Exemple #1
0
        public virtual void Remove()
        {
            Debug.WriteLine("REMOVE GAME OBJECT: {0}", this);

            // Remove proxy sprite from SpriteBatch
            Debug.Assert(this.pProxySprite != null);
            SBNode pSBNode = this.pProxySprite.GetSBNode();

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

            // Remove collision sprite box from spriteBatch
            Debug.Assert(this.poColObj != null);
            Debug.Assert(this.poColObj.pColSprite != null);
            pSBNode = this.poColObj.pColSprite.GetSBNode();

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

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

            //add to the ghost manager since it's a dead object
            GhostManager.Add(this);
        }
        public override void Execute(float deltaTime)
        {
            GhostManager       pGhostManager       = GameStateManager.GetGame().GetStateGhostManager();
            GameObjectManager  pGameObjectManager  = GameStateManager.GetGame().GetStateGameObjectManager();
            SpriteBatchManager pSpriteBatchManager = GameStateManager.GetGame().GetStateSpriteBatchManager();


            Composite  pCoreCannonGroup = GameStateManager.GetGame().GetStateCompositeManager().Find(Composite.CompositeName.CoreCannonGroup);
            GameObject pGameObj         = pGhostManager.Find(GameObject.Name.CoreCannon);

            // Remove game object from ghost manager
            pGhostManager.Detach(pGameObj);

            // Reset position
            pGameObj.SetX(200);
            pGameObj.SetY(100);

            // Reset Collision Object
            Azul.Rect       pSpriteProxyScreenRect = pGameObj.GetSpriteProxy().GetSpriteScreenRect();
            CollisionObject pCollisionObject       = pGameObj.GetCollisionObject();

            pCollisionObject.GetCollisionRect().Set(pSpriteProxyScreenRect);
            pCollisionObject.GetCollisionSpriteBox().Set(SpriteBox.Name.Box, 200, 100, pSpriteProxyScreenRect.width, pSpriteProxyScreenRect.height);

            // Add to GameObjectManager
            Debug.Assert(pGameObj != null);
            pGameObjectManager.Attach(pGameObj);

            // Add to Composite
            pCoreCannonGroup.Add(pGameObj);

            // Attach to SpriteBatch
            pGameObj.ActivateSprite(pSpriteBatchManager.Find(SpriteBatch.Name.CoreCannon));
            pGameObj.ActivateCollisionSprite(pSpriteBatchManager.Find(SpriteBatch.Name.CollisionBox));
        }
        public static GameObject RecreateAlienGrid(AlienGrid pAlienGrid, float startingGridSpeed, float start_x = 0.0f, float start_y = 0.0f)
        {
            GhostManager      pGhostManager      = GameStateManager.GetGame().GetStateGhostManager();
            GameObjectManager pGameObjectManager = GameStateManager.GetGame().GetStateGameObjectManager();

            // Attach Composite objects
            Composite pCol;

            for (int i = 0; i < 11; i++)
            {
                pCol = (Composite)pGhostManager.Find(GameObject.Name.AlienGridColumn);
                pGhostManager.Detach(pCol);

                pGameObjectManager.Attach(pCol);

                // Recreate Aliens & Attach to Column
                RecreateAlienGridColumn(pCol, (start_x + (60.0f * i)), start_y);

                // Append Columns to AlienGrid
                pAlienGrid.Add(pCol);
            }

            // Add Initial AlienGridMovement Event
            AlienGridMovement pAlienGridMovement = new AlienGridMovement(pAlienGrid);

            GameStateManager.GetGame().GetStateQueuedTimeEventManager().Enqueue(TimeEvent.Name.AlienGridMovement, pAlienGridMovement, startingGridSpeed);

            return(pAlienGrid);
        }
        public static void printList()
        {
            GhostManager manInst = GhostManager.getSingletonInstance();

            Debug.Assert(manInst != null);

            Debug.WriteLine("");
            Debug.WriteLine("------ Active List: ---------------------------\n");

            MLink pNode = manInst.activeList;

            int i = 0;

            while (pNode != null)
            {
                Debug.WriteLine("{0}: -------------", i);
                pNode.print();
                i++;
                pNode = pNode.pNext;
            }

            Debug.WriteLine("");
            Debug.WriteLine("------ Reserve List: ---------------------------\n");

            pNode = manInst.reserveList;
            i     = 0;
            while (pNode != null)
            {
                Debug.WriteLine("{0}: -------------", i);
                //pNode.print();
                i++;
                pNode = pNode.pNext;
            }
        }
Exemple #5
0
        public override void load()
        {
            Unit.level2Start();

            AlienFactory alienFactory = FactoryManager.getAlienFactry();
            AlienGrid    alienGrid    = (AlienGrid)FactoryManager.getAlienFactry().cPCSTree.getRoot();

            alienGrid.updateDelta();
            PCSTree     pcsTree      = FactoryManager.getAlienFactry().cPCSTree;
            SpriteBatch cSpriteBatch = FactoryManager.getAlienFactry().cSpriteBatch;

            for (int i = 0; i < 11; i++)
            {
                FactoryManager.getAlienFactry().setParent(alienGrid);
                Alien pColumn = (Alien)GhostManager.find(GameObject.GameObjectName.Column);
                GhostManager.remove(pColumn);

                pColumn.set(Sprite.SpriteName.NullObject, i + 1, 0, 0);
                alienFactory.activate(pColumn);
                alienFactory.setParent(pColumn);

                float x = Unit.alienPosX;
                float y = Unit.alienPosY;

                Alien alien = (Alien)GhostManager.find(GameObject.GameObjectName.Crab);
                GhostManager.remove(alien);
                alien.set(Sprite.SpriteName.Crab, i + 2, x + i * 60.0f, y);
                alienFactory.activate(alien);

                Alien alien2 = (Alien)GhostManager.find(GameObject.GameObjectName.Squid);
                GhostManager.remove(alien2);
                alien2.set(Sprite.SpriteName.Squid, i + 2, x + i * 60.0f, y - 60);
                alienFactory.activate(alien2);

                Alien alien3 = (Alien)GhostManager.find(GameObject.GameObjectName.Squid);
                GhostManager.remove(alien3);
                alien3.set(Sprite.SpriteName.Squid, i + 2, x + i * 60.0f, y - 120);
                alienFactory.activate(alien3);

                Alien alien4 = (Alien)GhostManager.find(GameObject.GameObjectName.Octopus);
                GhostManager.remove(alien4);
                alien4.set(Sprite.SpriteName.Octopus, i + 2, x + i * 60.0f, y - 180);
                alienFactory.activate(alien4);

                Alien alien5 = (Alien)GhostManager.find(GameObject.GameObjectName.Octopus);
                GhostManager.remove(alien5);
                alien5.set(Sprite.SpriteName.Octopus, i + 6, x + i * 60.0f, y - 240);
                alienFactory.activate(alien5);


                //  alienFactory.createAlien(Alien.AlienType.Squid, GameObject.GameObjectName.Squid, i + 3, x + i * 60.0f, y - 60);

                // alienFactory.createAlien(Alien.AlienType.Squid, GameObject.GameObjectName.Squid, i+4, x + i * 60.0f, y-120);

                // alienFactory.createAlien(Alien.AlienType.Octopus, GameObject.GameObjectName.Octopus, i+5, x + i * 60.0f, y-180);

                // alienFactory.createAlien(Alien.AlienType.Octopus, GameObject.GameObjectName.Octopus, i+6, x + i * 60.0f, y-240);
            }
        }
        public Bomb getActivatedBomb()
        {
            bomb = (Bomb)GhostManager.find(GameObject.GameObjectName.Bomb);
            GhostManager.remove(bomb);
            BombFactory bombF = FactoryManager.getBombFactry();

            bombF.activate(bomb);
            return(bomb);
        }
Exemple #7
0
        public static void DumpLists()
        {
            GhostManager pMan = GhostManager.privGetInstance();

            Debug.Assert(pMan != null);

            Debug.WriteLine("------ Ghost Manager Lists ------");
            pMan.baseDumpLists();
        }
        public void Recreate(Alien.Type type, float posX, float posY)
        {
            GameObject        pGameObj           = null;
            GhostManager      pGhostManager      = GameStateManager.GetGame().GetStateGhostManager();
            GameObjectManager pGameObjectManager = GameStateManager.GetGame().GetStateGameObjectManager();

            switch (type)
            {
            case Alien.Type.Crab:
                pGameObj = pGhostManager.Find(GameObject.Name.CrabAlien);
                break;

            case Alien.Type.FlyingSaucer:
                pGameObj = pGhostManager.Find(GameObject.Name.FlyingSaucer);
                break;

            case Alien.Type.JellyFish:
                pGameObj = pGhostManager.Find(GameObject.Name.JellyFishAlien);
                break;

            case Alien.Type.Squid:
                pGameObj = pGhostManager.Find(GameObject.Name.SquidAlien);
                break;

            default:
                // something is wrong
                Debug.Assert(false);
                break;
            }

            // Remove game object from ghost manager
            pGhostManager.Detach(pGameObj);

            // Reset position
            pGameObj.SetX(posX);
            pGameObj.SetY(posY);

            // Reset Collision Object
            Azul.Rect       pSpriteProxyScreenRect = pGameObj.GetSpriteProxy().GetSpriteScreenRect();
            CollisionObject pCollisionObject       = pGameObj.GetCollisionObject();

            pCollisionObject.GetCollisionRect().Set(pSpriteProxyScreenRect);
            pCollisionObject.GetCollisionSpriteBox().Set(SpriteBox.Name.Box, posX, posY, pSpriteProxyScreenRect.width, pSpriteProxyScreenRect.height);


            // Add to GameObjectManager
            Debug.Assert(pGameObj != null);
            pGameObjectManager.Attach(pGameObj);

            // Add to Composite
            pComposite.Add(pGameObj);

            // Attach to SpriteBatch
            pGameObj.ActivateSprite(this.pAlienSpriteBatch);
            pGameObj.ActivateCollisionSprite(this.pCollisionBoxSpriteBatch);
        }
Exemple #9
0
        public static void Destroy()
        {
            // Get the instance
            GhostManager pMan = GhostManager.privGetInstance();

            #if (TRACK_DESTRUCTOR)
            Debug.WriteLine("--->GhostMan.Destroy()");
            #endif
            pMan.baseDestroy();
        }
        public static GameObject find(GameObject.GameObjectName gameObjectName)
        {
            GhostManager ghostManInst = GhostManager.getSingletonInstance();

            ghostRef.cObject.cGameObjectName = gameObjectName;

            Ghost ghostNode = (Ghost)ghostManInst.genericFind(ghostRef);

            Debug.Assert(ghostNode != null);
            return(ghostNode.cObject);
        }
        public static void createMInstance(int deltaRefillCount = 3, int prefillCount = 5)
        {
            Debug.WriteLine("Creating Ghost Manager instance");

            Debug.Assert(deltaRefillCount > 0);
            Debug.Assert(prefillCount > 0);
            if (ghostMInstance == null)
            {
                ghostMInstance = new GhostManager(deltaRefillCount, prefillCount);
            }

            Debug.Assert(ghostMInstance != null);
        }
        public static void remove(GameObject targetNode)
        {
            Debug.Assert(targetNode != null);
            GhostManager pMan = GhostManager.getSingletonInstance();

            // Compare functions only compares two Nodes
            ghostRef.cObject.cGameObjectName = targetNode.cGameObjectName;
            Ghost pData = (Ghost)pMan.genericFind(ghostRef);

            // release the resource
            pData.cObject = new NullGameObject();
            pMan.genericRemove(pData);
        }
        public static Ghost add(GameObject mObject)
        {
            GhostManager ghostManInst = GhostManager.getSingletonInstance();

            Debug.Assert(ghostManInst != null);
            Ghost nodeAdded = (Ghost)ghostManInst.genericAdd();

            Debug.Assert(nodeAdded != null);
            //set the attributes of the Image node

            nodeAdded.set(mObject);

            return(nodeAdded);
        }
        public void removeFromSpriteBatch()
        {
            SpriteBatchNode sbNode = cProxySprite.getSpriteBatchBNode();

            Debug.Assert(sbNode != null);
            SpriteBatchManager.remove(sbNode);

            ///3 lines commented for ghost Manager
            sbNode = this.cCollisionObj.cSpriteBox.getSpriteBatchBNode();
            Debug.Assert(sbNode != null);
            SpriteBatchManager.remove(sbNode);

            GhostManager.add(this);
        }
Exemple #15
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        //----------------------------------------------------------------------
        // 4 Wrapper methods: baseAdd, baseFind, baseRemove, baseDump
        //----------------------------------------------------------------------

        public static GhostNode Add(GameObject pGameObject)
        {
            GhostManager pMan = privGetInstance();

            Debug.Assert(pMan != null);

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

            Debug.Assert(pNode != null);

            // set the data
            pNode.Set(pGameObject);
            return(pNode);
        }
Exemple #16
0
        public static void Remove(GameObject pGameObject)
        {
            //get the singleton
            GhostManager pMan = privGetInstance();

            Debug.Assert(pMan != null);

            // Compare functions only compares two Nodes
            pMan.pRefNode.pGameObj.SetName(pGameObject.GetName());
            GhostNode pData = (GhostNode)pMan.baseFindNode(pMan.pRefNode);

            // release the resource
            pData.pGameObj = null;
            pMan.baseRemoveNode(pData);
        }
Exemple #17
0
        public static GameObject Find(GameObject.Name pGameObjectName)
        {
            //get the singleton
            GhostManager pMan = privGetInstance();

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

            // Compare functions only compares two Nodes
            pMan.pRefNode.pGameObj.SetName(pGameObjectName);

            GhostNode pData = (GhostNode)pMan.baseFindNode(pMan.pRefNode);

            Debug.Assert(pData != null);

            return(pData.pGameObj);
        }
Exemple #18
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 GhostManager(startReserveSize, refillSize);
            }
            //create a default node?
        }
        private static void RecreateAlienGridColumn(Composite pCol, float x, float yStart, float yDelta = -40.0f)
        {
            GhostManager       pGhostManager       = GameStateManager.GetGame().GetStateGhostManager();
            GameObjectManager  pGameObjectManager  = GameStateManager.GetGame().GetStateGameObjectManager();
            SpriteBatchManager pSpriteBatchManager = GameStateManager.GetGame().GetStateSpriteBatchManager();

            pCol.ActivateSprite(pSpriteBatchManager.Find(SpriteBatch.Name.Alien));
            pCol.ActivateCollisionSprite(pSpriteBatchManager.Find(SpriteBatch.Name.CollisionBox));
            pCol.GetCollisionObject().GetCollisionSpriteBox().SetLineColor(1.0f, 1.0f, 1.0f);

            AlienFactory pAlienFactory = new AlienFactory(SpriteBatch.Name.Alien, SpriteBatch.Name.CollisionBox, pCol);

            pAlienFactory.Recreate(Alien.Type.Squid, x, yStart);
            pAlienFactory.Recreate(Alien.Type.Crab, x, yStart + (yDelta));
            pAlienFactory.Recreate(Alien.Type.Crab, x, yStart + (yDelta * 2));
            pAlienFactory.Recreate(Alien.Type.JellyFish, x, yStart + (yDelta * 3));
            pAlienFactory.Recreate(Alien.Type.JellyFish, x, yStart + (yDelta * 4));
        }
Exemple #20
0
 public void load()
 {
     TextureManager.createMInstance(2, 4);
     ImageManager.createMInstance(2, 4);
     SpriteManager.createMInstance(2, 4);
     SpriteBoxManager.createMInstance(2, 4);
     SpriteBatchManager.createMInstance(2, 1);
     TimerManager.createMInstance(2, 4);
     ProxySpriteManager.createMInstance(2, 4);
     GameObjectNodeManager.createMInstance(2, 4);
     CollisionPairManager.createMInstance(2, 4);
     ShipManager.createMInstance();
     FactoryManager.createMInstance();
     InputManager.createMInstance();
     PlayerManager.createMInstance();
     GhostManager.createMInstance(1, 2);
     GlyphManager.Create(3, 1);
     FontManager.createMInstance(1, 1);
     loadTexture();
     loadImages();
     loadSprites();
     loadFont();
     loadPointSystem();
 }
Exemple #21
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 #22
0
        public static GameObject RecreateShield(float start_x = 0.0f, float start_y = 0.0f)
        {
            GhostManager      pGhostManager      = GameStateManager.GetGame().GetStateGhostManager();
            GameObjectManager pGameObjectManager = GameStateManager.GetGame().GetStateGameObjectManager();

            Composite pShieldRoot = (Composite)pGhostManager.Find(GameObject.Name.ShieldRoot);

            pGhostManager.Detach(pShieldRoot);

            GameStateManager.GetGame().GetStateGameObjectManager().Attach(pShieldRoot);
            pShieldRoot.ActivateSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.Shield));
            pShieldRoot.ActivateCollisionSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.CollisionBox));

            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shield, SpriteBatch.Name.CollisionBox, pShieldRoot);

            // load by column

            GameObject pColumn;

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

            float off_x       = 0;
            float brickWidth  = 12.0f;
            float brickHeight = 6.0f;

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            return(pShieldRoot);
        }
        public override void load()
        {
            Unit.level1();
            AlienFactory alienFactory = FactoryManager.getAlienFactry();
            AlienGrid    alienGrid    = (AlienGrid)alienFactory.cPCSTree.getRoot();

            alienGrid.updateDelta();
            PCSTree     pcsTree      = FactoryManager.getAlienFactry().cPCSTree;
            SpriteBatch cSpriteBatch = alienFactory.cSpriteBatch;

            for (int i = 0; i < 6; i++)
            {
                FactoryManager.getAlienFactry().setParent(alienGrid);
                Alien pColumn = (Alien)GhostManager.find(GameObject.GameObjectName.Column);
                GhostManager.remove(pColumn);

                pColumn.set(Sprite.SpriteName.NullObject, i + 1, 0, 0);
                alienFactory.activate(pColumn);
                alienFactory.setParent(pColumn);

                float x = Unit.alienPosX;
                float y = Unit.alienPosY;

                Alien alien = (Alien)GhostManager.find(GameObject.GameObjectName.Crab);
                GhostManager.remove(alien);
                alien.set(Sprite.SpriteName.Crab, i + 2, x + i * 60.0f, y);
                alienFactory.activate(alien);

                Alien alien2 = (Alien)GhostManager.find(GameObject.GameObjectName.Squid);
                GhostManager.remove(alien2);
                alien2.set(Sprite.SpriteName.Squid, i + 2, x + i * 60.0f, y - 60);
                alienFactory.activate(alien2);

                Alien alien3 = (Alien)GhostManager.find(GameObject.GameObjectName.Squid);
                GhostManager.remove(alien3);
                alien3.set(Sprite.SpriteName.Squid, i + 2, x + i * 60.0f, y - 120);
                alienFactory.activate(alien3);

                Alien alien4 = (Alien)GhostManager.find(GameObject.GameObjectName.Octopus);
                GhostManager.remove(alien4);
                alien4.set(Sprite.SpriteName.Octopus, i + 2, x + i * 60.0f, y - 180);
                alienFactory.activate(alien4);

                Alien alien5 = (Alien)GhostManager.find(GameObject.GameObjectName.Octopus);
                GhostManager.remove(alien5);
                alien5.set(Sprite.SpriteName.Octopus, i + 6, x + i * 60.0f, y - 240);
                alienFactory.activate(alien5);
            }


            ShipFactory shipFactory = FactoryManager.getShipFactry();
            ShipRoot    shipGrid    = (ShipRoot)shipFactory.cPCSTree.getRoot();

            CannonShip Ship =
                Ship = (CannonShip)GhostManager.find(GameObject.GameObjectName.CannonShip);

            GhostManager.remove(Ship);
            shipFactory.activate(Ship);
            Ship.x = Unit.shipPosX;
            Ship.y = Unit.shipPosY;

            Ship = (CannonShip)GhostManager.find(GameObject.GameObjectName.CannonShip);
            GhostManager.remove(Ship);
            shipFactory.activate(Ship);
            Ship.x = 40;
            Ship.y = 30;

            Ship = (CannonShip)GhostManager.find(GameObject.GameObjectName.CannonShip);
            GhostManager.remove(Ship);
            shipFactory.activate(Ship);
            Ship.x = 110;
            Ship.y = 30;


            //42 brics
            //7 col
            //4 bricks
            ShieldFactory shieldFactory = FactoryManager.getShieldFactry();
            ShieldGrid    shieldGrid    = (ShieldGrid)shieldFactory.cPCSTree.getRoot();

            shieldFactory.setParent(shieldGrid);
            for (int x = 0; x < 8; x = x + 2)
            {
                shieldFactory.setParent(shieldGrid);
                Shield shieldUnit = shieldFactory.createShield(Shield.ShieldType.ShieldUnit, GameObject.GameObjectName.ShieldUnit);
                shieldFactory.setParent(shieldUnit);

                Shield pColumn;
                pColumn = shieldFactory.createShield(Shield.ShieldType.ShieldColumn, GameObject.GameObjectName.ShieldColumn, 0);
                shieldFactory.setParent(pColumn);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (60 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (60 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (60 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (60 + (x * 100)), 120);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (60 + (x * 100)), 110);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (60 + (x * 100)), 100);

                shieldFactory.setParent(shieldUnit);
                pColumn = shieldFactory.createShield(Shield.ShieldType.ShieldColumn, GameObject.GameObjectName.Column, 0);
                shieldFactory.setParent(pColumn);

                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (70 + (x * 100)), 160);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (70 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (70 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (70 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (70 + (x * 100)), 120);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (70 + (x * 100)), 110);

                shieldFactory.setParent(shieldUnit);
                pColumn = shieldFactory.createShield(Shield.ShieldType.ShieldColumn, GameObject.GameObjectName.Column, 0);
                shieldFactory.setParent(pColumn);

                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (80 + (x * 100)), 170);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (80 + (x * 100)), 160);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (80 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (80 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (80 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (80 + (x * 100)), 120);


                shieldFactory.setParent(shieldUnit);
                pColumn = shieldFactory.createShield(Shield.ShieldType.ShieldColumn, GameObject.GameObjectName.Column, 0);
                shieldFactory.setParent(pColumn);

                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (90 + (x * 100)), 170);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (90 + (x * 100)), 160);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (90 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (90 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (90 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (90 + (x * 100)), 120);

                shieldFactory.setParent(shieldUnit);
                pColumn = shieldFactory.createShield(Shield.ShieldType.ShieldColumn, GameObject.GameObjectName.Column, 0);
                shieldFactory.setParent(pColumn);

                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (100 + (x * 100)), 170);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (100 + (x * 100)), 160);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (100 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (100 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (100 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (100 + (x * 100)), 120);

                shieldFactory.setParent(shieldUnit);
                pColumn = shieldFactory.createShield(Shield.ShieldType.ShieldColumn, GameObject.GameObjectName.Column, 0);
                shieldFactory.setParent(pColumn);

                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (110 + (x * 100)), 160);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (110 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (110 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (110 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (110 + (x * 100)), 120);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (110 + (x * 100)), 110);

                shieldFactory.setParent(shieldUnit);
                pColumn = shieldFactory.createShield(Shield.ShieldType.ShieldColumn, GameObject.GameObjectName.ShieldColumn, 0);
                shieldFactory.setParent(pColumn);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (120 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (120 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (120 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (120 + (x * 100)), 120);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (120 + (x * 100)), 110);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (120 + (x * 100)), 100);
            }
        }
Exemple #24
0
        public GameObject Recreate(ShieldCategory.Type type, GameObject.Name gameName, float posX = 0.0f, float posY = 0.0f)
        {
            GhostManager      pGhostManager      = GameStateManager.GetGame().GetStateGhostManager();
            GameObjectManager pGameObjectManager = GameStateManager.GetGame().GetStateGameObjectManager();

            GameObject pShield = null;

            switch (type)
            {
            case ShieldCategory.Type.Brick:
                pShield = pGhostManager.Find(GameObject.Name.ShieldBrick);
                break;

            case ShieldCategory.Type.LeftTop1:
                pShield = pGhostManager.Find(GameObject.Name.ShieldBrick_LeftTop1);
                break;

            case ShieldCategory.Type.LeftTop0:
                pShield = pGhostManager.Find(GameObject.Name.ShieldBrick_LeftTop0);
                break;

            case ShieldCategory.Type.LeftBottom:
                pShield = pGhostManager.Find(GameObject.Name.ShieldBrick_LeftBottom);
                break;

            case ShieldCategory.Type.RightTop1:
                pShield = pGhostManager.Find(GameObject.Name.ShieldBrick_RightTop1);
                break;

            case ShieldCategory.Type.RightTop0:
                pShield = pGhostManager.Find(GameObject.Name.ShieldBrick_RightTop0);
                break;

            case ShieldCategory.Type.RightBottom:
                pShield = pGhostManager.Find(GameObject.Name.ShieldBrick_RightBottom);
                break;

            case ShieldCategory.Type.Root:
                pShield = pGhostManager.Find(GameObject.Name.ShieldRoot);
                pShield.SetCollisionObjectLineColor(0.0f, 0.0f, 1.0f);
                break;

            case ShieldCategory.Type.Column:
                pShield = pGhostManager.Find(GameObject.Name.ShieldColumn);
                pShield.SetCollisionObjectLineColor(1.0f, 0.0f, 0.0f);
                break;

            default:
                // something is wrong
                Debug.Assert(false);
                break;
            }

            // Remove game object from ghost manager
            pGhostManager.Detach(pShield);

            // Reset position
            pShield.SetX(posX);
            pShield.SetY(posY);

            // Reset Collision Object
            Azul.Rect       pSpriteProxyScreenRect = pShield.GetSpriteProxy().GetSpriteScreenRect();
            CollisionObject pCollisionObject       = pShield.GetCollisionObject();

            pCollisionObject.GetCollisionRect().Set(pSpriteProxyScreenRect);
            pCollisionObject.GetCollisionSpriteBox().Set(SpriteBox.Name.Box, posX, posY, pSpriteProxyScreenRect.width, pSpriteProxyScreenRect.height);

            // Add to GameObjectManager
            GameStateManager.GetGame().GetStateGameObjectManager().Attach(pShield);

            // add to the tree
            this.pTree.Add(pShield);

            // Attached to Group
            pShield.ActivateSprite(this.pSpriteBatch);
            pShield.ActivateCollisionSprite(this.pCollisionSpriteBatch);

            return(pShield);
        }