Example #1
0
        //----------------------------------------------------------------------------------
        // Static Methods
        //----------------------------------------------------------------------------------
        public static void Create(int initReserve = 3, int growthRate = 1)
        {
            // pre-conditions
            Debug.Assert(initReserve > 0);
            Debug.Assert(growthRate > 0);

            // init
            Debug.Assert(pInstance == null);
            if (pInstance == null)
            {
                SoundManager.pInstance = new SoundManager(initReserve, growthRate);
            }

            //Include a NullObject Image
            Sound pSound = SoundManager.Add(Sound.Name.NullObject, null, 0.0f);

            Debug.Assert(pSound != null);

            //Include a Default Sound
            //Copy the Null
        }
Example #2
0
        public override void LoadContent()
        {
            //---------------------------------------------------------------------------------------------------------
            // Create all the managers!
            //---------------------------------------------------------------------------------------------------------

            TextureManager.Create();
            ImageManager.Create();
            SpriteManager.Create();
            SoundManager.Create();
            BoxSpriteManager.Create();
            SpriteBatchManager.Create();
            TimerManager.Create();
            ProxySpriteManager.Create();
            ProxyBoxSpriteManager.Create();
            GameObjectManager.Create();
            ColPairManager.Create();
            GlyphManager.Create();
            FontManager.Create();

            //---------------------------------------------------------------------------------------------------------
            // Add the Sound Assets
            //---------------------------------------------------------------------------------------------------------
            SoundManager.Add(Sound.Name.InvaderMarch1, 0.05f);
            SoundManager.Add(Sound.Name.InvaderMarch2, 0.05f);
            SoundManager.Add(Sound.Name.InvaderMarch3, 0.05f);
            SoundManager.Add(Sound.Name.InvaderMarch4, 0.05f);

            SoundManager.Add(Sound.Name.Invaderkilled, 0.025f);

            SoundManager.Add(Sound.Name.Shoot, 0.025f);

            SoundManager.Add(Sound.Name.UFOHighPitch);
            SoundManager.Add(Sound.Name.UFOLowPitch, 0.01f);

            SoundManager.Add(Sound.Name.Uninitialized);

            //---------------------------------------------------------------------------------------------------------
            // Add the Texture and all the Images
            //---------------------------------------------------------------------------------------------------------
            TextureManager.Add(Texture.Name.Invader);
            Texture pTexture = TextureManager.Add(Texture.Name.Consolas36pt);

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

            ImageManager.Add(Image.Name.ShieldBrick);
            ImageManager.Add(Image.Name.Ship);
            ImageManager.Add(Image.Name.Missile);
            ImageManager.Add(Image.Name.SmallInvader1);
            ImageManager.Add(Image.Name.SmallInvader2);
            ImageManager.Add(Image.Name.MediumInvader1);
            ImageManager.Add(Image.Name.MediumInvader2);
            ImageManager.Add(Image.Name.LargeInvader1);
            ImageManager.Add(Image.Name.LargeInvader2);
            ImageManager.Add(Image.Name.UFO);

            ImageManager.Add(Image.Name.BombPlain);

            ImageManager.Add(Image.Name.BombZigZag1);
            ImageManager.Add(Image.Name.BombZigZag2);
            ImageManager.Add(Image.Name.BombZigZag3);
            ImageManager.Add(Image.Name.BombZigZag4);

            ImageManager.Add(Image.Name.BombDagger1);
            ImageManager.Add(Image.Name.BombDagger2);
            ImageManager.Add(Image.Name.BombDagger3);
            ImageManager.Add(Image.Name.BombDagger4);

            ImageManager.Add(Image.Name.BombRolling1);
            ImageManager.Add(Image.Name.BombRolling2);
            ImageManager.Add(Image.Name.BombRolling3);

            ImageManager.Add(Image.Name.InvaderDeath1);
            ImageManager.Add(Image.Name.InvaderDeath2);
            ImageManager.Add(Image.Name.UFODeath);
            ImageManager.Add(Image.Name.ShipDeath1);
            ImageManager.Add(Image.Name.ShipDeath2);
            ImageManager.Add(Image.Name.BombDeath);

            //---------------------------------------------------------------------------------------------------------
            // Add all the Sprites and BoxSprites (x,y pos not needed since its determined by factory upon object creation)
            //---------------------------------------------------------------------------------------------------------
            SpriteManager.Add(Sprite.Name.ShieldBrick, Image.Name.ShieldBrick, 0, 0, Constants.shieldBrickWidth, Constants.shieldBrickHeight, new Azul.Color(0.0f, 0.5f, 0.0f));
            SpriteManager.Add(Sprite.Name.Ship, Image.Name.Ship, 0, 0, Constants.shipWidth, Constants.shipHeight);
            SpriteManager.Add(Sprite.Name.Missile, Image.Name.Missile, 0, 0, Constants.missileWidth, Constants.missileHeight);
            SpriteManager.Add(Sprite.Name.SmallInvader, Image.Name.SmallInvader1, 0, 0, Constants.smallInvaderWidth, Constants.smallInvaderHeight, new Azul.Color(0.5f, 0.0f, 0.5f));
            SpriteManager.Add(Sprite.Name.MediumInvader, Image.Name.MediumInvader1, 0, 0, Constants.mediumInvaderWidth, Constants.mediumInvaderHeight, new Azul.Color(0.3f, 0.0f, 0.75f));
            SpriteManager.Add(Sprite.Name.LargeInvader, Image.Name.LargeInvader1, 0, 0, Constants.largeInvaderWidth, Constants.largeInvaderHeight, new Azul.Color(0.25f, 0.0f, 1.0f));
            SpriteManager.Add(Sprite.Name.UFO, Image.Name.UFO, 0, 0, Constants.UFOWidth, Constants.UFOHeight, new Azul.Color(0.75f, 0.2f, 0.2f));

            SpriteManager.Add(Sprite.Name.BombPlain, Image.Name.BombPlain, 0, 0, Constants.bombPlainWidth, Constants.bombPlainHeight);
            SpriteManager.Add(Sprite.Name.BombZigZag, Image.Name.BombZigZag1, 0, 0, Constants.bombZigZagWidth, Constants.bombZigZagHeight);
            SpriteManager.Add(Sprite.Name.BombDagger, Image.Name.BombDagger1, 0, 0, Constants.bombDaggerWidth, Constants.bombDaggerHeight);
            SpriteManager.Add(Sprite.Name.BombRolling, Image.Name.BombRolling1, 0, 0, Constants.bombRollingWidth1, Constants.bombRollingHeight1);

            SpriteManager.Add(Sprite.Name.InvaderDeath, Image.Name.InvaderDeath1, -50, -50, Constants.largeInvaderWidth, Constants.largeInvaderHeight, new Azul.Color(0.5f, 0.5f, 0.1f));
            SpriteManager.Add(Sprite.Name.BombDeath, Image.Name.BombDeath, -50, -50, Constants.bombDaggerWidth, Constants.bombDaggerHeight, new Azul.Color(0.75f, 0.1f, 0.1f));

            // Add BoxSprites (size of box gets determined by GameObject's ColObject)
            BoxSpriteManager.Add(BoxSprite.Name.ShipBox, new Azul.Color(0.25f, 1.0f, 0.5f));
            BoxSpriteManager.Add(BoxSprite.Name.MissileBox, new Azul.Color(0.25f, 1.0f, 0.5f));
            BoxSpriteManager.Add(BoxSprite.Name.SmallInvaderBox, new Azul.Color(1.0f, 0.0f, 0.0f));
            BoxSpriteManager.Add(BoxSprite.Name.MediumInvaderBox, new Azul.Color(1.0f, 0.0f, 0.0f));
            BoxSpriteManager.Add(BoxSprite.Name.LargeInvaderBox, new Azul.Color(1.0f, 0.0f, 0.0f));
            BoxSpriteManager.Add(BoxSprite.Name.InvaderColumnBox, new Azul.Color(0.0f, 1.0f, 0.0f));
            BoxSpriteManager.Add(BoxSprite.Name.InvaderGridBox, new Azul.Color(0.25f, 0.25f, 1.0f));
            BoxSpriteManager.Add(BoxSprite.Name.UFOBox, new Azul.Color(1.0f, 0.0f, 1.0f));
            BoxSpriteManager.Add(BoxSprite.Name.WallBox, new Azul.Color(1.0f, 1.0f, 0.0f));
            BoxSpriteManager.Add(BoxSprite.Name.GameSpaceBox, new Azul.Color(1.0f, 1.0f, 1.0f));
            BoxSpriteManager.Add(BoxSprite.Name.ShieldBrickBox, new Azul.Color(0.0f, 0.0f, 0.0f));
            BoxSpriteManager.Add(BoxSprite.Name.ShieldColumnBox, new Azul.Color(0.25f, 0.25f, 0.75f));
            BoxSpriteManager.Add(BoxSprite.Name.ShieldBox, new Azul.Color(0.25f, 0.75f, 0.25f));
            BoxSpriteManager.Add(BoxSprite.Name.ShieldZoneBox, new Azul.Color(0.25f, 0.25f, 1.0f));
            BoxSpriteManager.Add(BoxSprite.Name.BombBox, new Azul.Color(0.25f, 0.25f, 1.0f));

            // Create batches for group processing and rendering
            SpriteBatchManager.Add(SpriteBatch.Name.Texts);
            SpriteBatchManager.Add(SpriteBatch.Name.Boxes);
            SpriteBatchManager.Add(SpriteBatch.Name.Sprites);
            SpriteBatch pSBatch = SpriteBatchManager.Find(SpriteBatch.Name.Boxes);

            pSBatch.enabled = false;

            pSBatch = SpriteBatchManager.Add(SpriteBatch.Name.Deaths);
            pSBatch.Attach(SpriteManager.Find(Sprite.Name.BombDeath));
            pSBatch.Attach(SpriteManager.Find(Sprite.Name.InvaderDeath));

            //---------------------------------------------------------------------------------------------------------
            // Create Header Fonts
            //---------------------------------------------------------------------------------------------------------

            Font pScoreHeader1   = FontManager.Add(Font.Name.ScoreHeader1, SpriteBatch.Name.Texts, " SCORE<1> ", Glyph.Name.Consolas36pt, 100, 1000);
            Font pScoreHeader2   = FontManager.Add(Font.Name.ScoreHeader2, SpriteBatch.Name.Texts, " SCORE<2> ", Glyph.Name.Consolas36pt, 650, 1000);
            Font HighScoreHeader = FontManager.Add(Font.Name.HighScoreHeader, SpriteBatch.Name.Texts, "HI-SCORE", Glyph.Name.Consolas36pt, 400, 1000);

            FontManager.Add(Font.Name.Score1, SpriteBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, pScoreHeader1.pFontSprite.x + 30, 960);
            FontManager.Add(Font.Name.Score2, SpriteBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, pScoreHeader2.pFontSprite.x + 30, 960);
            FontManager.Add(Font.Name.HighScore, SpriteBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, HighScoreHeader.pFontSprite.x + 30, 960);

            Font pLives   = FontManager.Add(Font.Name.Lives, SpriteBatch.Name.Texts, "0", Glyph.Name.Consolas36pt, 50, 100);
            Font pCredits = FontManager.Add(Font.Name.Credits, SpriteBatch.Name.Texts, "CREDITS  00", Glyph.Name.Consolas36pt, 650, 100);

            GameManager.Create(this);
            GameManager.SetGameState(GameManager.State.AttractScreen);
            GameManager.Initialize();

            // Setup toggle boxes input observer
            InputSubject pInputSubject = InputManager.GetBSubject();

            pInputSubject.Attach(new ToggleSpriteBoxObserver());
        }
Example #3
0
        public Game()
        {   // Demo/Select Screen
            this.roundNum = 1;
            TextureManager.Create(2, 2);
            ImageManager.Create(5, 2);
            SpriteManager.Create(5, 2);
            SpriteBoxManager.Create(1, 1);
            SpriteBatchManager.Create(2, 1);
            TimerManager.Create(3, 1);
            GameObjectManager.Create(3, 1);
            ProxySpriteManager.Create(10, 5);
            CollisionPairManager.Create(2, 1);
            SoundManager.Create(9, 1);
            FontManager.Create(26, 10);
            ScoreManager.Initialize();

            //---------------------------------------------------------------------------------------------------------
            // Load Textures
            //---------------------------------------------------------------------------------------------------------
            Texture pSpritesTexture = TextureManager.Add(TextureName.Sprites, "Sprites.tga");
            Texture pShieldTexture  = TextureManager.Add(TextureName.Shields, "Shield.tga");

            TextureManager.Add(TextureName.Consolas36pt, "consolas36pt.tga");
            FontManager.AddXml("Consolas36pt.xml", FontName.Consolas36pt, TextureName.Consolas36pt);

            //---------------------------------------------------------------------------------------------------------
            // Load Sounds
            //---------------------------------------------------------------------------------------------------------
            SoundManager.Add(SoundName.explosion);
            SoundManager.Add(SoundName.fastInvader1);
            SoundManager.Add(SoundName.fastInvader2);
            SoundManager.Add(SoundName.fastInvader3);
            SoundManager.Add(SoundName.fastInvader4);
            SoundManager.Add(SoundName.invaderKilled);
            SoundManager.Add(SoundName.shoot);
            SoundManager.Add(SoundName.ufoHighPitch);
            SoundManager.Add(SoundName.ufoLowPitch);

            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatches
            //---------------------------------------------------------------------------------------------------------
            SpriteBatch sbAliens  = SpriteBatchManager.Add(SpriteBatchName.Aliens);
            SpriteBatch sbBoxes   = SpriteBatchManager.Add(SpriteBatchName.Boxes);
            SpriteBatch sbShips   = SpriteBatchManager.Add(SpriteBatchName.Ships);
            SpriteBatch sbSplats  = SpriteBatchManager.Add(SpriteBatchName.Splats);
            SpriteBatch sbShields = SpriteBatchManager.Add(SpriteBatchName.Shields);
            SpriteBatch sbFonts   = SpriteBatchManager.Add(SpriteBatchName.Fonts);

            InitializeImageManager();

            //---------------------------------------------------------------------------------------------------------
            // Create Sprites
            //---------------------------------------------------------------------------------------------------------
            SpriteManager.Add(SpriteBaseName.UFO, ImageName.UFO, 200.0f, 200.0f, 50.0f, 50.0f);
            SpriteManager.Add(SpriteBaseName.UFOBomb, ImageName.Missile, 100.0f, 700.0f, 5.0f, 32.0f);
            SpriteManager.Add(SpriteBaseName.Squid, ImageName.SquidA, 100.0f, 800.0f, 50.0f, 50.0f);
            SpriteManager.Add(SpriteBaseName.Crab, ImageName.CrabA, 100.0f, 750.0f, 50.0f, 50.0f);
            SpriteManager.Add(SpriteBaseName.Octopus, ImageName.OctopusA, 100.0f, 700.0f, 50.0f, 50.0f);
            SpriteManager.Add(SpriteBaseName.Ship, ImageName.Ship, 100.0f, 700.0f, 50.0f, 50.0f);
            SpriteManager.Add(SpriteBaseName.Missile, ImageName.Missile, 100.0f, 700.0f, 5.0f, 32.0f);
            SpriteManager.Add(SpriteBaseName.BombStraight, ImageName.BombStraightA, 100.0f, 100.0f, 10.0f, 60.0f);
            SpriteManager.Add(SpriteBaseName.BombDagger, ImageName.BombDaggerA, 100.0f, 100.0f, 20.0f, 60.0f);
            SpriteManager.Add(SpriteBaseName.BombZigZag, ImageName.BombZigZagA, 200.0f, 200.0f, 20.0f, 60.0f);
            SpriteManager.Add(SpriteBaseName.Brick, ImageName.Brick, 50.0f, 25.0f, 40.0f, 20.0f);
            SpriteManager.Add(SpriteBaseName.BrickLeftTop0, ImageName.BrickLeftTop0, 50.0f, 25.0f, 40.0f, 20.0f);
            SpriteManager.Add(SpriteBaseName.BrickLeftTop1, ImageName.BrickLeftTop1, 50.0f, 25.0f, 40.0f, 20.0f);
            SpriteManager.Add(SpriteBaseName.BrickLeftBottom, ImageName.BrickLeftBottom, 50.0f, 25.0f, 40.0f, 20.0f);
            SpriteManager.Add(SpriteBaseName.BrickRightTop0, ImageName.BrickRightTop0, 50.0f, 25.0f, 40.0f, 20.0f);
            SpriteManager.Add(SpriteBaseName.BrickRightTop1, ImageName.BrickRightTop1, 50.0f, 25.0f, 40.0f, 20.0f);
            SpriteManager.Add(SpriteBaseName.BrickRightBottom, ImageName.BrickRightBottom, 50.0f, 25.0f, 40.0f, 20.0f);
            SpriteManager.Add(SpriteBaseName.Splat, ImageName.AlienExplosion, 200.0f, 200.0f, 50.0f, 50.0f);
            SpriteManager.Add(SpriteBaseName.Explosion, ImageName.ShipExplosion, 200.0f, 200.0f, 50.0f, 50.0f);

            // Input
            InputSubject inputSubject;

            inputSubject = InputManager.GetOneSubject();
            inputSubject.RegisterObserver(new OnePlayerObserver());

            inputSubject = InputManager.GetArrowLeftSubject();
            inputSubject.RegisterObserver(new MoveLeftObserver());

            inputSubject = InputManager.GetArrowRightSubject();
            inputSubject.RegisterObserver(new MoveRightObserver());

            inputSubject = InputManager.GetSpaceSubject();
            inputSubject.RegisterObserver(new ShootObserver());
            //inputSubject = InputManager.GetTwoSubject();
            //inputSubject.RegisterObserver(new TwoPlayerObserver());

            TimerManager.Add(TimerEventName.SetGameState, TimerManager.GetCurrentTime() + 5.0f, TimerManager.GetCurrentTime() + 5.0f, new GameSelectEvent());
        }
Example #4
0
        public override void LoadContent()
        {
            // -----------------------------------------------------------------------------
            // ---------------------- Sound Setup ------------------------------------------
            // -----------------------------------------------------------------------------

            SoundManager.Add(Sound.Name.Fastinvader1, "fastinvader1.wav");
            SoundManager.Add(Sound.Name.Fastinvader2, "fastinvader2.wav");
            SoundManager.Add(Sound.Name.Fastinvader3, "fastinvader3.wav");
            SoundManager.Add(Sound.Name.Fastinvader4, "fastinvader4.wav");
            SoundManager.Add(Sound.Name.Shoot, "shoot.wav");
            SoundManager.Add(Sound.Name.Explosion, "explosion.wav");
            SoundManager.Add(Sound.Name.InvaderKilled, "invaderkilled.wav");
            SoundManager.Add(Sound.Name.UFO_HighPitch, "ufo_highpitch.wav");
            SoundManager.Add(Sound.Name.UFO_LowPitch, "ufo_lowpitch.wav");


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

            TextureManager.Add(Texture.Name.SpaceInvaders, "SpaceInvaders.tga");
            TextureManager.Add(Texture.Name.Invaders, "birds_N_shield.tga");
            Texture pTexture = TextureManager.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga");

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

            // -----------------------------------------------------------------------------
            // -------------------- Creating Images ----------------------------------------
            // -----------------------------------------------------------------------------

            ImageManager.Add(Image.Name.OctopusA, Texture.Name.SpaceInvaders, 3, 3, 12, 8);
            ImageManager.Add(Image.Name.OctopusB, Texture.Name.SpaceInvaders, 18, 3, 12, 8);
            ImageManager.Add(Image.Name.AlienA, Texture.Name.SpaceInvaders, 33, 3, 11, 8);
            ImageManager.Add(Image.Name.AlienB, Texture.Name.SpaceInvaders, 47, 3, 11, 8);
            ImageManager.Add(Image.Name.SquidA, Texture.Name.SpaceInvaders, 61, 3, 8, 8);
            ImageManager.Add(Image.Name.SquidB, Texture.Name.SpaceInvaders, 72, 3, 8, 8);
            ImageManager.Add(Image.Name.AlienExplosion, Texture.Name.SpaceInvaders, 83, 3, 13, 8);
            ImageManager.Add(Image.Name.Saucer, Texture.Name.SpaceInvaders, 99, 3, 16, 8);
            ImageManager.Add(Image.Name.SaucerExplosion, Texture.Name.SpaceInvaders, 118, 3, 21, 8);

            ImageManager.Add(Image.Name.Ship, Texture.Name.SpaceInvaders, 3, 14, 13, 8);
            ImageManager.Add(Image.Name.ShipExplosionA, Texture.Name.SpaceInvaders, 19, 14, 16, 8);
            ImageManager.Add(Image.Name.ShipExplosionB, Texture.Name.SpaceInvaders, 38, 14, 16, 8);
            ImageManager.Add(Image.Name.Missile, Texture.Name.SpaceInvaders, 3, 29, 1, 4);
            ImageManager.Add(Image.Name.MissileExplosion, Texture.Name.SpaceInvaders, 7, 25, 8, 8);

            ImageManager.Add(Image.Name.Wall, Texture.Name.Invaders, 40, 185, 20, 10);

            ImageManager.Add(Image.Name.BombStraight, Texture.Name.Invaders, 111, 101, 5, 49);
            ImageManager.Add(Image.Name.BombZigZagA, Texture.Name.SpaceInvaders, 18, 26, 3, 7);
            ImageManager.Add(Image.Name.BombZigZagB, Texture.Name.SpaceInvaders, 24, 26, 3, 7);
            ImageManager.Add(Image.Name.BombZigZagC, Texture.Name.SpaceInvaders, 30, 26, 3, 7);
            ImageManager.Add(Image.Name.BombZigZagD, Texture.Name.SpaceInvaders, 36, 26, 3, 7);
            ImageManager.Add(Image.Name.BombDaggerA, Texture.Name.SpaceInvaders, 42, 27, 3, 6);
            ImageManager.Add(Image.Name.BombDaggerB, Texture.Name.SpaceInvaders, 48, 27, 3, 6);
            ImageManager.Add(Image.Name.BombDaggerC, Texture.Name.SpaceInvaders, 54, 27, 3, 6);
            ImageManager.Add(Image.Name.BombDaggerD, Texture.Name.SpaceInvaders, 60, 27, 3, 6);
            ImageManager.Add(Image.Name.BombRollingA, Texture.Name.SpaceInvaders, 65, 26, 3, 7);
            ImageManager.Add(Image.Name.BombRollingB, Texture.Name.SpaceInvaders, 70, 26, 3, 7);
            ImageManager.Add(Image.Name.BombRollingC, Texture.Name.SpaceInvaders, 75, 26, 3, 7);
            ImageManager.Add(Image.Name.BombRollingD, Texture.Name.SpaceInvaders, 80, 26, 3, 7);
            ImageManager.Add(Image.Name.BombExplosion, Texture.Name.SpaceInvaders, 86, 25, 6, 8);

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



            // -----------------------------------------------------------------------------
            // ---------------------- Creating GameSprites ---------------------------------
            // -----------------------------------------------------------------------------
            float dim = 33.0f;
            float sm  = dim;
            float md  = dim * 1.15f;
            float lg  = dim * 1.30f;


            GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.SquidA, 200, 400, sm, sm);
            GameSpriteManager.Add(GameSprite.Name.Alien, Image.Name.AlienA, 200, 200, md, md);
            GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.OctopusA, 200, 300, lg, lg);

            GameSpriteManager.Add(GameSprite.Name.Saucer, Image.Name.Saucer, 300, 250, 60, 30);
            GameSpriteManager.Add(GameSprite.Name.SaucerExplosion, Image.Name.SaucerExplosion, 300, 250, 60, 30);
            GameSpriteManager.Add(GameSprite.Name.AlienExplosion, Image.Name.AlienExplosion, -10, -10, dim, dim);

            // Utility for ship state movement

            float projWidth  = 8.0f;
            float projHeight = 16.0f;

            GameSpriteManager.Add(GameSprite.Name.Missile, Image.Name.Missile, 0, 0, 0.5f * projWidth, 0.75f * projHeight);
            GameSpriteManager.Add(GameSprite.Name.MissileExplosion, Image.Name.MissileExplosion, 0, 0, 0.7f * dim, 0.7f * dim);
            GameSpriteManager.Add(GameSprite.Name.Ship, Image.Name.Ship, 400, 100, 60, 21);
            GameSpriteManager.Add(GameSprite.Name.ShipExplosionA, Image.Name.ShipExplosionA, 400, 100, 90, 31);
            GameSpriteManager.Add(GameSprite.Name.ShipExplosionB, Image.Name.ShipExplosionB, 400, 100, 90, 31);

            GameSpriteManager.Add(GameSprite.Name.Wall, Image.Name.Wall, 448, 100, 850, 4);

            GameSpriteManager.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 100, 100, projWidth, projHeight);
            GameSpriteManager.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZagA, 200, 200, projWidth, projHeight);
            GameSpriteManager.Add(GameSprite.Name.BombDagger, Image.Name.BombDaggerA, 100, 100, projWidth, projHeight);
            GameSpriteManager.Add(GameSprite.Name.BombRolling, Image.Name.BombRollingA, 100, 100, projWidth, projHeight);
            GameSpriteManager.Add(GameSprite.Name.BombExplosion, Image.Name.BombExplosion, 100, 100, 0.5f * dim, 0.7f * dim);



            float brick_w = 12.0f;
            float brick_h = 6.0f;

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



            // -----------------------------------------------------------------------------
            // ---------------------- Create Sprite Node Batches ---------------------------
            // -----------------------------------------------------------------------------



            SpriteNodeBatch pBatch_Texts      = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts, 2);
            SpriteNodeBatch pBatch_Player     = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Players, 5);
            SpriteNodeBatch pBatch_TheSwarm   = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.TheSwarm, 10);
            SpriteNodeBatch pBatch_Explosions = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Explosions, 20);
            SpriteNodeBatch pBatch_Shields    = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Shields, 200);
            SpriteNodeBatch pBatch_Boxes      = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Boxes, 400);

            pBatch_Boxes.SetDrawStatus(false);
            Debug.WriteLine("Finished : Loading Sprite Batches");

            // -----------------------------------------------------------------------------
            // ---------------------- Instantiate Local GameObject Manager -----------------
            // -----------------------------------------------------------------------------

            // Moved to CreateManagers()


            // -----------------------------------------------------------------------------
            // ---------------------- Font Setup ------------------------------------------
            // -----------------------------------------------------------------------------

            Font pFont;

            int topTextLine = 980;

            pFont = FontManager.Add(Font.Name.Score1_Title, SpriteNodeBatch.Name.Texts, "SCORE<1>", Glyph.Name.Consolas36pt, 100, topTextLine);
            pFont = FontManager.Add(Font.Name.HighScore_Title, SpriteNodeBatch.Name.Texts, "HI-SCORE<1>", Glyph.Name.Consolas36pt, 350, topTextLine);
            pFont = FontManager.Add(Font.Name.Score2_Title, SpriteNodeBatch.Name.Texts, "SCORE<2>", Glyph.Name.Consolas36pt, 650, topTextLine);


            int scoreTextLine = 940;
            int x_shift       = 40;

            pFont = FontManager.Add(Font.Name.Score1, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 100 + x_shift, scoreTextLine);
            pFont = FontManager.Add(Font.Name.HighScore, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 350 + x_shift, scoreTextLine);
            pFont = FontManager.Add(Font.Name.Score2, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 650 + x_shift, scoreTextLine);


            FontManager.Add(Font.Name.LifeCount, SpriteNodeBatch.Name.Texts, "3", Glyph.Name.Consolas36pt, 100, 50);



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

            pBombRoot.ActivateCollisionSprite(pBatch_Boxes);
            GameObjectManager.Attach(pBombRoot);



            // -----------------------------------------------------------------------------
            // ---------------------- Create Explosion GameObjects -------------------------------
            // -----------------------------------------------------------------------------
            ExplosionFactory EF             = new ExplosionFactory(SpriteNodeBatch.Name.Explosions, SpriteNodeBatch.Name.Boxes);
            GameObject       pExplosionRoot = EF.Build(GameObject.Name.ExplosionRoot, 0.0f, 0.0f);


            // -----------------------------------------------------------------------------
            // ---------------------- Create Grids of Nested GameObjects -------------------
            // -----------------------------------------------------------------------------



            GameObject   pWallGroup;
            GameObject   pSwarmGrid;
            GameObject   pUFOGrid;
            GameObject   pShieldRoot;
            MissileGroup pMissileGroup = CreateMissleGroup(pBatch_Player, pBatch_Boxes);
            GameObject   pBumperGroup  = CreateBumperGroup(pBatch_Player, pBatch_Boxes);

            pWallGroup = CreateWalls(pBatch_TheSwarm, pBatch_Boxes);
            Debug.WriteLine("Finished : Creating the walls");



            AlienFactory AF = new AlienFactory(SpriteNodeBatch.Name.TheSwarm, SpriteNodeBatch.Name.Boxes);

            pSwarmGrid = AF.Build(GameObject.Name.AlienGrid);
            AF.swarmAnimation(pSwarmGrid);
            Debug.WriteLine("Finished : Creating the Swarm");



            pUFOGrid = AF.Build(GameObject.Name.UFOGrid);
            AF.UFOAnimation(pUFOGrid);
            Debug.WriteLine("Finished : Creating the UfO Boss");



            Debug.WriteLine("Create Animations Gamesprites");
            pShieldRoot = new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);
            ShieldFactory SF = new ShieldFactory(SpriteNodeBatch.Name.Shields, SpriteNodeBatch.Name.Boxes, pShieldRoot);

            pShieldRoot = SF.Build(GameObject.Name.ShieldRoot);

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

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

            GameObjectManager.Attach(pShipRoot);
            ShipMan.Create();
            Debug.WriteLine("Finished : Creating the ShipRoot and Ship");



            // -----------------------------------------------------------------------------
            // ---------------------- Collision Pairs --------------------------------------
            // -----------------------------------------------------------------------------


            // Alien vs Missile
            CollPair pAttackAliens = CollPairManager.Add(CollPair.Name.Alien_Missle, pMissileGroup, pSwarmGrid);

            Debug.Assert(pAttackAliens != null);
            pAttackAliens.Attach(new ShipReadyObserver());
            pAttackAliens.Attach(new RemoveMissileObserver());
            pAttackAliens.Attach(new RemoveAlienObserver());
            pAttackAliens.Attach(new SoundObserverKillAlien());
            pAttackAliens.Attach(new ExplosionSpriteObserver(GameSprite.Name.AlienExplosion));

            // Alien vs Shild
            CollPair pAlienHitShield = CollPairManager.Add(CollPair.Name.Alien_Shield, pSwarmGrid, pShieldRoot);

            pAlienHitShield.Attach(new RemoveBrickObserver());
            pAlienHitShield.Attach(new SoundObserverExplosion());

            // AlienGrid vs Left/Right Wall
            CollPair pHitWall = CollPairManager.Add(CollPair.Name.Alien_SideWalls, pSwarmGrid, pWallGroup);

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


            //// AlienGrid vs Bottom Wall
            //CollPair pBottomWall = CollPairManager.Add(CollPair.Name.Alien_BottomWall, pSwarmGrid, pWallGroup);
            //Debug.Assert(pHitWall != null);
            //pBottomWall.Attach(new GameOverObserver());


            // Bumper vs Ship
            CollPair pHitBumper = CollPairManager.Add(CollPair.Name.Bumper_Ship, pBumperGroup, pShipRoot);

            pHitBumper.Attach(new BumperObserver());


            // Bomb vs Ship
            CollPair pHitShip = CollPairManager.Add(CollPair.Name.Bomb_Ship, pBombRoot, pShipRoot);

            pHitShip.Attach(new RemoveBombObserver());
            pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion));
            pHitShip.Attach(new SoundObserverExplosion());
            pHitShip.Attach(new ShipTakeDamageObserver());  // triggers GAMEOVER
            pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.ShipExplosionA));
            pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.ShipExplosionB, 0.4f));
            //pHitShip.Attach(new GameOverObserver());


            // Bomb vs Bottom
            CollPair pHitBottom = CollPairManager.Add(CollPair.Name.Bomb_WallBottom, pBombRoot, pWallGroup);

            pHitBottom.Attach(new RemoveBombObserver());
            pHitBottom.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion));

            // Bomb vs Missile
            CollPair pBombvsMissile = CollPairManager.Add(CollPair.Name.Bomb_Missile, pBombRoot, pMissileGroup);

            pBombvsMissile.Attach(new ShipReadyObserver());
            pBombvsMissile.Attach(new RemoveBombObserver());
            pBombvsMissile.Attach(new RemoveMissileObserver());
            pBombvsMissile.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion));
            pBombvsMissile.Attach(new SoundObserverExplosion());


            // Bomb vs Shield
            CollPair pHitBombShield = CollPairManager.Add(CollPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);

            pHitBombShield.Attach(new RemoveBombObserver());
            pHitBombShield.Attach(new RemoveBrickObserver());
            pHitBombShield.Attach(new SoundObserverExplosion());
            pHitBombShield.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion));


            // Missile vs Top-Wall
            CollPair pHitTopWall = CollPairManager.Add(CollPair.Name.Missile_WallTop, pMissileGroup, pWallGroup);

            Debug.Assert(pHitTopWall != null);
            pHitTopWall.Attach(new ShipReadyObserver());
            pHitTopWall.Attach(new RemoveMissileObserver());  //ShipRemoveMissileObserver()
            pHitTopWall.Attach(new ExplosionSpriteObserver(GameSprite.Name.MissileExplosion));


            // Missile vs Shield
            CollPair pColPair = CollPairManager.Add(CollPair.Name.Missile_Shield, pMissileGroup, pShieldRoot);

            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new SoundObserverExplosion());



            // UFO vs WallGroup
            CollPair pUFOvsWall = CollPairManager.Add(CollPair.Name.Saucer_Wall, pUFOGrid, pWallGroup);

            pUFOvsWall.Attach(new GridObserverUFO());



            // UFO vs Missile
            CollPair pUFOvsMissile = CollPairManager.Add(CollPair.Name.Missile_UFO, pMissileGroup, pUFOGrid);

            pUFOvsMissile.Attach(new ShipReadyObserver());
            pUFOvsMissile.Attach(new RemoveMissileObserver());
            pUFOvsMissile.Attach(new RemoveUFOObserver());
            pUFOvsMissile.Attach(new SoundObserverKillAlien());
            pUFOvsMissile.Attach(new ExplosionSpriteObserver(GameSprite.Name.SaucerExplosion));

            Debug.WriteLine("Finished : Loading Collision Pairs");



            // -----------------------------------------------------------------------------
            // ---------------------- Test Input Handles -----------------------------------
            // -----------------------------------------------------------------------------

            // Creation moved to createManagers()

            InputSubject pInputSubject;

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

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

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

            pInputSubject = InputManager.GetBkeySubject();
            pInputSubject.Attach(new RenderCollisionBoxesObserver());


            Simulation.SetState(Simulation.State.Realtime);

            Debug.WriteLine("Finished : Loading Input Subject");
        }
Example #5
0
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            ScreenWidth  = this.GetScreenWidth();
            ScreenHeight = this.GetScreenHeight();

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

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

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



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

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

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

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

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

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

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

            // --- aliens ---

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

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

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

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

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

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

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

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

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

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

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


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

            // --- aliens ---

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

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

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

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

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

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

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

            pSceneContext = new SceneContext();
        }