WF.Create(GameObject.Name.Wall_Right, WallCategory.Type.Wall_Right, 780, 280, 20, 500);
            WallTop    pWallTop    = (WallTop)WF.Create(GameObject.Name.Wall_Top, WallCategory.Type.Wall_Top, 400, 530, 700, 20);
            WallBottom pWallBottom = (WallBottom)WF.Create(GameObject.Name.Wall_Bottom, WallCategory.Type.Wall_Bottom, 400, 20, 700, 20);

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


            //---------------------------------------------------------------------------------------------------------
            // Create Missile
            //---------------------------------------------------------------------------------------------------------
            MissileFactory MF           = new MissileFactory(SpriteBatch.Name.Batch_Aliens);
            MissileGrid    pMissileGrid = (MissileGrid)MF.Create(GameObject.Name.Missile_Grid, MissileCategory.Type.Missile_Grid);

            GameObjectMan.Attach(pMissileGrid);

            Missile pMissile = (Missile)MF.Create(GameObject.Name.Missile, MissileCategory.Type.Missile, 405, 100);

            pMissileGrid.Add(pMissile);
            Debug.WriteLine("-------------------");


            //---------------------------------------------------------------------------------------------------------
            // ColPair
            //---------------------------------------------------------------------------------------------------------

            // associate in a collision pair
            ColPair pair = ColPairMan.Add(pMissileGrid, pAlienGrid);

            pair.Attach(new MissileHitAlienAnim());
            pair.Attach(new MissileHitAlienSnd());
            ColPairMan.Add(pWallGrid, pAlienGrid);
            ColPairMan.Add(pWallGrid, pMissileGrid);
            //---------------------------------------------------------------------------------------------------------
            // Font Experiment
            //---------------------------------------------------------------------------------------------------------
            GlyphMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas);

            FontMan.Add(Font.Name.TestMessage, SpriteBatch.Name.Batch_Texts, "ABC", Glyph.Name.Consolas36pt, 500, 500);
            FontMan.Add(Font.Name.TestOneOff, SpriteBatch.Name.Batch_Texts, "XYZ1234!#=+ZYX", Glyph.Name.Consolas36pt, 200, 200);
        }