Example #1
0
        public static Bomb ActivateBomb(UFOCategory pUFO)
        {
            UFOMan pUFOMan = UFOMan.PrivInstance();

            Debug.Assert(pUFOMan != null);

            Bomb pBombObj = new Bomb(GameObject.Name.Bomb, GameSprite.Name.BombFork, new FallTuning(), pUFO.x, pUFO.y, pUFO);

            pUFOMan.pBomb = pBombObj;

            SpriteBatch pSB_Aliens = SpriteBatchMan.Find(SpriteBatch.Name.Aliens);
            SpriteBatch pSB_Box    = SpriteBatchMan.Find(SpriteBatch.Name.Boxes);

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

            // Attach the missile to the missile root
            GameObject pBombRoot = GameObjectMan.Find(GameObject.Name.BombRoot);

            Debug.Assert(pBombRoot != null);

            // Add to GameObject Tree - {update and collisions}
            pBombRoot.Add(pUFOMan.pBomb);

            return(pUFOMan.pBomb);
        }
        override public void Execute(float deltaTime)
        {
            int pFreq = pRandom.Next(1, 10) / this.nCurrLevel;

            AlienGrid     pGrid  = (AlienGrid)GameObjectMan.Find(GameObject.Name.AlienGrid);
            AlienCategory pAlien = pGrid.GetRandomAlien();

            // HACK don't crash pleease
            if (pAlien == null)
            {
                TimerMan.Add(TimeEvent.Name.BombSpawn, this, pFreq);
                return;
            }

            int          type          = pRandom.Next(0, 2);
            FallStrategy pFallStrategy = null;

            switch (type)
            {
            case (0):
                pFallStrategy = new FallZigZag();
                break;

            case (1):
                pFallStrategy = new FallDagger();
                break;

            case (2):
                pFallStrategy = new FallStraight();
                break;
            }
            type = pRandom.Next(0, 2);
            GameSprite.Name pGameSpriteName = GameSprite.Name.Uninitialized;
            switch (type)
            {
            case (0):
                pGameSpriteName = GameSprite.Name.BombZigZag;
                break;

            case (1):
                pGameSpriteName = GameSprite.Name.BombDagger;
                break;

            case (2):
                pGameSpriteName = GameSprite.Name.BombStraight;
                break;
            }

            Bomb pBomb = new Bomb(GameObject.Name.Bomb, pGameSpriteName, pFallStrategy, pAlien.x, pAlien.y);

            pBomb.ActivateCollisionSprite(this.pSB_Boxes);
            pBomb.ActivateGameSprite(this.pSB_Bombs);

            GameObject pBombRoot = GameObjectMan.Find(GameObject.Name.BombRoot);

            Debug.Assert(pBombRoot != null);

            pBombRoot.Add(pBomb);
            TimerMan.Add(TimeEvent.Name.BombSpawn, this, pFreq);
        }
        override public void Execute(float deltaTime)
        {
            this.pUFO = new UFO(GameObject.Name.UFO, GameSprite.Name.UFO, -20, 530);
            Debug.Assert(this.pUFO != null);
            pUFO.ActivateCollisionSprite(this.pSB_Boxes);
            pUFO.ActivateGameSprite(this.pSB_Aliens);

            pUFO.animate = true;

            SwapDirection();

            // Attach the missile to the Bomb root
            GameObject pUFORoot = GameObjectMan.Find(GameObject.Name.UFORoot);

            Debug.Assert(pUFORoot != null);

            // Add to GameObject Tree - {update and collisions}
            pUFORoot.Add(pUFO);

            // Add timer event UFO Tempo
            UFOTempoEvent pUFOTempo = new UFOTempoEvent(pUFO);

            pUFOTempo.Attach(SoundEngine.Name.UFO_HighPitch);
            TimerMan.Add(TimeEvent.Name.UFOSoundTempo, pUFOTempo, 0.5f);

            // Add timer event
            TimerMan.Add(TimeEvent.Name.UFORandom, this, pRandom.Next(8, 25));

            // Add timer event for UFO Bombs
            TimerMan.Add(TimeEvent.Name.BombRandomUFO, new BombSpawnEvent(pRandom, pUFO), pRandom.Next(1, 4));
        }
Example #4
0
 public override void Transition()
 {
     SpriteBatchMan.SetActive(this.poSpriteBatchMan);
     GameObjectMan.SetActive(this.poGameObjectMan);
     FontMan.SetActive(this.poFontMan);
     InputMan.SetActive(this.poInputMan);
 }
        private static Ship ActivateShip(SpriteBatchMan pSpriteBatchMan)
        {
            ShipMan pShipMan = ShipMan.PrivInstance();

            Debug.Assert(pShipMan != null);

            // copy over safe copy
            Ship pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, 150, 50);

            pShipMan.pShip = pShip;

            // Attach the sprite to the correct sprite batch
            SpriteBatch pSB_Aliens = pSpriteBatchMan.Find(SpriteBatch.Name.Aliens);

            pSB_Aliens.Attach(pShip.poProxySprite);

            SpriteBatch pSB_Box = pSpriteBatchMan.Find(SpriteBatch.Name.Boxes);

            pSB_Box.Attach(pShip.GetColObject().pColSprite);

            // Attach the missile to the missile root
            GameObject pShipRoot = GameObjectMan.Find(GameObject.Name.ShipRoot);

            Debug.Assert(pShipRoot != null);

            // Add to GameObject Tree - {update and collisions}
            pShipRoot.Add(pShipMan.pShip);

            return(pShipMan.pShip);
        }
Example #6
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);
        }
Example #7
0
        public static void Update()
        {
            //GameObjectMan pMan = GameObjectMan.privGetInstance();
            GameObjectMan pMan = GameObjectMan.pActiveGOMan;

            Debug.Assert(pMan != null);

            GameObjectNode pGameObjectNode = (GameObjectNode)pMan.baseGetActive();

            while (pGameObjectNode != null)
            {
                ReverseIterator pRev = new ReverseIterator(pGameObjectNode.pGameObj);

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

                    //Debug.WriteLine("update: {0} ({1})", pGameObj, pGameObj.GetHashCode());
                    pGameObj.Update();

                    pNode = pRev.Next();
                }

                pGameObjectNode = (GameObjectNode)pGameObjectNode.pNext;
            }
        }
Example #8
0
 // public
 public static void Create(int init = 2, int delta = 2)
 {
     if (pMan == null)
     {
         pMan = new GameObjectMan(init, delta);
     }
 }
Example #9
0
        public override void Notify()
        {
            this.pBomb = (Bomb)this.pSubject.pObjA;
            Debug.Assert(this.pBomb != null);

            if (pBomb.bMarkForDeath == false)
            {
                pBomb.bMarkForDeath = true;
                //   Delay
                RemoveBombObserver pObserver = new RemoveBombObserver(this);
                DelayedObjectMan.Attach(pObserver);
            }

            if (this.pSubject.pObjB is WallBottom)
            {
                //---------------------------------------------------------------------------------------------------------
                // Explosion
                //---------------------------------------------------------------------------------------------------------
                Explosion   explosion  = new Explosion(GameObject.Name.Explosion_Ground, GameSprite.Name.Explosion_Ground, this.pBomb.x, this.pBomb.y);
                SpriteBatch pSB_Aliens = SpriteBatchMan.Find(SpriteBatch.Name.Aliens);
                explosion.ActivateGameSprite(pSB_Aliens);
                GameObjectMan.Attach(explosion);
                TimerMan.Add(TimeEvent.Name.RemoveExplosion, new RemoveExplosionCommand(explosion), 0.25f);
            }
        }
Example #10
0
        public virtual void Remove()
        {
            Debug.WriteLine("REMOVE: {0}", this);

            // Remove from SpriteBatch
            // Find the SpriteNode
            Debug.Assert(this.pProxySprite != null);
            SpriteNode pSpriteNode = this.pProxySprite.GetSpriteNode();

            // Remove it from the manager
            Debug.Assert(pSpriteNode != null);
            SpriteBatchMan.Remove(pSpriteNode);

            // Remove collision sprite from spriteBatch
            Debug.Assert(this.poColObj != null);
            Debug.Assert(this.poColObj.pColSprite != null);
            pSpriteNode = this.poColObj.pColSprite.GetSpriteNode();

            Debug.Assert(pSpriteNode != null);
            SpriteBatchMan.Remove(pSpriteNode);

            // Remove from GameObjectMan
            GameObjectMan.Remove(this);

            //GhostMan.Add(this);
        }
        public override void Notify()
        {
            Bomb pBomb = null;

            if (this.pSubject.pObjA.name == GameObject.Name.Bomb)
            {
                pBomb = (Bomb)this.pSubject.pObjA;
            }
            else if (this.pSubject.pObjB.name == GameObject.Name.Bomb)
            {
                pBomb = (Bomb)this.pSubject.pObjB;
            }

            Debug.Assert(pBomb != null);

            pBomb.Reset();

            pBomb.Remove();

            if (showSplat == true)
            {
                // TODO: Splat Alien - needs a better way
                this.pSplat = new Splat(GameObject.Name.Splat, GameSprite.Name.SplatBomb, pBomb.x, pBomb.y);
                pSplat.ActivateCollisionSprite(this.pSB_Boxes);
                pSplat.ActivateGameSprite(this.pSB_Aliens);

                GameObject pSplatbRoot = GameObjectMan.Find(GameObject.Name.SplatRoot);
                Debug.Assert(pSplatbRoot != null);
                pSplatbRoot.Add(pSplat);

                TimerMan.Add(TimeEvent.Name.SplatRemoveBomb, new SplatRemoveEvent(this.pSplat), 0.5f);
            }
        }
Example #12
0
        private static Ship ActivateShip(SndObserver pSnd)
        {
            ShipMan pShipMan = ShipMan.PrivInstance();

            Debug.Assert(pShipMan != null);

            // copy over safe copy
            Ship pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, 300, 55, pSnd);

            pShipMan.pShip = pShip;

            // Attach the sprite to the correct sprite batch
            //SpriteBatch pSB_Aliens = SpriteBatchMan.Find(SpriteBatch.Name.Aliens);
            //pSB_Aliens.Attach(pShip.pProxySprite);

            SpriteBatch pSB_Aliens = SpriteBatchMan.Find(SpriteBatch.Name.Aliens);
            SpriteBatch pSB_Boxes  = SpriteBatchMan.Find(SpriteBatch.Name.Boxes);

            pShip.ActivateCollisionSprite(pSB_Boxes);
            pShip.ActivateGameSprite(pSB_Aliens);

            // Attach the missile to the missile root
            GameObject pShipRoot = GameObjectMan.Find(GameObject.Name.ShipRoot);

            Debug.Assert(pShipRoot != null);

            // Add to GameObject Tree - {update and collisions}
            pShipRoot.Add(pShipMan.pShip);

            return(pShipMan.pShip);
        }
        public void GenerateAlien(GameObjectMan poGameObjectMan)
        {
            AlienFactory AF = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);

            GameObject pGameObj;

            for (int i = 0; i < 11; i++)
            {
                GameObject pCol = AF.Create(GameObject.Name.AlienColumn, AlienCategory.Type.Column);

                pGameObj = AF.Create(GameObject.Name.SquidAlien, AlienCategory.Type.Squid, 250.0f + i * 40.0f, 470.0f);
                pCol.Add(pGameObj);

                pGameObj = AF.Create(GameObject.Name.CrabAlien, AlienCategory.Type.Crab, 250.0f + i * 40.0f, 430.0f);
                pCol.Add(pGameObj);

                pGameObj = AF.Create(GameObject.Name.CrabAlien, AlienCategory.Type.Crab, 250.0f + i * 40.0f, 390.0f);
                pCol.Add(pGameObj);

                pGameObj = AF.Create(GameObject.Name.OctopusAlien, AlienCategory.Type.Octopus, 250.0f + i * 40.0f, 350.0f);
                pCol.Add(pGameObj);

                pGameObj = AF.Create(GameObject.Name.OctopusAlien, AlienCategory.Type.Octopus, 250.0f + i * 40.0f, 310.0f);
                pCol.Add(pGameObj);

                this.Add(pCol);
            }

            GameObjectMan.Attach(this);
        }
Example #14
0
        override public void Update(float systemTime)
        {
            // Snd update - keeps everything moving and updating smoothly
            sndEngine.Update();

            // Single Step, Free running...
            Simulation.Update(systemTime);

            // Input
            InputMan.Update();

            // Run based on simulation stepping
            if (Simulation.GetTimeStep() > 0.0f)
            {
                // Fire off the timer events
                TimerMan.Update(Simulation.GetTotalTime());

                // walk through all objects and push to flyweight
                GameObjectMan.Update();

                // Do the collision checks
                ColPairMan.Process();

                // Delete any objects here...
                DelayedObjectMan.Process();
            }
        }
Example #15
0
        public static Missile ActivateMissile()
        {
            //ensure call Create() first
            ShipMan pShipMan = ShipMan.GetInstance();

            Debug.Assert(pShipMan != null);

            // create Missile
            Missile pMissile = new Missile(GameObject.Name.Missile, GameSprite.Name.Missile, 400, 100);

            pShipMan.pMissile = pMissile;

            // activate collision sprite and game sprite
            pMissile.activateCollisionSprite(SpriteBatchMan.Find(SpriteBatch.Name.Boxes));
            pMissile.activateGameSprite(SpriteBatchMan.Find(SpriteBatch.Name.Missiles));

            // attach missile to missile group
            GameObject pMissileGroup = GameObjectMan.Find(GameObject.Name.MissileGroup);

            Debug.Assert(pMissileGroup != null);

            // Add to GameObject
            pMissileGroup.add(pShipMan.pMissile);

            return(pShipMan.pMissile);
        }
Example #16
0
        public static void Update()
        {
            GameObjectMan pMan = GameObjectMan.PrivGetInstance();

            Debug.Assert(pMan != null);

            GameObjectNode pGameObjectNode = (GameObjectNode)pMan.BaseGetActive();

            while (pGameObjectNode != null)
            {
                //Debug.WriteLine("update: GameObjectTree {0} ({1})", pGameObjectNode.pGameObj, pGameObjectNode.pGameObj.GetHashCode());
                //Debug.WriteLine("   +++++");
                // Need to rework GameObjectMan to only use Components
                ReverseIterator pRev = new ReverseIterator(pGameObjectNode.pGameObj);

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

                    pNode = pRev.Next();
                }

                pGameObjectNode = (GameObjectNode)pGameObjectNode.pNext;
            }
        }
Example #17
0
        public static Ship ActivateShip()
        {
            //ensure call Create() first
            ShipMan pShipMan = ShipMan.GetInstance();

            Debug.Assert(pShipMan != null);

            // create ship
            Ship pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, 440, 90);

            pShipMan.pShip = pShip;

            // attach sprite to correct sprite batch
            SpriteBatch pSB_Ships = SpriteBatchMan.Find(SpriteBatch.Name.Ships);

            pSB_Ships.attach(pShip.getProxySprite());

            // attach ship to ship group
            GameObject pShipGroup = GameObjectMan.Find(GameObject.Name.ShipGroup);

            Debug.Assert(pShipGroup != null);

            // add to GameObject
            pShipGroup.add(pShipMan.pShip);
            pShip.activateCollisionSprite(SpriteBatchMan.Find(SpriteBatch.Name.Boxes));

            return(pShipMan.pShip);
        }
Example #18
0
 public static void Create(int reserveNum = 3, int reserveGrow = 1)
 {
     Debug.Assert(reserveNum > 0);
     Debug.Assert(reserveGrow > 0);
     Debug.Assert(pInstance == null);
     pInstance = new GameObjectMan(reserveNum, reserveGrow);
 }
Example #19
0
        public static void Remove(GameObject pNode)
        {
            // Keenan(delete.E)
            Debug.Assert(pNode != null);
            //GameObjectMan pMan = GameObjectMan.privGetInstance();
            GameObjectMan pMan = GameObjectMan.pActiveGOMan;

            GameObject pSafetyNode = pNode;

            // OK so we have a linked list of trees (Remember that)

            // 1) find the tree root (we already know its the most parent)

            GameObject pTmp  = pNode;
            GameObject pRoot = null;

            while (pTmp != null)
            {
                pRoot = pTmp;
                pTmp  = (GameObject)Iterator.GetParent(pTmp);
            }

            // 2) pRoot is the tree we are looking for
            // now walk the active list looking for pRoot

            GameObjectNode pTree = (GameObjectNode)pMan.baseGetActive();

            while (pTree != null)
            {
                if (pTree.pGameObj == pRoot)
                {
                    // found it
                    break;
                }
                // Goto Next tree
                pTree = (GameObjectNode)pTree.pNext;
            }

            // 3) pTree is the tree that holds pNode
            //  Now remove the node from that tree
            //Debug.Assert(pTree != null);
            //Debug.Assert(pTree.pGameObj != null);

            // Is pTree.poGameObj same as the node we are trying to delete?
            // Answer: should be no... since we always have a group (that was a good idea)
            //Debug.Assert(pTree.pGameObj != pNode);

            GameObject pParent = (GameObject)Iterator.GetParent(pNode);

            Debug.Assert(pParent != null);

            GameObject pChild = (GameObject)Iterator.GetChild(pNode);

            Debug.Assert(pChild == null);

            // remove the node
            pParent.Remove(pNode);

            // TODO - Recycle pNode
        }
Example #20
0
        public static void InitializeGrid()
        {
            // get Alien Grid From ReservedChildren Group
            AliensGrid Grid = (AliensGrid)GameObjectMan.Find(0, 0).GameObj;

            //if Grid has Child in the object pool
            DLinkedNode Col = Grid.Reservedchildren.GetHead();

            if (Col != null)
            {
                ResetGrid(Grid);

                // Update xs and ys of the whole grid
                UpdateGridPos(60, 530 - 30 * Nums.Level);

                // next line is necessary
                PlayBatchMan.Find(BatchName.Box).Add(GetGrid().CollisionObj.Box);
            }
            else
            {   // if Aliens Grid is not in the object pool. create new Grid Obj
                for (int j = 1; j <= 11; j++)
                {
                    Composite col = AlienObjectFactory.CreatComposite(j);
                    Grid.Add(col);
                }
            }
            _AlienGridMan._AlienGrid = Grid;
        }
Example #21
0
        public AlienGrid CreateGrid(int xPos, int yPos)
        {
            AlienGrid pGrid = (AlienGrid)Create(GameObject.Name.AlienGrid, AlienCategory.Type.Grid, xPos, yPos);

            GameObject pGameObj;

            for (int i = 0; i < 11; i++)
            {
                GameObject pCol = Create(GameObject.Name.AlienColumn + i, AlienCategory.Type.Column, xPos, yPos);

                pGameObj = Create(GameObject.Name.BlueAlien, AlienCategory.Type.Blue, xPos + i * 50.0f, yPos);
                pCol.Add(pGameObj);

                pGameObj = Create(GameObject.Name.GreenAlien, AlienCategory.Type.Green, xPos + i * 50.0f, yPos - 50);
                pCol.Add(pGameObj);

                pGameObj = Create(GameObject.Name.GreenAlien, AlienCategory.Type.Green, xPos + i * 50.0f, yPos - 100);
                pCol.Add(pGameObj);

                pGameObj = Create(GameObject.Name.RedAlien, AlienCategory.Type.Red, xPos + i * 50.0f, yPos - 150);
                pCol.Add(pGameObj);

                pGameObj = Create(GameObject.Name.RedAlien, AlienCategory.Type.Red, xPos + i * 50.0f, yPos - 200);
                pCol.Add(pGameObj);

                pGrid.Add(pCol);
                pGrid.nNumActive += 5;
            }

            GameObjectMan.Attach(pGrid);
            return(pGrid);
        }
Example #22
0
        public static void Update()
        {
            //ensure call Create() first
            GameObjectMan pMan = GameObjectMan.GetInstance();

            Debug.Assert(pMan != null);

            GameObjectNode pGameObjectNode = (GameObjectNode)pMan.baseGetActiveList();

            while (pGameObjectNode != null)
            {
                ReverseIterator pRev = new ReverseIterator(pGameObjectNode.getGameObject());

                Component pNode = pRev.first();
                while (!pRev.isDone())
                {
                    GameObject pGameObj = (GameObject)pNode;
                    pGameObj.update();

                    pNode = pRev.next();
                }

                pGameObjectNode = (GameObjectNode)pGameObjectNode.pNext;
            }
        }
        public static Missile ActivateMissile()
        {
            ShipMan pShipMan = ShipMan.PrivInstance();

            Debug.Assert(pShipMan != null);

            // copy over safe copy
            // This can be cleaned up more... no need to re-calling new()
            Missile pMissile = new Missile(GameObject.Name.Missile, GameSprite.Name.Missile, 400, 100);

            pShipMan.pMissile = pMissile;

            // Attached to SpriteBatches
            SpriteBatch pSB_Aliens = instance.pSpriteBatchMan.Find(SpriteBatch.Name.Aliens);
            SpriteBatch pSB_Boxes  = instance.pSpriteBatchMan.Find(SpriteBatch.Name.Boxes);

            pMissile.ActivateCollisionSprite(pSB_Boxes);
            pMissile.ActivateGameSprite(pSB_Aliens);

            // Attach the missile to the missile root
            GameObject pMissileGroup = GameObjectMan.Find(GameObject.Name.MissileGroup);

            Debug.Assert(pMissileGroup != null);

            // Add to GameObject Tree - {update and collisions}
            pMissileGroup.Add(pShipMan.pMissile);

            return(pShipMan.pMissile);
        }
Example #24
0
        public static void Reset()
        {
            //ensure call Create() first
            GameObjectMan pMan = GameObjectMan.GetInstance();

            Debug.Assert(pMan != null);

            GameObjectNode pGameObjectNode = (GameObjectNode)pMan.baseGetActiveList();

            while (pGameObjectNode != null)
            {
                Component pGameObject = (Component)pGameObjectNode.getGameObject();
                while (pGameObject.holder == Component.Container.Composite)
                {
                    Composite pComposite = (Composite)pGameObject;

                    pGameObject       = (Component)pComposite.poHead;
                    pComposite.poHead = null;
                    pComposite.poLast = null;
                    if (pGameObject == null || pGameObject.holder == Component.Container.Leaf)
                    {
                        break;
                    }
                }

                pGameObjectNode = (GameObjectNode)pGameObjectNode.pNext;
            }
        }
Example #25
0
        public virtual void Remove()
        {
            // Very difficult at first... if you are messy, you will pay here!
            // Given a game object....

            // Remove from SpriteBatch

            // Find the SBNode
            Debug.Assert(this.pProxySprite != null);
            SBNode pSBNode = this.pProxySprite.GetSBNode();

            // Remove it from the manager
            Debug.Assert(pSBNode != null);
            SpriteBatchMan.Remove(pSBNode);

            // Remove collision sprite from spriteBatch

            Debug.Assert(this.poColObj != null);
            Debug.Assert(this.poColObj.pColSprite != null);
            pSBNode = this.poColObj.pColSprite.GetSBNode();

            Debug.Assert(pSBNode != null);
            SpriteBatchMan.Remove(pSBNode);

            // Remove from GameObjectMan

            GameObjectMan.Remove(this);

            //GhostMan.Add(this);
        }
Example #26
0
        public static void InitializeBomb(float x, float y)
        {
            // get Bomb Group
            BombCol BCol = (BombCol)GameObjectMan.Find(0, 10).GameObj;

            // if bullet is in the object pool
            if (BCol.Reservedchildren.GetHead() != null)
            {
                _BombMan.Bomb = (BombLeaf)BCol.Reservedchildren.GetHead();
                BCol.Reservedchildren.Remove(_BombMan.Bomb);
                UpdateBombPos(x, y);
                _BombMan.Bomb.ResetStrategy();
                // next line is necessary
                PlayBatchMan.Find(BatchName.Box).Add(GetBomb().CollisionObj.Box);
                PlayBatchMan.Find(BatchName.Box).Add(BCol.CollisionObj.Box);
            }
            else    // if bullet is not in the object pool. create new Bullet Obj
            {
                GetRandomBomb();
                UpdateBombPos(x, y);
            }


            BCol.Add(GetBomb());
        }
Example #27
0
        public static void ChangeSceneInternal(GameObject pGameObject)
        {
            ForwardIterator pFor = new ForwardIterator(pGameObject);

            Component pNode = pFor.First();

            pFor.Next();
            if (pFor.IsDone())
            {
                GameObject pUFORoot = GameObjectMan.Find(GameObject.Name.UFORoot);
                UFO        pUFO     = (UFO)Iterator.GetChild(pUFORoot);
                pUFO.StopSound();

                int mode      = SceneStateGame.GetPlayMode();
                int currLevel = SceneStateGame.GetCurrLevel();

                String pScore1 = Int32.Parse(FontMan.Find(Font.Name.Score1).GetMessage()).ToString().PadLeft(4, '0');
                SceneStateGame.SetScore1(pScore1);

                String pScore2 = Int32.Parse(FontMan.Find(Font.Name.Score2).GetMessage()).ToString().PadLeft(4, '0');
                SceneStateGame.SetScore2(pScore2);

                String pScoreHigh = Int32.Parse(FontMan.Find(Font.Name.ScoreHigh).GetMessage()).ToString().PadLeft(4, '0');
                SceneStateGame.SetScoreHigh(pScoreHigh);

                SceneStateGame.SetStay(true);

                int currPlayer = SceneStateGame.GetCurrPlayer();

                if (currLevel == 1)
                {
                    SceneStateGame.SetPlayerLevel(currPlayer, 2);
                    SceneStateGame.SetBaseY(450.0f);
                    SceneStateGame.SetMoveRate(1.0f);
                }
                else
                {
                    SceneStateGame.SetPlayerLevel(currPlayer, 1);
                    SceneStateGame.SetBaseY(600.0f);
                    SceneStateGame.SetMoveRate(1.5f);
                    //no need to change to the next player, when finish level 2, same player, back to level 1
                    //SceneStateGame.SetCurrPlayer(currPlayer == mode ? 1 : 2);
                }

                //currLevel = SceneStateGame.GetCurrLevel();
                //if (currLevel == 1)
                //{
                //    SceneStateGame.SetBaseY(600.0f);
                //    SceneStateGame.SetMoveRate(1.5f);
                //}
                //else
                //{
                //    SceneStateGame.SetBaseY(450.0f);
                //    SceneStateGame.SetMoveRate(1.0f);
                //}

                Scene pScene = SceneMan.GetScene();
                pScene.Unload();
            }
        }
Example #28
0
        public override void Execute()
        {
            // Let the gameObject deal with this...
            //this.pAlien.Remove();

            GameObject pA = (GameObject)this.pUFO;
            GameObject pB = (GameObject)Iterator.GetParent(pA);

            pA.Remove();

            // TODO:  update score - may need a better way (maybe an observer)
            SceneContext sc = SceneContext.GetInstance();

            sc.GetState().UpdateScore(this.pUFO.GetScore());

            // TODO: Splat Alien - needs a better way
            this.pSplat = new Splat(GameObject.Name.Splat, GameSprite.Name.SplatUFO, pUFO.x, pUFO.y);
            pSplat.ActivateCollisionSprite(this.pSB_Boxes);
            pSplat.ActivateGameSprite(this.pSB_Aliens);

            GameObject pSplatbRoot = GameObjectMan.Find(GameObject.Name.SplatRoot);

            Debug.Assert(pSplatbRoot != null);
            pSplatbRoot.Add(pSplat);

            TimerMan.Add(TimeEvent.Name.SplatRemoveUFO, new SplatRemoveEvent(this.pSplat), 0.5f);
        }
        public override void Execute()
        {
            if (scenePlay.numLives > 1)
            {
                GameObject pA = (GameObject)this.pShip;
                GameObject pB = (GameObject)Iterator.GetParent(pA);

                pA.Remove();

                this.pSB_Aliens = SpriteBatchMan.Find(SpriteBatch.Name.Aliens);
                Debug.Assert(this.pSB_Aliens != null);

                this.pSB_Boxes = SpriteBatchMan.Find(SpriteBatch.Name.Boxes);
                Debug.Assert(this.pSB_Boxes != null);

                // TODO: Splat Alien - needs a better way
                this.pSplat = new Splat(GameObject.Name.Splat, GameSprite.Name.SplatShip, pShip.x, pShip.y);
                pSplat.ActivateCollisionSprite(this.pSB_Boxes);
                pSplat.ActivateGameSprite(this.pSB_Aliens);

                GameObject pSplatbRoot = GameObjectMan.Find(GameObject.Name.SplatRoot);
                Debug.Assert(pSplatbRoot != null);
                pSplatbRoot.Add(pSplat);

                TimerMan.Add(TimeEvent.Name.SplatRemoveShip, new SplatRemoveEvent(this.pSplat), 0.6f);

                this.scenePlay.RemoveLife();
            }
        }
Example #30
0
        public static Bomb ActiveBomb()
        {
            //ensure call Create() first
            BombMan pMan = BombMan.GetInstance();

            Debug.Assert(pMan != null);

            GameSprite.Name spriteName    = GameSprite.Name.BombDagger + pMan.randNum.Next(3);
            FallStrategy    pFallStrategy = pMan.chooseFallStrategy(spriteName);

            Debug.Assert(pFallStrategy != null);

            // create Bomb
            Bomb pBomb = new Bomb(GameObject.Name.Bomb, spriteName, pFallStrategy, 100, 100);

            // activate collision sprite and game sprite
            pBomb.activateGameSprite(SpriteBatchMan.Find(SpriteBatch.Name.Bombs));
            pBomb.activateCollisionSprite(SpriteBatchMan.Find(SpriteBatch.Name.Boxes));

            //attach Bomb to BombGroup
            GameObject pBombGroup = GameObjectMan.Find(GameObject.Name.BombGroup);

            Debug.Assert(pBombGroup != null);

            // add to GameObject
            pBombGroup.add(pBomb);

            return(pBomb);
        }