public void RecycleAllActive()
        {
            SpriteBatchNode current = (SpriteBatchNode)this.poActiveHead;
            SpriteBatchNode pOld;

            while (current != null)
            {
                if (current.pSprite.pGameObject != null)
                {
                    GameObjectManager.getInstance().Remove(current.pSprite.pGameObject.Wash());
                }

                if (current.pSprite.GetType() == typeof(GameSprite))
                {
                    GameSpriteManager.getInstance().Remove(current.pSprite.Wash());
                }
                else if (current.pSprite.GetType() == typeof(BoxSprite))
                {
                    BoxSpriteManager.getInstance().Remove(current.pSprite.Wash());
                }

                pOld    = current;
                current = (SpriteBatchNode)current.pNext;
                this.Remove(pOld);
            }
        }
Exemple #2
0
        public static void Dump()
        {
            GameSpriteManager pMan = GameSpriteManager.PrivGetInstance();

            Debug.Assert(pMan != null);

            pMan.BaseDump();
        }
Exemple #3
0
        public static void DumpLists()
        {
            GameSpriteManager pMan = privGetInstance();

            Debug.Assert(pMan != null);

            Debug.WriteLine("------ GameSprite Manager Lists ------");
            pMan.baseDumpLists();
        }
Exemple #4
0
        public static void Remove(GameSprite pNode)
        {
            GameSpriteManager pMan = GameSpriteManager.PrivGetInstance();

            Debug.Assert(pMan != null);

            Debug.Assert(pNode != null);
            pMan.BaseRemove(pNode);
        }
Exemple #5
0
        public static GameSpriteManager getInstance()
        {
            if (pInstance == null)
            {
                pInstance = new GameSpriteManager();
            }

            return(pInstance);
        }
Exemple #6
0
        public static void Remove(GameSprite pNode)
        {
            //get the singleton
            GameSpriteManager pMan = privGetInstance();

            Debug.Assert(pMan != null);

            Debug.Assert(pNode != null);
            pMan.baseRemoveNode(pNode);
        }
Exemple #7
0
 //--------------------------------------------------------------------
 // Methods
 //--------------------------------------------------------------------
 public void Set(GameSprite.Name name)
 {
     this.name    = Name.Proxy;
     this.x       = 0.0f;
     this.y       = 0.0f;
     this.sx      = 1.0f;
     this.sy      = 1.0f;
     this.pSprite = GameSpriteManager.Find(name);
     Debug.Assert(this.pSprite != null);
 }
 public ProxySprite(GameSprite.Name theName) : base()
 {
     this.name    = ProxySprite.Name.Proxy;
     this.x       = 0.0f;
     this.y       = 0.0f;
     this.sx      = 1.0f;
     this.sy      = 1.0f;
     this.pSprite = GameSpriteManager.Find(theName);
     Debug.Assert(this.pSprite != null);
 }
        //----------------------------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------------------------
        public AnimationSprite(GameSprite.Name theName, AlienGrid ag)
        {
            this.pSprite = GameSpriteManager.Find(theName);
            Debug.Assert(this.pSprite != null);

            this.pCurrentImage = null;
            this.poFirstImage  = null;

            this.pAlienGrid = ag;
        }
Exemple #10
0
        public static void Remove(GameSprite pSprite)
        {
            GameSpriteManager pManager = GameSpriteManager.privGetInstance();

            Debug.Assert(pManager != null);
            Debug.Assert(pSprite != null);

            // delegate to abstract manager who deals with the DLinks
            pManager.baseRemove(pSprite);
        }
        // Must call this in INITIALIZE method
        public static void initialize(int toCreate, int willCreate)
        {
            Debug.Assert(toCreate > 0);
            Debug.Assert(willCreate > 0);

            if (iSprMan == null)
            {
                iSprMan = new GameSpriteManager(toCreate, willCreate);
                iSprMan.nullObj = new NullGameSprite();
            }
        }
Exemple #12
0
        //---------------------------------------------------------------------------------------------------------
        // Methods
        //---------------------------------------------------------------------------------------------------------

        public ProxySprite(GameSprite.Name name, float posX = 0.0f, float posY = 0.0f)
        {
            this.name = ProxySprite.Name.Proxy;

            this.x  = posX;
            this.y  = posY;
            this.sx = 1.0f;
            this.sy = 1.0f;

            this.pSprite = GameSpriteManager.Find(name);
            Debug.Assert(this.pSprite != null);
        }
Exemple #13
0
        public AnimationSprite(GameSprite.Name spriteName)
        {
            // initialized the sprite animation is attached to
            this.pSprite = GameSpriteManager.Find(spriteName);
            Debug.Assert(this.pSprite != null);

            // initialize references
            this.pCurrImage = null;

            // list
            this.poFirstImage = null;
        }
        public static GameSprite Find(GameSprite.Name name)
        {
            GameSpriteManager pMan = GameSpriteManager.privGetInstance();

            Debug.Assert(pMan != null);


            pMan.poNodeCompare.name = name;

            GameSprite pData = (GameSprite)pMan.BaseFind(pMan.poNodeCompare);

            return(pData);
        }
Exemple #15
0
        public static GameSprite Find(GameSprite.Name theName)
        {
            GameSpriteManager pSpriteManager = GameSpriteManager.privGetInstance();

            Debug.Assert(pSpriteManager != null);

            // set common compare node, static object ref
            pSpriteManager.poNodeCompare.SetName(theName);

            //find and return ref
            GameSprite pSprite = (GameSprite)pSpriteManager.baseFind(pSpriteManager.poNodeCompare);

            return(pSprite);
        }
Exemple #16
0
        public static GameSprite Find(GameSprite.Name name)
        {
            GameSpriteManager pMan = GameSpriteManager.PrivGetInstance();

            Debug.Assert(pMan != null);

            // So:  Use the Compare Node - as a reference
            //      use in the Compare() function
            pMan.poNodeCompare.SetName(name);

            GameSprite pData = (GameSprite)pMan.BaseFind(pMan.poNodeCompare);

            return(pData);
        }
Exemple #17
0
        //---------------------------------------------------------------------------------
        // Static Methods
        //---------------------------------------------------------------------------------
        public static void Create(int reserveNum = 3, int reserveGrow = 1)
        {
            Debug.Assert(reserveNum > 0);
            Debug.Assert(reserveGrow > 0);

            // Initialize the singleton here
            Debug.Assert(pInstance == null);

            // Do the initialization
            if (pInstance == null)
            {
                pInstance = new GameSpriteManager(reserveNum, reserveGrow);
                GameSpriteManager.Add(GameSprite.Name.NullObject, Image.Name.NullObject, 0, 0, 0, 0);
            }
        }
Exemple #18
0
        //-----------------------------------------------------------------------------
        // Game::UnLoadContent()
        //       unload content (resources loaded above)
        //       unload all content that was loaded before the Engine Loop started
        //-----------------------------------------------------------------------------
        public override void UnLoadContent()
        {
            TextureManager.Destroy();
            ImageManager.Destroy();

            GameSpriteManager.Destroy();
            BoxSpriteManager.Destroy();

            SpriteBatchManager.Destroy();

            ProxySpriteManager.Destroy();

            TimerEventManager.Destroy();
            DeathManager.Destroy();
        }
Exemple #19
0
        public static void Destroy()
        {
            // Get the instance
            GameSpriteManager pMan = GameSpriteManager.privGetInstance();

            Debug.WriteLine("--->GameSpriteMan.Destroy()");
            pMan.baseDestroy();

#if (TRACK_DESTRUCTOR)
            Debug.WriteLine("     {0} ({1})", GameSpriteMan.pSpriteRef, GameSpriteMan.pSpriteRef.GetHashCode());
            Debug.WriteLine("     {0} ({1})", GameSpriteMan.pInstance, GameSpriteMan.pInstance.GetHashCode());
#endif
            GameSpriteManager.pSpriteRef = null;
            GameSpriteManager.pInstance  = null;
        }
Exemple #20
0
        public static GameSprite Add(GameSprite.Name spriteName, Image.Name imageName, float x, float y, float width, float height)
        {
            GameSpriteManager pMan = GameSpriteManager.privGetInstance();

            Debug.Assert(pMan != null);

            Image pImage = ImageManager.Find(imageName);

            Debug.Assert(pImage != null);

            GameSprite pNode = (GameSprite)pMan.baseAddToFront();

            Debug.Assert(pNode != null);

            pNode.Set(spriteName, pImage, x, y, width, height);
            return(pNode);
        }
Exemple #21
0
        public static GameSprite Add(GameSprite.Name spriteName, Image.Name imageName, float x, float y, float width, float height, Azul.Color pColor = null)
        {
            GameSpriteManager pMan = GameSpriteManager.PrivGetInstance();

            Debug.Assert(pMan != null);

            GameSprite pNode = (GameSprite)pMan.BaseAdd();

            Debug.Assert(pNode != null);

            // Initialize the Data
            Image pImage = ImageManager.Find(imageName);

            Debug.Assert(pImage != null);

            pNode.Set(spriteName, pImage, x, y, width, height, pColor);
            return(pNode);
        }
        //----------------------------------------------------------------------
        // Static Methods
        //----------------------------------------------------------------------
        public static void Create(int reserveNum = 3, int reserveGrow = 1)
        {
            // make sure values are ressonable
            Debug.Assert(reserveNum > 0);
            Debug.Assert(reserveGrow > 0);

            // initialize the singleton here
            Debug.Assert(pInstance == null);

            // Do the initialization
            if (pInstance == null)
            {
                pInstance = new GameSpriteManager(reserveNum, reserveGrow);
            }
            // Add a NULL Sprite into the Manager, allows find
            GameSprite pGSprite = GameSpriteManager.Add(GameSprite.Name.NullObject, Image.Name.NullObject, 0, 0, 0, 0);

            Debug.Assert(pGSprite != null);
        }
Exemple #23
0
        //----------------------------------------------------------------------------------
        //    Static Methods
        //----------------------------------------------------------------------------------
        public static void Create(int initReserve = 3, int growthRate = 1)
        {
            // pre-conditions
            Debug.Assert(initReserve > 0);
            Debug.Assert(growthRate > 0);

            Debug.Assert(GameSpriteManager.pInstance == null);

            // create the one an only instance.
            if (GameSpriteManager.pInstance == null)
            {
                GameSpriteManager.pInstance = new GameSpriteManager(initReserve, growthRate);
            }

            // Include a Null GameSprite Object
            GameSprite pGSprite = GameSpriteManager.Add(GameSprite.Name.NullObject, Image.Name.NullObject, 0, 0, 0, 0);

            Debug.Assert(pGSprite != null);
        }
Exemple #24
0
        //----------------------------------------------------------------------
        // 4 Wrapper methods: baseAdd, baseFind, baseRemove, baseDump
        //----------------------------------------------------------------------
        public static GameSprite Add(GameSprite.Name spriteName,
                                     Image.Name imageName, Azul.Rect pScreenRect, Azul.Color pColor = null)
        {
            GameSpriteManager pMan = GameSpriteManager.privGetInstance();

            Debug.Assert(pMan != null);

            Image pImage = ImageManager.Find(imageName);

            Debug.Assert(pImage != null);

            GameSprite pNode = (GameSprite)pMan.baseAddToFront();

            Debug.Assert(pNode != null);

            // wash it
            pNode.Set(spriteName, pImage, pScreenRect, pColor);
            return(pNode);
        }
Exemple #25
0
        public static GameSprite Add(GameSprite.Name spName, Image.Name imgName, float x, float y, float w, float h, Azul.Color pColor = null)
        {
            GameSpriteManager pManager = GameSpriteManager.privGetInstance();

            Debug.Assert(pManager != null);

            //grab a DLink
            GameSprite pSprite = (GameSprite)pManager.baseAdd();

            Debug.Assert(pSprite != null);

            //initialize
            Image pImage = ImageManager.Find(imgName);

            Debug.Assert(pImage != null);

            pSprite.Set(spName, pImage, x, y, w, h, pColor);

            return(pSprite);
        }
Exemple #26
0
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            // -------------------- Create the Managers --------------------

            Simulation.Create();
            TimerManager.Create(5, 2);


            SoundManager.Create(9, 1);
            TextureManager.Create(1, 1);
            ImageManager.Create(5, 2);



            // REWORK - SpriteBatchMan
            //    It's a singleton... but it holds an actual instance pointer to the SpriteBatchMan instance
            //    this way scene can own their unique sprite batch man independent of other scenes
            //
            // SpriteBatchMan.Create(3, 1);
            //
            // Once you understand this... you have to do this for many other systems
            //


            SpriteNodeBatchManager.Create();

            GameSpriteManager.Create(4, 4);
            BoxSpriteManager.Create(3, 1);
            ProxySpriteManager.Create(10, 1);
            GameObjectManager.Create();
            CollPairManager.Create(5, 1);


            GlyphManager.Create(36, 1);
            FontManager.Create(1, 1);
            InputManager.Create();


            pSceneContext = new SceneContext();
        }
Exemple #27
0
        public static GameSprite Find(GameSprite.Name name)
        {
            //get the singleton
            GameSpriteManager pMan = privGetInstance();

            Debug.Assert(pMan != null);
            // Compare functions only compares two Nodes

            // So:  Use a reference node
            //      fill in the needed data
            //      use in the Compare() function

            Debug.Assert(pSpriteRef != null);
            pSpriteRef.WashNodeData();

            //find the node by name
            pSpriteRef.SetName(name);

            GameSprite pData = (GameSprite)pMan.baseFindNode(pSpriteRef);

            return(pData);
        }
Exemple #28
0
        //public facing constructor for instantiation of the singleton instance
        public static void Create(int startReserveSize = 3, int refillSize = 1)
        {
            // make sure values are reasonable
            Debug.Assert(startReserveSize > 0);
            Debug.Assert(refillSize > 0);

            // initialize the singleton here:
            Debug.Assert(pInstance == null);

            // Do the initialization
            if (pInstance == null)
            {
                //constructor can only be called here since private access
                pInstance = new GameSpriteManager(startReserveSize, refillSize);

                // Add a default NULL Sprite into the Manager, allows find to work without breaking
                GameSprite pGSprite = GameSpriteManager.Add(GameSprite.Name.NullObject, Image.Name.NullObject, 0, 0, 128, 128);
                Debug.Assert(pGSprite != null);
            }

            Debug.WriteLine("------GameSprite Manager Initialized-------");
        }
Exemple #29
0
        //set the name of this proxy and attach sprite;
        public void Set(GameSprite.Name name)
        {
            //todo find a better naming convention
            if (name == GameSprite.Name.NullObject)
            {
                this.name = ProxySprite.Name.NullObject;
            }
            else
            {
                this.name = ProxySprite.Name.Proxy;
            }

            this.x = 0.0f;
            this.y = 0.0f;

            this.sx = 1.0f;
            this.sy = 1.0f;


            this.pSprite = GameSpriteManager.Find(name);

            Debug.Assert(this.pSprite != null);
        }
Exemple #30
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();
        }
Exemple #31
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");
        }