Exemple #1
0
        // game methods
        public override void load()
        {
            //---------------------------------------------------------------------------------------------------------
            // Create sprite batch
            //---------------------------------------------------------------------------------------------------------
            SpriteBatchManager.getInstance().AddSpriteBatch(SpriteBatch.Name.Player2, 2);

            //---------------------------------------------------------------------------------------------------------
            // Create game sprites
            //---------------------------------------------------------------------------------------------------------
            GameObject alienGrid = GameSpriteFactory.CreateAlienGrid(SpriteBatch.Name.Player2, 50f, 800f);

            TimerManager.getInstance().Add(new TimerEvent(TimerEvent.Name.ReleaseUFOCommand, new ReleaseUFOCommand(), 0.5f));

            // PA6 Create shield
            ShieldFactory shieldFactory = new ShieldFactory();

            GameObject shieldGrid_1 = shieldFactory.CreateShield(SpriteBatch.Name.Player2, 150f, 300f, 15f, 7.5f);
            GameObject shieldGrid_2 = shieldFactory.CreateShield(SpriteBatch.Name.Player2, 350f, 300f, 15f, 7.5f);
            GameObject shieldGrid_3 = shieldFactory.CreateShield(SpriteBatch.Name.Player2, 550f, 300f, 15f, 7.5f);
            GameObject shieldGrid_4 = shieldFactory.CreateShield(SpriteBatch.Name.Player2, 750f, 300f, 15f, 7.5f);

            // Collision Pair setup
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.WallAlien, ProjectileTracker.pLeftWall, alienGrid);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.WallAlien, ProjectileTracker.pRightWall, alienGrid);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.WallMissile, ProjectileTracker.pTopWall, ProjectileTracker.pMissile);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.AlienMissile, alienGrid, ProjectileTracker.pMissile);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldMissile, shieldGrid_1, ProjectileTracker.pMissile);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldMissile, shieldGrid_2, ProjectileTracker.pMissile);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldMissile, shieldGrid_3, ProjectileTracker.pMissile);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldMissile, shieldGrid_4, ProjectileTracker.pMissile);


            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_1, ProjectileTracker.pDaggerBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_1, ProjectileTracker.pZigZagBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_1, ProjectileTracker.pRollingBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_2, ProjectileTracker.pDaggerBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_2, ProjectileTracker.pZigZagBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_2, ProjectileTracker.pRollingBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_3, ProjectileTracker.pDaggerBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_3, ProjectileTracker.pZigZagBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_3, ProjectileTracker.pRollingBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_4, ProjectileTracker.pDaggerBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_4, ProjectileTracker.pZigZagBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShieldBomb, shieldGrid_4, ProjectileTracker.pRollingBomb);

            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.WallBomb, ProjectileTracker.pBottomWall, ProjectileTracker.pDaggerBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.WallBomb, ProjectileTracker.pBottomWall, ProjectileTracker.pZigZagBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.WallBomb, ProjectileTracker.pBottomWall, ProjectileTracker.pRollingBomb);

            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.MissileBomb, ProjectileTracker.pMissile, ProjectileTracker.pDaggerBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.MissileBomb, ProjectileTracker.pMissile, ProjectileTracker.pZigZagBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.MissileBomb, ProjectileTracker.pMissile, ProjectileTracker.pRollingBomb);

            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShipBomb, ProjectileTracker.pShip, ProjectileTracker.pDaggerBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShipBomb, ProjectileTracker.pShip, ProjectileTracker.pZigZagBomb);
            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.ShipBomb, ProjectileTracker.pShip, ProjectileTracker.pRollingBomb);

            ColliPairManager.getInstance().AddCollisionPair(CollisionPair.Name.UFOMissile, ProjectileTracker.pUFO, ProjectileTracker.pMissile);
        }
Exemple #2
0
 public static void InitializeAlienFactory()
 {
     if (pInstance == null)
     {
         pInstance = new ShieldFactory();
     }
     Debug.Assert(pInstance != null);
 }
Exemple #3
0
        public static void SetParent(GameObject pComp)
        {
            Debug.Assert(pComp != null);

            ShieldFactory pFactory = ShieldFactory.PrivGetInstance();

            Debug.Assert(pFactory != null);

            pFactory.pParent = pComp;
        }
Exemple #4
0
        public static ShieldZone CreateShieldZone(float xOrigin, float yOrigin, float xDeltaBetween, int numShields = 4)
        {
            ShieldFactory pZoneSF     = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes);
            ShieldZone    pShieldZone = (ShieldZone)pZoneSF.Create(ShieldFactory.Type.Zone, 0, 0);

            for (int i = 0; i < numShields; i++)
            {
                CreateShield(xOrigin + (i * xDeltaBetween), yOrigin, pShieldZone);
            }

            return(pShieldZone);
        }
Exemple #5
0
        private FactoryManager()
        {
            SpriteBatch alienBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Aliens);
            PCSTree     alienPcsTree = new PCSTree();

            this.alienFactory = new AlienFactory(alienPcsTree, alienBatch);

            SpriteBatch bombBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Bombs);
            PCSTree     bombPcsTree = new PCSTree();

            this.bombFactory = new BombFactory(bombPcsTree, bombBatch);

            SpriteBatch missileBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Missiles);
            PCSTree     missilePcsTree = new PCSTree();

            this.missileFactory = new MissileFactory(missilePcsTree, missileBatch);


            SpriteBatch shieldBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Shields);
            PCSTree     shieldPcsTree = new PCSTree();

            this.shieldFactory = new ShieldFactory(shieldPcsTree, shieldBatch);

            SpriteBatch shipBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Ships);
            PCSTree     shipPcsTree = new PCSTree();

            this.shipFactory = new ShipFactory(shipPcsTree, shipBatch);

            SpriteBatch wallBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Walls);
            PCSTree     wallPcsTree = new PCSTree();

            this.wallFactory = new WallFactory(wallPcsTree, wallBatch);


            SpriteBatch ufoBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.UFOs);
            PCSTree     ufoPcsTree = new PCSTree();

            this.ufoFactory = new UFOFactory(ufoPcsTree, ufoBatch);

            sndEngine = new IrrKlang.ISoundEngine();
        }
Exemple #6
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();
        }
        public override void Execute(float deltaTime)
        {
            SpaceInvaders pGame = GameStateManager.GetGame();

            pGame.SetResetLevelFlag(false);

            // Ghost any remaining Shields
            ShieldGroup pShieldGroup = (ShieldGroup)GameStateManager.GetGame().GetStateCompositeManager().Find(Composite.CompositeName.ShieldGroup);

            ShieldFactory.DestroyShields(pShieldGroup);

            // Ghost any remaining Aliens (Only necessary for Game reset)
            AlienGrid pAlienGrid = (AlienGrid)GameStateManager.GetGame().GetStateCompositeManager().Find(Composite.CompositeName.AlienGrid);

            AlienFactory.DestroyAlienGrid(pAlienGrid);

            // Clear TimeEvents
            TimeEvent tEvent = TimerManager.Pop();

            while (tEvent != null)
            {
                // Kill any remaining TimerEvents
                tEvent = TimerManager.Pop();
            }

            // Recreate shields
            GameObject pShield;

            pShield = ShieldFactory.RecreateShield(110, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.RecreateShield(310, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.RecreateShield(510, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.RecreateShield(710, 150);
            pShieldGroup.Add(pShield);

            // Adjust Starting Speed
            float newStartingSpeed = pGame.GetStateLevelInitialAlienGridSpeed() - 0.05f;

            pGame.SetStateLevelInitialAlienGridSpeed(newStartingSpeed);
            pGame.SetStateAlienGridSpeed(newStartingSpeed);

            // Adjust Starting Position
            float newStartingYPosition = pGame.GetStateLevelInitialAlienGridYPosition() - 40.0f;

            pGame.SetStateLevelInitialAlienGridYPosition(newStartingYPosition);

            // Recreate AlienGrid
            AlienFactory.RecreateAlienGrid(pAlienGrid, newStartingSpeed, GameStateManager.GetGame().GetGameInitialGridXPosition(), newStartingYPosition);

            pGame.GetStateGameObjectManager().Print();
            pGame.GetStateSpriteBatchManager().Print();

            // Queue up Time Events
            QueuedTimeEventManager qtem = pGame.GetStateQueuedTimeEventManager();

            qtem.Enqueue(TimeEvent.Name.AlienGridMovementSound, new AlienGridMovementSound(), newStartingSpeed);
            qtem.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.SquidAlien), newStartingSpeed);
            qtem.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.CrabAlien), newStartingSpeed);
            qtem.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.JellyfishAlien), newStartingSpeed);

            // Load Time Events into TimerManager
            QueuedTimeEvent qte = pGame.GetStateQueuedTimeEventManager().Dequeue();

            while (qte != null)
            {
                TimerManager.Add(qte.GetTimeEventName(), qte.GetCommand(), qte.GetTimeEventDelta());
                qte = pGame.GetStateQueuedTimeEventManager().Dequeue();
            }
        }
Exemple #8
0
        private ShieldRoot GenerateShield(PCSTree pRootTree, float startX, float startY, int idx)
        {
            ShieldRoot pShieldRoot = new ShieldRoot(GameObjectName.ShieldRoot, SpriteBaseName.Null, 0.0f, 0.0f, idx);

            pRootTree.Insert(pShieldRoot, null);
            GameObjectManager.AttachTree(pShieldRoot);
            ShieldFactory shieldFactory = new ShieldFactory(SpriteBatchName.Shields, SpriteBatchName.Boxes, pRootTree);

            shieldFactory.SetParent(pShieldRoot);
            ShieldCategory pShieldGrid = shieldFactory.Create(ShieldType.Grid, GameObjectName.ShieldGrid);

            int            j = 0;
            ShieldCategory pCol;

            shieldFactory.SetParent(pShieldGrid);
            pCol = shieldFactory.Create(ShieldType.Column, GameObjectName.ShieldColumn, j++);
            shieldFactory.SetParent(pCol);

            int i = 0;

            float start_x     = startX;
            float start_y     = startY;
            float off_x       = 0;
            float brickWidth  = 15.0f;
            float brickHeight = 10.0f;

            for (int x = 0; x < 8; x++)
            {
                shieldFactory.Create(ShieldType.Brick, GameObjectName.ShieldBrick, start_x, start_y + x * brickHeight, i++);
            }
            shieldFactory.Create(ShieldType.LeftTop1, GameObjectName.ShieldBrick, start_x, start_y + 8 * brickHeight, i++);
            shieldFactory.Create(ShieldType.LeftTop0, GameObjectName.ShieldBrick, start_x, start_y + 9 * brickHeight, i++);
            shieldFactory.SetParent(pShieldGrid);
            pCol = shieldFactory.Create(ShieldType.Column, GameObjectName.Column, j++);
            shieldFactory.SetParent(pCol);

            off_x += brickWidth;
            for (int x = 0; x < 10; x++)
            {
                shieldFactory.Create(ShieldType.Brick, GameObjectName.ShieldBrick, start_x + off_x, start_y + x * brickHeight, i++);
            }
            shieldFactory.SetParent(pShieldGrid);
            pCol = shieldFactory.Create(ShieldType.Column, GameObjectName.Column, j++);
            shieldFactory.SetParent(pCol);

            off_x += brickWidth;
            shieldFactory.Create(ShieldType.LeftBottom, GameObjectName.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
            for (int x = 3; x < 10; x++)
            {
                shieldFactory.Create(ShieldType.Brick, GameObjectName.ShieldBrick, start_x + off_x, start_y + x * brickHeight, i++);
            }
            shieldFactory.SetParent(pShieldGrid);
            pCol = shieldFactory.Create(ShieldType.Column, GameObjectName.Column, j++);
            shieldFactory.SetParent(pCol);

            off_x += brickWidth;
            for (int x = 3; x < 10; x++)
            {
                shieldFactory.Create(ShieldType.Brick, GameObjectName.ShieldBrick, start_x + off_x, start_y + x * brickHeight, i++);
            }
            shieldFactory.SetParent(pShieldGrid);
            pCol = shieldFactory.Create(ShieldType.Column, GameObjectName.Column, j++);
            shieldFactory.SetParent(pCol);

            off_x += brickWidth;
            shieldFactory.Create(ShieldType.RightBottom, GameObjectName.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight, i++);
            for (int x = 3; x < 10; x++)
            {
                shieldFactory.Create(ShieldType.Brick, GameObjectName.ShieldBrick, start_x + off_x, start_y + x * brickHeight, i++);
            }
            shieldFactory.SetParent(pShieldGrid);
            pCol = shieldFactory.Create(ShieldType.Column, GameObjectName.Column, j++);
            shieldFactory.SetParent(pCol);

            off_x += brickWidth;
            for (int x = 0; x < 10; x++)
            {
                shieldFactory.Create(ShieldType.Brick, GameObjectName.ShieldBrick, start_x + off_x, start_y + x * brickHeight, i++);
            }
            shieldFactory.SetParent(pShieldGrid);
            pCol = shieldFactory.Create(ShieldType.Column, GameObjectName.Column, j++);
            shieldFactory.SetParent(pCol);

            off_x += brickWidth;
            for (int x = 0; x < 8; x++)
            {
                shieldFactory.Create(ShieldType.Brick, GameObjectName.ShieldBrick, start_x + off_x, start_y + x * brickHeight, i++);
            }
            shieldFactory.Create(ShieldType.RightTop1, GameObjectName.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
            shieldFactory.Create(ShieldType.RightTop0, GameObjectName.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

            return(pShieldRoot);
        }
Exemple #9
0
        public override void Initialize()
        {
            this.poGameObjectManager = new GameObjectManager(3, 1);
            GameObjectManager.SetActive(this.poGameObjectManager);

            this.poTimerManager = new TimerManager(3, 1);
            TimerManager.SetActive(this.poTimerManager);

            this.poCollisionPairManager = new CollisionPairManager(3, 1);
            CollisionPairManager.SetActive(this.poCollisionPairManager);

            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------
            this.poSpriteBatchManager = new SpriteBatchManager(3, 1);
            SpriteBatchManager.SetActive(this.poSpriteBatchManager);

            SpriteBatch pAliensBatch  = SpriteBatchManager.Add(SpriteBatch.Name.Aliens, 1);
            SpriteBatch pBoxBatch     = SpriteBatchManager.Add(SpriteBatch.Name.Boxes, 2);
            SpriteBatch pShieldsBatch = SpriteBatchManager.Add(SpriteBatch.Name.Shields, 3);
            SpriteBatch pNullBatch    = SpriteBatchManager.Add(SpriteBatch.Name.NullObjects, 4);
            SpriteBatch pTexts        = SpriteBatchManager.Add(SpriteBatch.Name.Texts, 5);

            pBoxBatch.SetDrawBool(false);

            //---------------------------------------------------------------------------------------------------------
            // Input
            //---------------------------------------------------------------------------------------------------------
            this.poInputManager = new InputManager();
            InputManager.SetActive(this.poInputManager);

            InputSubject pInputSubject;

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

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

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

            pInputSubject = InputManager.GetCKeySubject();
            pInputSubject.Attach(new ToggleCollisionBoxObserver());

            Simulation.SetState(Simulation.State.Realtime);
            //---------------------------------------------------------------------------------------------------------
            // Create Texts
            //---------------------------------------------------------------------------------------------------------

            this.poFontManager = new FontManager(3, 1);
            FontManager.SetActive(this.poFontManager);

            FontManager.Add(Font.Name.Header, SpriteBatch.Name.Texts, "SCORE<1>       HI-SCORE       SCORE<2>", 20f, SpaceInvaders.ScreenHeight - 20f, 15f, 25f);
            FontManager.Add(Font.Name.Player1Score, SpriteBatch.Name.Texts, "0000", 65f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f);
            FontManager.Add(Font.Name.Player2Score, SpriteBatch.Name.Texts, "0000", SpaceInvaders.ScreenWidth - 156f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f);
            FontManager.Add(Font.Name.HiScore, SpriteBatch.Name.Texts, "0000", 380f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f);
            FontManager.Add(Font.Name.Lives, SpriteBatch.Name.Texts, "3", 40f, 40f, 15f, 25f);


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

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

            pWallGroup.ActivateGameSprite(pAliensBatch);//even need this?
            pWallGroup.ActivateCollisionSprite(pBoxBatch);

            WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.NullObject, SpaceInvaders.ScreenWidth - 15, SpaceInvaders.ScreenHeight / 2, 20, SpaceInvaders.ScreenHeight - 110);

            pWallRight.ActivateCollisionSprite(pBoxBatch);

            WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.NullObject, 20, SpaceInvaders.ScreenHeight / 2, 20, SpaceInvaders.ScreenHeight - 110);

            pWallLeft.ActivateCollisionSprite(pBoxBatch);

            WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.NullObject, 450, SpaceInvaders.ScreenHeight - 70, SpaceInvaders.ScreenWidth - 10, 30);

            pWallTop.ActivateCollisionSprite(pBoxBatch);

            WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.Ground, 450, 60, SpaceInvaders.ScreenWidth - 10, 5);

            pWallBottom.ActivateGameSprite(pAliensBatch);
            pWallBottom.ActivateCollisionSprite(pBoxBatch);

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

            GameObjectManager.Attach(pWallGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create Bomb Root
            //---------------------------------------------------------------------------------------------------------

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

            pBombRoot.ActivateGameSprite(pAliensBatch);//change? even need this?
            pBombRoot.ActivateCollisionSprite(pBoxBatch);

            GameObjectManager.Attach(pBombRoot);

            DropBombEvent pBombEvent = new DropBombEvent();

            TimerManager.Add(TimeEvent.Name.DropBomb, pBombEvent, 3.0f);

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

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

            pMissileGroup.ActivateGameSprite(pAliensBatch);//change? even need this?
            pMissileGroup.ActivateCollisionSprite(pBoxBatch);

            GameObjectManager.Attach(pMissileGroup);

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

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

            pShipRoot.ActivateGameSprite(pAliensBatch);//change? even need this?
            pShipRoot.ActivateCollisionSprite(pBoxBatch);

            GameObjectManager.Attach(pShipRoot);

            ShipManager.ActivateShip();
            ShipManager.ActivateMissile();

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

            pUFORoot.ActivateGameSprite(pAliensBatch);//change? even need this?
            pUFORoot.ActivateCollisionSprite(pBoxBatch);

            GameObjectManager.Attach(pUFORoot);

            OrangeSaucer pUFO = new OrangeSaucer(GameObject.Name.OrangeSaucer, GameSprite.Name.OrangeSaucer, 20f, SpaceInvaders.ScreenHeight - 110f);

            pUFO.ActivateGameSprite(pAliensBatch);//change? even need this?
            pUFO.ActivateCollisionSprite(pBoxBatch);

            pUFORoot.Add(pUFO);
            pUFO.Remove();


            SpawnUFOEvent pUFOEvent = new SpawnUFOEvent();

            TimerManager.Add(TimeEvent.Name.UFOSpawn, pUFOEvent, RandomManager.RandomInt(15, 45));

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

            AlienFactory AF         = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);
            AlienGrid    pAlienGrid = (AlienGrid)AF.Create(GameObject.Name.AlienGrid);


            for (int i = 0; i < 11; i++)
            {
                GameObject pCol = AF.Create(GameObject.Name.AlienColumn);
                GameObject pGameObject;
                pGameObject = AF.Create(GameObject.Name.PurpleOctopus, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 364f);
                pCol.Add(pGameObject);

                pGameObject = AF.Create(GameObject.Name.PurpleOctopus, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 298f);
                pCol.Add(pGameObject);

                pGameObject = AF.Create(GameObject.Name.BlueCrab, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 232f);
                pCol.Add(pGameObject);

                pGameObject = AF.Create(GameObject.Name.BlueCrab, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 166f);
                pCol.Add(pGameObject);

                pGameObject = AF.Create(GameObject.Name.GreenSquid, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 100f);
                pCol.Add(pGameObject);

                pAlienGrid.Add(pCol);
            }
            GameObjectManager.Attach(pAlienGrid);

            pAlienGrid.Attach(new MoveAlienSoundObserver());
            pAlienGrid.Attach(new MoveAlienGridObserver());

            AlienGridMoveEvent pGridMoveEvent = new AlienGridMoveEvent();

            TimerManager.Add(TimeEvent.Name.MoveAlienGrid, pGridMoveEvent, pAlienGrid.GetMoveRate());

            //---------------------------------------------------------------------------------------------------------
            // Timer Animations
            //---------------------------------------------------------------------------------------------------------

            // Create an animation sprite
            AnimationSprite pAnimOctopus = new AnimationSprite(GameSprite.Name.PurpleOctopus);
            AnimationSprite pAnimCrab    = new AnimationSprite(GameSprite.Name.BlueCrab);
            AnimationSprite pAnimSquid   = new AnimationSprite(GameSprite.Name.GreenSquid);

            // attach several images to cycle

            pAnimOctopus.Attach(Image.Name.OctopusA);
            pAnimOctopus.Attach(Image.Name.OctopusB);

            pAnimCrab.Attach(Image.Name.AlienA);
            pAnimCrab.Attach(Image.Name.AlienB);

            pAnimSquid.Attach(Image.Name.SquidA);
            pAnimSquid.Attach(Image.Name.SquidB);

            // add AnimationSprite to timer
            TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimOctopus, pAlienGrid.GetMoveRate());
            TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimCrab, pAlienGrid.GetMoveRate());
            TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimSquid, pAlienGrid.GetMoveRate());

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

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

            GameObjectManager.Attach(pShieldRoot);
            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot);

            float start_x = 160.0f;
            float start_y = 200.0f;
            float off_x;
            float brickWidth  = 12.0f;
            float brickHeight = 7.0f;

            GameObject pShieldGrid;
            GameObject pShieldCol;

            for (int i = 0; i < 4; i++)
            {
                off_x = 0;
                SF.SetParent(pShieldRoot);
                pShieldGrid = SF.Create(GameObject.Name.ShieldGrid);

                //------Col1
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 2 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick_LeftTop1, start_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick_LeftTop0, start_x, start_y + 9 * brickHeight);

                //-------Col2
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

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

                //-------Col3
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

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

                //-------Col4
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

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

                //-------Col5
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

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

                //-------Col6
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

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

                //-------Col7
                SF.SetParent(pShieldGrid);
                pShieldCol = SF.Create(GameObject.Name.ShieldColumn);
                SF.SetParent(pShieldCol);

                off_x += brickWidth;
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick_RightTop1, start_x + off_x, start_y + 8 * brickHeight);
                SF.Create(GameObject.Name.ShieldBrick_RightTop0, start_x + off_x, start_y + 9 * brickHeight);

                start_x += 170;
            }


            //---------------------------------------------------------------------------------------------------------
            // Create Null Ship Lives
            //---------------------------------------------------------------------------------------------------------

            ScenePlay.ShipLives = 3;

            PlayerLivesComposite pNullObjs = new PlayerLivesComposite();

            Ship pNullShip1 = new Ship(GameObject.Name.Null_Object, GameSprite.Name.Ship, 120.0f, 40.0f);

            pNullShip1.ActivateGameSprite(pNullBatch);
            pNullObjs.Add(pNullShip1);

            Ship pNullShip2 = new Ship(GameObject.Name.Null_Object, GameSprite.Name.Ship, 180.0f, 40.0f);

            pNullShip2.ActivateGameSprite(pNullBatch);
            pNullObjs.Add(pNullShip2);

            GameObjectManager.Attach(pNullObjs);

            //---------------------------------------------------------------------------------------------------------
            // Create CollisionPairs
            //---------------------------------------------------------------------------------------------------------

            //Why does the order that left/right wall are added matter??????? reverse order breaks game
            CollisionPair pShipWallRightPair = CollisionPairManager.Add(CollisionPair.Name.Ship_Wall_Right, pShipRoot, pWallRight);

            Debug.Assert(pShipWallRightPair != null);

            CollisionPair pShipWallLeftPair = CollisionPairManager.Add(CollisionPair.Name.Ship_Wall_Left, pShipRoot, pWallLeft);

            Debug.Assert(pShipWallLeftPair != null);

            CollisionPair pAlienMissilePair = CollisionPairManager.Add(CollisionPair.Name.Alien_Missile, pMissileGroup, pAlienGrid);

            Debug.Assert(pAlienMissilePair != null);

            CollisionPair pMissileWallPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Wall_Top, pMissileGroup, pWallTop);

            Debug.Assert(pMissileWallPair != null);

            CollisionPair pAlienWallPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Wall, pAlienGrid, pWallGroup);

            Debug.Assert(pAlienWallPair != null);

            CollisionPair pAlienWallBottomPair = CollisionPairManager.Add(CollisionPair.Name.Alien_WallBottom, pAlienGrid, pWallBottom);

            Debug.Assert(pAlienWallBottomPair != null);

            CollisionPair pBombWallPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Wall_Bottom, pBombRoot, pWallBottom);

            Debug.Assert(pBombWallPair != null);

            CollisionPair pBombShieldPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);

            Debug.Assert(pBombShieldPair != null);

            CollisionPair pMissileShieldPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldRoot);

            Debug.Assert(pMissileShieldPair != null);

            CollisionPair pBombShipPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Ship, pBombRoot, ShipManager.GetShip());

            Debug.Assert(pBombShipPair != null);

            CollisionPair pBombMissilePair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, ShipManager.GetMissile());

            Debug.Assert(pBombMissilePair != null);

            CollisionPair pAlienShieldPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Shield, pShieldRoot, pAlienGrid);

            Debug.Assert(pAlienShieldPair != null);

            CollisionPair pUFOMissilePair = CollisionPairManager.Add(CollisionPair.Name.UFO_Missile, pMissileGroup, pUFORoot);

            Debug.Assert(pUFOMissilePair != null);

            //TODO consolidate these news
            pShipWallLeftPair.Attach(new ShipStopLeftObserver());
            pShipWallRightPair.Attach(new ShipStopRightObserver());

            pMissileWallPair.Attach(new ShipRemoveMissileObserver());

            pAlienMissilePair.Attach(new ShipRemoveMissileObserver());
            pAlienMissilePair.Attach(new RemoveAlienObserver());
            pAlienMissilePair.Attach(new DeadAlienSoundObserver());
            pAlienMissilePair.Attach(new AddP1PointsObserver());
            pAlienMissilePair.Attach(new IncreaseAlienSpeedObserver());

            pAlienWallPair.Attach(new GridObserver());

            pBombWallPair.Attach(new RemoveBombObserver());

            pBombShieldPair.Attach(new RemoveBombObserver());
            pBombShieldPair.Attach(new RemoveBrickObserver());

            pMissileShieldPair.Attach(new ShipRemoveMissileObserver());
            pMissileShieldPair.Attach(new RemoveBrickObserver());

            pBombShipPair.Attach(new RemoveBombObserver());
            pBombShipPair.Attach(new RemoveShipObserver());
            pBombShipPair.Attach(new DeadShipSoundObserver());
            pBombShipPair.Attach(new RemoveLifeObserver());
            pBombShipPair.Attach(new ChangeStateObserver());

            pBombMissilePair.Attach(new RemoveBombObserver());
            pBombMissilePair.Attach(new ShipRemoveMissileObserverAltPair());

            pAlienShieldPair.Attach(new RemoveBrickObserver());

            pUFOMissilePair.Attach(new RemoveUFOObserver());
            pUFOMissilePair.Attach(new ShipRemoveMissileObserver());
            pUFOMissilePair.Attach(new AddP1PointsObserver());
            pUFOMissilePair.Attach(new DeadUFOSoundObserver());

            pAlienWallBottomPair.Attach(new DeadShipSoundObserver());
            pAlienWallBottomPair.Attach(new RemoveAllP1LivesObserver());
        }
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            // Set to current state for initialization
            GameStateManager.GetGame().SetGameState(GameStateManager.GameState.Player1);

            //---------------------------------------------------------------------------------------------------------
            // Initialize State-Scoped Managers
            //---------------------------------------------------------------------------------------------------------

            this.pSpriteBatchManager     = new SpriteBatchManager(3, 1);
            this.pGameObjectManager      = new GameObjectManager(300, 10);
            this.pDelayedObjectManager   = new DelayedObjectManager();
            this.pQueuedTimeEventManager = new QueuedTimeEventManager(50, 5);
            this.pGhostManager           = new GhostManager(50, 5);
            this.pCompositeManager       = new CompositeManager(20, 2);


            //---------------------------------------------------------------------------------------------------------
            // Create Colors
            //---------------------------------------------------------------------------------------------------------

            pGreenColor = new Azul.Color(0.1137f, 0.8196f, 0.2667f, 1.0f);

            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatches
            //---------------------------------------------------------------------------------------------------------
            pCollisionBox_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.CollisionBox);
            pCollisionBox_SpriteBatch.SetDraw(false);

            pWall_SpriteBatch         = this.pSpriteBatchManager.Add(SpriteBatch.Name.Wall);
            pAlien_SpriteBatch        = this.pSpriteBatchManager.Add(SpriteBatch.Name.Alien);
            pCoreCannon_SpriteBatch   = this.pSpriteBatchManager.Add(SpriteBatch.Name.CoreCannon);
            pMissile_SpriteBatch      = this.pSpriteBatchManager.Add(SpriteBatch.Name.Missile);
            pBomb_SpriteBatch         = this.pSpriteBatchManager.Add(SpriteBatch.Name.Bomb);
            pShield_SpriteBatch       = this.pSpriteBatchManager.Add(SpriteBatch.Name.Shield);
            pFlyingSaucer_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.FlyingSaucer);
            pTexts_SpriteBatch        = this.pSpriteBatchManager.Add(SpriteBatch.Name.Player1Texts);

            //---------------------------------------------------------------------------------------------------------
            // Flying Saucer
            //---------------------------------------------------------------------------------------------------------

            FlyingSaucerRoot pFlyingSaucerRoot = new FlyingSaucerRoot(Composite.CompositeName.FlyingSaucerRoot, 0.0f, 0.0f);

            pFlyingSaucerRoot.ActivateSprite(pFlyingSaucer_SpriteBatch);
            pFlyingSaucerRoot.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            this.pGameObjectManager.Attach(pFlyingSaucerRoot);
            this.pCompositeManager.Attach(pFlyingSaucerRoot);

            DeployFlyingSaucerCommand pDeployFlyingSaucer = new DeployFlyingSaucerCommand();

            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DeployFlyingSaucer, pDeployFlyingSaucer, r.Next(30, 46));

            //---------------------------------------------------------------------------------------------------------
            // Core Cannon
            //---------------------------------------------------------------------------------------------------------

            CoreCannonGroup pCoreCannonGroup = new CoreCannonGroup(Composite.CompositeName.CoreCannonGroup, 0.0f, 0.0f);

            this.pGameObjectManager.Attach(pCoreCannonGroup);
            this.pCompositeManager.Attach(pCoreCannonGroup);
            this.pCoreCannonManager = new CoreCannonManager();
            this.pCoreCannonManager.ActivateCoreCannon();

            //---------------------------------------------------------------------------------------------------------
            // Sprite Animations
            //---------------------------------------------------------------------------------------------------------

            // Squid Alien
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.SquidAlien), 0.8f);

            // Crab Alien
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.CrabAlien), 0.8f);

            // JellyFish Alien
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.JellyfishAlien), 0.8f);

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

            BombRoot pBombRoot = new BombRoot(Composite.CompositeName.BombRoot, 0.0f, 0.0f);

            pBombRoot.ActivateSprite(pBomb_SpriteBatch);
            //pBombRoot.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            this.pCompositeManager.Attach(pBombRoot);
            this.pGameObjectManager.Attach(pBombRoot);

            // Add initial drop bomb events
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DropBomb, new DropBombCommand(), 1.0f);
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DropBomb, new DropBombCommand(), 3.0f);

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

            MissileGroup pMissileGroup = new MissileGroup(Composite.CompositeName.MissileGroup, 0.0f, 0.0f);

            pMissileGroup.ActivateSprite(pMissile_SpriteBatch);
            pMissileGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            this.pGameObjectManager.Attach(pMissileGroup);
            this.pCompositeManager.Attach(pMissileGroup);

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

            // Wall Root
            pWallGroup = new WallGroup(GameObject.Name.ShieldGroup, Sprite.Name.NullSprite, 0.0f, 0.0f);
            pWallGroup.ActivateSprite(pWall_SpriteBatch);
            pWallGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            LeftWall pLeftWall = new LeftWall(GameObject.Name.LeftWall, Sprite.Name.NullSprite, 20, 425, 15, 800);

            pLeftWall.ActivateSprite(pWall_SpriteBatch);
            pLeftWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            RightWall pRightWall = new RightWall(GameObject.Name.RightWall, Sprite.Name.NullSprite, 875, 425, 15, 800);

            pRightWall.ActivateSprite(pWall_SpriteBatch);
            pRightWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            TopWall pTopWall = new TopWall(GameObject.Name.TopWall, Sprite.Name.NullSprite, 450, 825, 870, 15);

            pTopWall.ActivateSprite(pWall_SpriteBatch);
            pTopWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            BottomWall pBottomWall = new BottomWall(GameObject.Name.BottomWall, Sprite.Name.NullSprite, 450, 55, 870, 15);

            pBottomWall.ActivateSprite(pWall_SpriteBatch);
            pBottomWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            LeftBumper pLeftBumper = new LeftBumper(GameObject.Name.LeftBumper, Sprite.Name.NullSprite, 45, 100, 30, 50);

            pLeftBumper.ActivateSprite(pWall_SpriteBatch);
            pLeftBumper.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            RightBumper pRightBumper = new RightBumper(GameObject.Name.RightBumper, Sprite.Name.NullSprite, 850, 100, 30, 50);

            pRightBumper.ActivateSprite(pWall_SpriteBatch);
            pRightBumper.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            pWallGroup.Add(pLeftWall);
            pWallGroup.Add(pRightWall);
            pWallGroup.Add(pTopWall);
            pWallGroup.Add(pBottomWall);
            pWallGroup.Add(pLeftBumper);
            pWallGroup.Add(pRightBumper);

            this.pCompositeManager.Attach(pWallGroup);
            this.pGameObjectManager.Attach(pWallGroup);
            this.pGameObjectManager.Attach(pLeftWall);
            this.pGameObjectManager.Attach(pRightWall);
            this.pGameObjectManager.Attach(pTopWall);
            this.pGameObjectManager.Attach(pBottomWall);
            this.pGameObjectManager.Attach(pLeftBumper);
            this.pGameObjectManager.Attach(pRightBumper);

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

            //Shield Root
            ShieldGroup pShieldGroup = new ShieldGroup(Composite.CompositeName.ShieldGroup, 0.0f, 0.0f);

            pShieldGroup.ActivateSprite(pShield_SpriteBatch);
            pShieldGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            GameObject pShield;

            pShield = ShieldFactory.CreateShield(110, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.CreateShield(310, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.CreateShield(510, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.CreateShield(710, 150);
            pShieldGroup.Add(pShield);

            this.pGameObjectManager.Attach(pShieldGroup);
            this.pCompositeManager.Attach(pShieldGroup);


            //---------------------------------------------------------------------------------------------------------
            // Create Alien Grid Composite
            //---------------------------------------------------------------------------------------------------------

            this.levelInitialAlienGridSpeed = SpaceInvadersGameState.gameInitialAlienGridSpeed;
            this.currAlienGridSpeed         = SpaceInvadersGameState.gameInitialAlienGridSpeed;

            this.currLevelInitialAlienGridY = SpaceInvadersGameState.gameInitialAlienGridY;

            pAlienGrid = (Composite)AlienFactory.CreateAlienGrid(SpaceInvadersGameState.gameInitialAlienGridX, currLevelInitialAlienGridY);

            // Add Initial AlienGridMovementSound Event
            AlienGridMovementSound pAlienGridMovementSound = new AlienGridMovementSound();

            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.AlienGridMovementSound, pAlienGridMovementSound, levelInitialAlienGridSpeed);

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

            // Alien vs Missile
            CollisionPair pAlienMissileColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Missile, pAlienGrid, pMissileGroup);

            Debug.Assert(pAlienMissileColPair != null);
            pAlienMissileColPair.Attach(new ShipReadyObserver());
            pAlienMissileColPair.Attach(new RemoveMissileObserver());
            pAlienMissileColPair.Attach(new RemoveAlienObserver());
            pAlienMissileColPair.Attach(new AddPlayerPointsObserver(Player.Name.Player1));
            pAlienMissileColPair.Attach(new InvaderKilledSoundObserver());

            // FlyingSaucer vs Missile
            CollisionPair pFlyingSaucerMissileColPair = CollisionPairManager.Add(CollisionPair.Name.FlyingSaucer_Missile, pFlyingSaucerRoot, pMissileGroup);

            Debug.Assert(pFlyingSaucerMissileColPair != null);
            pFlyingSaucerMissileColPair.Attach(new ShipReadyObserver());
            pFlyingSaucerMissileColPair.Attach(new RemoveMissileObserver());
            pFlyingSaucerMissileColPair.Attach(new RemoveFlyingSaucerObserver());
            pFlyingSaucerMissileColPair.Attach(new ExplosionSoundObserver());

            // FlyingSaucer vs Wall
            CollisionPair pFlyingSaucerWallColPair = CollisionPairManager.Add(CollisionPair.Name.FlyingSaucer_Wall, pFlyingSaucerRoot, pWallGroup);

            Debug.Assert(pFlyingSaucerWallColPair != null);
            pFlyingSaucerWallColPair.Attach(new RemoveFlyingSaucerObserver());

            // Alien vs Wall
            CollisionPair pAlienWallColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Wall, pAlienGrid, pWallGroup);

            Debug.Assert(pAlienWallColPair != null);
            pAlienWallColPair.Attach(new GridWallCollisionObserver());

            // Alien vs Shield
            CollisionPair pAlienShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Shield, pAlienGrid, pShieldGroup);

            Debug.Assert(pAlienShieldColPair != null);
            pAlienShieldColPair.Attach(new RemoveShieldBrickObserver());

            // Missile vs Wall
            CollisionPair pMissileWallColPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Wall, pMissileGroup, pWallGroup);

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

            // Missile vs Shield
            CollisionPair pMissileShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldGroup);

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

            // Bomb vs Shield
            CollisionPair pBombShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldGroup);

            Debug.Assert(pBombShieldColPair != null);
            pBombShieldColPair.Attach(new RemoveBombObserver());
            pBombShieldColPair.Attach(new RemoveShieldBrickObserver());

            // Bomb vs Wall
            CollisionPair pBombWallColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Wall, pBombRoot, pWallGroup);

            Debug.Assert(pBombWallColPair != null);
            pBombWallColPair.Attach(new RemoveBombObserver());

            // CoreCannon vs Bumpers
            CollisionPair pCoreCannonWallColPair = CollisionPairManager.Add(CollisionPair.Name.CoreCannon_Wall, pCoreCannonGroup, pWallGroup);

            Debug.Assert(pCoreCannonWallColPair != null);
            pCoreCannonWallColPair.Attach(new CoreCannonBumperCollisionObserver());

            // Bomb vs Missile
            CollisionPair pBombMissileColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, pMissileGroup);

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

            // Bomb vs CoreCannon
            CollisionPair pBombShipColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Ship, pBombRoot, pCoreCannonGroup);

            Debug.Assert(pBombShipColPair != null);
            pBombShipColPair.Attach(new PlayerDeathObserver(Player.Name.Player1));
            pBombShipColPair.Attach(new RemoveBombObserver());
            pBombShipColPair.Attach(new ExplosionSoundObserver());

            //---------------------------------------------------------------------------------------------------------
            // Fonts
            //---------------------------------------------------------------------------------------------------------
            FontManager.Add(Font.Name.Player1Lives, pTexts_SpriteBatch, "LIVES " + GameStateManager.GetGame().GetPlayer(Player.Name.Player1).GetNumLives().ToString(), Glyph.Name.Consolas36pt, 50, 50);
        }
Exemple #11
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");
        }
Exemple #12
0
        public void loadShields()
        {
            ShieldFactory shieldFactory = FactoryManager.getShieldFactry();
            Shield        shieldGrid    = shieldFactory.createShield(Shield.ShieldType.ShieldGrid, GameObject.GameObjectName.ShieldGrid);

            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, (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.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (100 + (x * 100)), 110);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (100 + (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, (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.Column, 0);
                shieldFactory.setParent(pColumn);

                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (120 + (x * 100)), 170);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (120 + (x * 100)), 160);
                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.setParent(shieldUnit);
                pColumn = shieldFactory.createShield(Shield.ShieldType.ShieldColumn, GameObject.GameObjectName.Column, 0);
                shieldFactory.setParent(pColumn);

                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (130 + (x * 100)), 170);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (130 + (x * 100)), 160);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (130 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (130 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (130 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (130 + (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, (140 + (x * 100)), 170);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (140 + (x * 100)), 160);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (140 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (140 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (140 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (140 + (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, (150 + (x * 100)), 160);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (150 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (150 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (150 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (150 + (x * 100)), 120);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (150 + (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, (160 + (x * 100)), 150);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (160 + (x * 100)), 140);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (160 + (x * 100)), 130);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (160 + (x * 100)), 120);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (160 + (x * 100)), 110);
                shieldFactory.createShield(Shield.ShieldType.ShieldBrick, GameObject.GameObjectName.ShieldBrick, 0, (160 + (x * 100)), 100);
            }
        }
        // strategy()
        override public void LoadContent()
        {
            AlienGroup.ResetDirection();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            GameObjectMan.Attach(pWallGroup);

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

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

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

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

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

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

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

            GameObjectMan.Attach(pBumperGroup);

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

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

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

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

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

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

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

            pBombRoot.ActivateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pBombRoot);

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

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

            GameObjectMan.Attach(pExplosionGroup);

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

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

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

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

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

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

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

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

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

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

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

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

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

            GameObjectMan.Attach(pAlienGroup);

            MovementSprite pMvSprite = new MovementSprite(pAlienGroup);

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

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

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

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

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

            GameObjectMan.Attach(pShieldRoot);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

            InputSubject pInputSubject;

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

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

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

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

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

            Simulation.SetState(Simulation.State.Realtime);

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

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

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

            //---------------------------------------------------------------------------------------------------------
            // State settings
            //---------------------------------------------------------------------------------------------------------
            SceneStateGame.SetLoadGhost(false);
        }
        //need to create the root node first before using
        public static void ShieldCreator(float startX, float startY, GameObject.Name shieldName)
        {
            Composite pShieldRoot = (Composite)GONodeMan.Find(GameObject.Name.ShieldRoot);

            Debug.Assert(pShieldRoot != null);

            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot);

            GameObject pShieldGrid;

            SF.SetParent(pShieldRoot);
            pShieldGrid = SF.Create(ShieldCategory.Type.Grid, shieldName);

            //j represents the columns
            int j = 0;

            GameObject pShieldColumn;

            SF.SetParent(pShieldGrid);
            pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_1 + j++);

            SF.SetParent(pShieldColumn);

            float start_x     = startX;
            float start_y     = startY;
            float off_x       = 0;
            float brickWidth  = 10.0f;
            float brickHeight = 5.0f;


            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 2 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 3 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 4 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 5 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 6 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 7 * brickHeight);
            SF.Create(ShieldCategory.Type.LeftTop2, GameObject.Name.ShieldBrick, start_x, start_y + 8 * brickHeight);
            SF.Create(ShieldCategory.Type.LeftTop1, GameObject.Name.ShieldBrick, start_x, start_y + 9 * brickHeight);

            SF.SetParent(pShieldGrid);
            pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_1 + j++);

            SF.SetParent(pShieldColumn);

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

            SF.SetParent(pShieldGrid);
            pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_1 + j++);

            SF.SetParent(pShieldColumn);

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

            SF.SetParent(pShieldGrid);
            pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_1 + j++);

            SF.SetParent(pShieldColumn);

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

            SF.SetParent(pShieldGrid);
            pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_1 + j++);

            SF.SetParent(pShieldColumn);

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

            SF.SetParent(pShieldGrid);
            pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_1 + j++);

            SF.SetParent(pShieldColumn);

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

            SF.SetParent(pShieldGrid);
            pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_1 + j++);

            SF.SetParent(pShieldColumn);

            off_x += brickWidth;
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
            SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
            SF.Create(ShieldCategory.Type.RightTop2, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
            SF.Create(ShieldCategory.Type.RightTop1, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);
        }
Exemple #15
0
        public static GameObject Create(ShieldCategory.Type type, int _Index, float posX = 0.0f, float posY = 0.0f)
        {
            ShieldFactory pFactory = ShieldFactory.PrivGetInstance();

            Debug.Assert(pFactory != null);

            GameObject pGameObj = null;

            switch (type)
            {
            case ShieldCategory.Type.Brick:
                pGameObj = new ShieldBrick(GameObject.Name.ShieldBrick, GameSprite.Name.Brick, _Index, posX, posY);
                break;

            case ShieldCategory.Type.LeftBottom:
                pGameObj = new ShieldBrick(GameObject.Name.ShieldBrick, GameSprite.Name.BrickLeft_Bottom, _Index, posX, posY);
                break;

            case ShieldCategory.Type.LeftTop0:
                pGameObj = new ShieldBrick(GameObject.Name.ShieldBrick, GameSprite.Name.BrickLeft_Top0, _Index, posX, posY);
                break;

            case ShieldCategory.Type.LeftTop1:
                pGameObj = new ShieldBrick(GameObject.Name.ShieldBrick, GameSprite.Name.BrickLeft_Top1, _Index, posX, posY);
                break;

            case ShieldCategory.Type.RightBottom:
                pGameObj = new ShieldBrick(GameObject.Name.ShieldBrick, GameSprite.Name.BrickRight_Bottom, _Index, posX, posY);
                break;

            case ShieldCategory.Type.RightTop0:
                pGameObj = new ShieldBrick(GameObject.Name.ShieldBrick, GameSprite.Name.BrickRight_Top0, _Index, posX, posY);
                break;

            case ShieldCategory.Type.RightTop1:
                pGameObj = new ShieldBrick(GameObject.Name.ShieldBrick, GameSprite.Name.BrickRight_Top1, _Index, posX, posY);
                break;

            case ShieldCategory.Type.Column:
                pGameObj = new ShieldColumn(GameObject.Name.ShieldColumn, GameSprite.Name.NullObject, _Index, posX, posY);
                break;

            case ShieldCategory.Type.Group:
                pGameObj = new ShieldGroup(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, _Index, posX, posY);
                break;

            default:
                Debug.Assert(false);
                break;
            }
            Debug.Assert(pGameObj != null);


            // Attach to SpriteBatch
            if (pGameObj.type == Component.Container.LEAF)
            {
                pFactory.pParent.Add(pGameObj);
                pGameObj.ActivateGameSprite(pFactory.pShieldSpriteBatch);
            }
            pGameObj.ActivateCollisionSprite(pFactory.pBoxSpriteBatch);
            return(pGameObj);
        }
        //public ShieldGroupFactory()
        //{
        //}

        public static Composite Create(float startPosX, float startPosY, GameObjectMan pGameObjectMan)
        {
            //if (shieldsCreated == false)
            //{
            pShieldRoot = (Composite) new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);
            GameObjectMan.Attach(pShieldRoot);

            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot);

            float start_x = startPosX;
            float start_y = startPosY;

            // load by column
            for (int i = 0; i < 4; i++)
            {
                int j = 0;

                GameObject pColumn;

                SF.SetParent(pShieldRoot);
                pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                SF.SetParent(pColumn);

                start_x = 100.0f + i * 170;

                float off_x       = 0;
                float brickWidth  = 15.0f;
                float brickHeight = 6.0f;

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

                SF.SetParent(pShieldRoot);
                pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                SF.SetParent(pColumn);

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

                SF.SetParent(pShieldRoot);
                pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                SF.SetParent(pColumn);

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

                SF.SetParent(pShieldRoot);
                pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                SF.SetParent(pColumn);

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

                SF.SetParent(pShieldRoot);
                pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                SF.SetParent(pColumn);

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

                SF.SetParent(pShieldRoot);
                pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                SF.SetParent(pColumn);

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

                SF.SetParent(pShieldRoot);
                pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                SF.SetParent(pColumn);

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

            //    shieldsCreated = true;
            //}

            return(pShieldRoot);
        }
Exemple #17
0
        public static Shield CreateShield(float xOrigin, float yOrigin, GameObjectComposite pGOComposite = null)
        {
            // 21 x 18
            ShieldFactory pShieldSF = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pGOComposite);
            Shield        pShield   = (Shield)pShieldSF.Create(ShieldFactory.Type.Shield, 0, 0);

            ShieldFactory pColumnSF = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShield);

            ShieldColumn pShieldColumn0 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn1 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn2 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn3 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn4 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn5 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn6 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            // Columns 7 through 13 are produced in a loop below.
            ShieldColumn pShieldColumn14 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn15 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn16 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn17 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn18 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn19 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn20 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);

            // make shield columns 0 and 20
            for (int i = 0; i < 12; i++)
            {
                ShieldFactory pShieldBrickFactory = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn0);
                ShieldBrick   shieldBrick         = (ShieldBrick)pShieldBrickFactory.Create(ShieldFactory.Type.Brick, xOrigin, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory20 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn20);
                pShieldBrickFactory20.Create(ShieldFactory.Type.Brick, xOrigin + 20 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 1 and 19
            for (int i = 0; i < 13; i++)
            {
                ShieldFactory pShieldBrickFactory = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn1);
                ShieldBrick   shieldBrick         = (ShieldBrick)pShieldBrickFactory.Create(ShieldFactory.Type.Brick, xOrigin + 1 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory19 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn19);
                pShieldBrickFactory19.Create(ShieldFactory.Type.Brick, xOrigin + 19 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 2 and 18
            for (int i = 0; i < 14; i++)
            {
                ShieldFactory pShieldBrickFactory = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn2);
                ShieldBrick   shieldBrick         = (ShieldBrick)pShieldBrickFactory.Create(ShieldFactory.Type.Brick, xOrigin + 2 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory18 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn18);
                pShieldBrickFactory18.Create(ShieldFactory.Type.Brick, xOrigin + 18 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 3 and 17
            for (int i = 0; i < 15; i++)
            {
                ShieldFactory pShieldBrickFactory3 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn3);
                pShieldBrickFactory3.Create(ShieldFactory.Type.Brick, xOrigin + 3 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory17 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn17);
                pShieldBrickFactory17.Create(ShieldFactory.Type.Brick, xOrigin + 17 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 4 and 16
            for (int i = 0; i < 16; i++)
            {
                ShieldFactory pShieldBrickFactory4 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn4);
                pShieldBrickFactory4.Create(ShieldFactory.Type.Brick, xOrigin + 4 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory16 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn16);
                pShieldBrickFactory16.Create(ShieldFactory.Type.Brick, xOrigin + 16 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 5 and 15
            for (int i = 0; i < 14; i++)
            {
                ShieldFactory pShieldBrickFactor5 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn5);
                pShieldBrickFactor5.Create(ShieldFactory.Type.Brick, xOrigin + 5 * Constants.shieldBrickHeight, yOrigin + 2 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactor15 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn15);
                pShieldBrickFactor15.Create(ShieldFactory.Type.Brick, xOrigin + 15 * Constants.shieldBrickHeight, yOrigin + 2 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight);
            }

            // make shield  columns 6 and 14
            for (int i = 0; i < 13; i++)
            {
                ShieldFactory pShieldBrickFactory6 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn6);
                pShieldBrickFactory6.Create(ShieldFactory.Type.Brick, xOrigin + 6 * Constants.shieldBrickHeight, yOrigin + 3 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory14 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn14);
                pShieldBrickFactory14.Create(ShieldFactory.Type.Brick, xOrigin + 14 * Constants.shieldBrickHeight, yOrigin + 3 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight);
            }

            // make shield  columns 7 thru 13
            for (int i = 0; i < 7; i++)
            {
                float         x                   = xOrigin + 7 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight;
                ShieldColumn  pShieldColumn       = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
                ShieldFactory pShieldBrickFactory = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn);
                for (int j = 0; j < 12; j++)
                {
                    float y = yOrigin + 4 * Constants.shieldBrickHeight + j * Constants.shieldBrickHeight;
                    pShieldBrickFactory.Create(ShieldFactory.Type.Brick, x, y);
                }
            }

            return(pShield);
        }
Exemple #18
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 LoadContent()
        {
            ShipMan.Create();
            GraveyardMan.Create();

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

            pSB_Aliens.bToggle = true;

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

            pSB_Boxes.bToggle = false;

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

            pSB_Shields.bToggle = true;

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

            pSB_InGame.bToggle = true;

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

            pSB_Projectiles.bToggle = true;

            //SpriteBatch pSB_Splats = SpriteBatchMan.Find(SpriteBatch.Name.Splats);
            //pSB_Splats.bToggle = true;

            SpaceInvaders pGame = GameMan.GetGame();

            IrrKlang.ISoundEngine pSndEngine = pGame.GetSndEngine();

            //-------------------------------------------------------------------------------------------------------
            //create factory
            //--------------------------------------------------------------------------------------------------------

            Composite pAlienGroup = (Composite)GONodeMan.Find(GameObject.Name.AlienGrid);

            AlienFactory AF = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes, pAlienGroup);

            GameObject pGameObj;

            //AF.SetParent(pAlienGroup);
            //GameObject pCol = AF.Create(GameObject.Name.Column_1, AlienCategory.Type.Column, 0.0f, 0.0f);

            //AF.SetParent(pCol);

            //pGameObj = AF.Create(GameObject.Name.Octopus, AlienCategory.Type.Octopus, 70.0f, 600);

            //Column Creation 1 - 11
            for (int i = 0; i < 11; i++)
            {
                AF.SetParent(pAlienGroup);
                GameObject pCol = AF.Create(GameObject.Name.Column_1 + i, AlienCategory.Type.Column, 0.0f, 0.0f, i);

                AF.SetParent(pCol);

                pGameObj = AF.Create(GameObject.Name.Octopus, AlienCategory.Type.Octopus, 70.0f + i * 43.0f, 600);
                pGameObj = AF.Create(GameObject.Name.Crab, AlienCategory.Type.Crab, 70.0f + i * 43.0f, 560);
                pGameObj = AF.Create(GameObject.Name.Crab, AlienCategory.Type.Crab, 70.0f + i * 43.0f, 520);
                pGameObj = AF.Create(GameObject.Name.Squid, AlienCategory.Type.Squid, 70.0f + i * 43.0f, 480);
                pGameObj = AF.Create(GameObject.Name.Squid, AlienCategory.Type.Squid, 70.0f + i * 43.0f, 440);
            }

            //Debug.WriteLine("-------------------");
            //pAlienGroup.Print();

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

            float posX = 80;
            float posY = 120;

            for (int i = 0; i < 4; i++)
            {
                ShieldFactory.ShieldCreator(posX, posY, GameObject.Name.ShieldGrid_1 + i);
                posX += 130;
            }

            //Debug.WriteLine("-------------------");
            //GameObject pShieldRoot = GONodeMan.Find(GameObject.Name.ShieldRoot);
            //pShieldRoot.Print();

            //--------------------------------------------------------------------------------------------------------------
            //Time Events
            //--------------------------------------------------------------------------------------------------------------

            UFORoot pUFORoot = (UFORoot)GONodeMan.Find(GameObject.Name.UFORoot);

            MoveGrid pMove = new MoveGrid(pAlienGroup, pSndEngine);

            SendUFO pSendIt = new SendUFO(pUFORoot);

            //BombDrop pBombDrop0 = new BombDrop((AlienGroup)pAlienGroup);
            BombDrop pBombDrop1 = new BombDrop((AlienGroup)pAlienGroup);
            BombDrop pBombDrop2 = new BombDrop((AlienGroup)pAlienGroup);

            SpeedUpCheck pSpeedCheck = new SpeedUpCheck((AlienGroup)pAlienGroup);

            //---------------------------------------------------------------------------------------------------------
            //Add Events
            //---------------------------------------------------------------------------------------------------------

            AnimateCrab  pAnimCrab  = (AnimateCrab)AnimMan.Find(Animation.Name.AnimateCrab);
            AnimateSquid pAnimSquid = (AnimateSquid)AnimMan.Find(Animation.Name.AnimateSquid);
            AnimateOcto  pAnimOcto  = (AnimateOcto)AnimMan.Find(Animation.Name.AnimateOcto);


            TimerMan.Add(TimeEvent.Name.AnimateOcto, pAnimOcto, 0.60f);
            TimerMan.Add(TimeEvent.Name.AnimateSquid, pAnimSquid, 0.60f);
            TimerMan.Add(TimeEvent.Name.AnimateCrab, pAnimCrab, 0.60f);
            TimerMan.Add(TimeEvent.Name.MoveGrid, pMove, 0.60f);

            //TimerMan.Add(TimeEvent.Name.ColumnShoot, pBombDrop0, 1.0f);
            TimerMan.Add(TimeEvent.Name.ColumnShoot, pBombDrop1, 2.0f);
            TimerMan.Add(TimeEvent.Name.ColumnShoot, pBombDrop2, 4.0f);

            TimerMan.Add(TimeEvent.Name.SpeedCheck, pSpeedCheck, 12.0f);
            TimerMan.Add(TimeEvent.Name.SendUFO, pSendIt, 25.0f);
        }
        // strategy()
        public override void LoadContent()
        {
            pSpriteBatchMan = new SpriteBatchMan(1, 1);
            playLives       = 3;
            numOfAliens     = 55;
            //---------------------------------------------------------------------------------------------------------
            // Manager initialization
            //---------------------------------------------------------------------------------------------------------

            TimerMan.Create(3, 1);
            TextureMan.Create(2, 1);
            ImageMan.Create(5, 2);
            GameSpriteMan.Create(4, 2);
            BoxSpriteMan.Create(3, 1);
            ProxySpriteMan.Create(10, 1);
            if (GameObjectMan.pInstance != null)
            {
                GameObjectMan.Destroy();
            }
            GameObjectMan.Create(3, 1);
            ColPairMan.Create(1, 1);
            GlyphMan.Create(3, 1);
            FontMan.Create(1, 1);


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

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

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

            TextureMan.Add(Texture.Name.Shields, "birds_N_shield.tga");
            TextureMan.Add(Texture.Name.Aliens, "aliensNew.tga");
            TextureMan.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga");
            FontMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt);
            //---------------------------------------------------------------------------------------------------------
            // Create Images
            //---------------------------------------------------------------------------------------------------------

            ImageMan.Add(Image.Name.CrabUp, Texture.Name.Aliens, 322.5f, 27.0f, 150.0f, 111.0f);
            ImageMan.Add(Image.Name.CrabDown, Texture.Name.Aliens, 324.0f, 180.0f, 150.0f, 114.0f);
            ImageMan.Add(Image.Name.OctopusOut, Texture.Name.Aliens, 54f, 28.5f, 168f, 111f);
            ImageMan.Add(Image.Name.OctopusIn, Texture.Name.Aliens, 54f, 180f, 168f, 111f);
            ImageMan.Add(Image.Name.SquidOut, Texture.Name.Aliens, 612f, 25.5f, 117f, 117f);
            ImageMan.Add(Image.Name.SquidIn, Texture.Name.Aliens, 612f, 180f, 117f, 117f);
            ImageMan.Add(Image.Name.Missile, Texture.Name.Shields, 73, 53, 5, 4);
            ImageMan.Add(Image.Name.Ship, Texture.Name.Shields, 10, 93, 30, 18);
            ImageMan.Add(Image.Name.Wall, Texture.Name.Shields, 40, 185, 20, 10);
            ImageMan.Add(Image.Name.BombStraight, Texture.Name.Shields, 111, 101, 5, 49);
            ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Shields, 132, 100, 20, 50);
            ImageMan.Add(Image.Name.BombCross, Texture.Name.Shields, 219, 103, 19, 47);
            ImageMan.Add(Image.Name.Brick, Texture.Name.Shields, 20, 210, 10, 5);
            ImageMan.Add(Image.Name.BrickLeft_Top0, Texture.Name.Shields, 15, 180, 10, 5);
            ImageMan.Add(Image.Name.BrickLeft_Top1, Texture.Name.Shields, 15, 185, 10, 5);
            ImageMan.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Shields, 35, 215, 10, 5);
            ImageMan.Add(Image.Name.BrickRight_Top0, Texture.Name.Shields, 75, 180, 10, 5);
            ImageMan.Add(Image.Name.BrickRight_Top1, Texture.Name.Shields, 75, 185, 10, 5);
            ImageMan.Add(Image.Name.BrickRight_Bottom, Texture.Name.Shields, 55, 215, 10, 5);
            ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens, 84, 505, 225, 96);
            ImageMan.Add(Image.Name.Splash, Texture.Name.Aliens, 573, 486, 183, 115);
            ImageMan.Add(Image.Name.TopSplash, Texture.Name.Aliens, 403, 487, 113, 113);
            ImageMan.Add(Image.Name.PlayerEnd, Texture.Name.Aliens, 558, 336, 222, 110);


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


            GameSpriteMan.Add(GameSprite.Name.Crab, Image.Name.CrabUp, 500.0f, 300.0f, 18.0f, 18.0f);
            GameSpriteMan.Add(GameSprite.Name.Octopus, Image.Name.OctopusOut, 50, 200, 20, 20);
            GameSpriteMan.Add(GameSprite.Name.Squid, Image.Name.SquidOut, 300, 400, 16, 16);

            GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, 0, 0, 2, 10);
            pShip = GameSpriteMan.Add(GameSprite.Name.ShipImage, Image.Name.Ship, 40, 20, 30, 14);
            GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 500, 100, 30, 14);
            GameSpriteMan.Add(GameSprite.Name.WallHorizontal, Image.Name.Wall, 448, 900, 850, 30);
            GameSpriteMan.Add(GameSprite.Name.WallVertical, Image.Name.Wall, 50, 448, 30, 950);
            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 50, 448, 20, 14);

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

            GameSpriteMan.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop0, Image.Name.BrickLeft_Top0, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop0, Image.Name.BrickRight_Top0, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Splash, Image.Name.Splash, 0, 0, 18, 18);
            GameSpriteMan.Add(GameSprite.Name.TopSplash, Image.Name.TopSplash, 0, 0, 20, 14);
            GameSpriteMan.Add(GameSprite.Name.PlayerEnd, Image.Name.PlayerEnd, 0, 0, 40, 20);


            //---------------------------------------------------------------------------------------------------------
            // Create BoxSprite
            //---------------------------------------------------------------------------------------------------------

            BoxSpriteMan.Add(BoxSprite.Name.Box1, 550.0f, 500.0f, 50.0f, 150.0f, new Azul.Color(1.0f, 1.0f, 1.0f, 1.0f));
            BoxSpriteMan.Add(BoxSprite.Name.Box2, 550.0f, 100.0f, 50.0f, 100.0f);


            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------
            SpriteBatch pSB_Box     = pSpriteBatchMan.Add(SpriteBatch.Name.Boxes);
            SpriteBatch pSB_Aliens  = pSpriteBatchMan.Add(SpriteBatch.Name.Aliens);
            SpriteBatch pSB_Texts   = pSpriteBatchMan.Add(SpriteBatch.Name.Texts);
            SpriteBatch pSB_Shields = pSpriteBatchMan.Add(SpriteBatch.Name.Shields);
            SpriteBatch pSB_Walls   = pSpriteBatchMan.Add(SpriteBatch.Name.Walls);
            SpriteBatch pSB_UFOs    = pSpriteBatchMan.Add(SpriteBatch.Name.UFOs);
            SpriteBatch pSB_Bombs   = pSpriteBatchMan.Add(SpriteBatch.Name.Bombs);

            pSB_Aliens.Attach(pShip);
            pSB_Walls.display = false;
            pSB_Box.display   = false;


            //---------------------------------------------------------------------------------------------------------
            //Font
            //---------------------------------------------------------------------------------------------------------
            FontMan.Add(pSpriteBatchMan, Font.Name.Title, SpriteBatch.Name.Texts, "SCORE<1>  HIGH-SCORE  SCORE<2>", Glyph.Name.Consolas36pt, 200, 680);
            FontMan.Add(pSpriteBatchMan, Font.Name.ScoreOne, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 240, 650);
            FontMan.Add(pSpriteBatchMan, Font.Name.HighestScore, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 440, 650);
            FontMan.Add(pSpriteBatchMan, Font.Name.ScoreTwo, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 650, 650);
            FontMan.Add(pSpriteBatchMan, Font.Name.PlayerLives, SpriteBatch.Name.Texts, "X" + playLives, Glyph.Name.Consolas36pt, 52, 20);

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

            InputSubject pInputSubject;

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

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

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

            Simulation.SetState(Simulation.State.Realtime);

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

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

            //pBombRoot.ActivateCollisionSprite(pSB_Box);



            GameObjectMan.Attach(pBombRoot);

            //---------------------------------------------------------------------------------------------------------
            // Walls
            //---------------------------------------------------------------------------------------------------------

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

            pWallGroup.ActivateGameSprite(pSB_Walls);
            //pWallGroup.ActivateCollisionSprite(pSB_Box);

            WallFactory WF = new WallFactory(pSpriteBatchMan, SpriteBatch.Name.Walls, SpriteBatch.Name.Boxes, pWallGroup);

            WF.Create(WallCategory.Type.Bottom, GameObject.Name.WallBottom, 448, 20, 850, 30);
            WF.Create(WallCategory.Type.Top, GameObject.Name.WallTop, 448, 650, 850, 30);
            WF.Create(WallCategory.Type.Left, GameObject.Name.WallLeft, 50, 448, 30, 950);
            WF.Create(WallCategory.Type.Right, GameObject.Name.WallRight, 846, 448, 30, 950);


            GameObjectMan.Attach(pWallGroup);


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

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

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



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

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

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

            ShipMan.Create(pSpriteBatchMan);

            //pShipRoot.Print();

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

            // Create the factory ... prototype
            Composite pShieldRoot = (Composite) new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 300.0f, 300.0f);

            GameObjectMan.Attach(pShieldRoot);
            pShieldRoot.ActivateCollisionSprite(pSB_Box);
            pShieldRoot.ActivateGameSprite(pSB_Shields);

            ShieldFactory SF          = new ShieldFactory(pSpriteBatchMan, SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot);
            float         brickWidth  = 10.0f;
            float         brickHeight = 5.0f;

            for (int i = 0; i < 4; i++)
            {
                float start_x = 150.0f + 180 * i;
                float start_y = 100.0f;
                float off_x   = 0;
                SF.SetParent(pShieldRoot);
                GameObject pShieldGrid = SF.Create(ShieldCategory.Type.Grid, GameObject.Name.ShieldGrid);

                {
                    int j = 0;

                    GameObject pColumn;

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

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

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

                    SF.SetParent(pColumn);

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

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

                    SF.SetParent(pColumn);

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

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

                    SF.SetParent(pColumn);

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

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

                    SF.SetParent(pColumn);

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

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

                    SF.SetParent(pColumn);

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

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

                    SF.SetParent(pColumn);

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


            //pShieldRoot.Print();

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

            //ForwardIterator pFor = new ForwardIterator(pShieldRoot);

            //Component pNode = pFor.First();
            //while (!pFor.IsDone())
            //{
            //    pNode.DumpNode();

            //    pNode = pFor.Next();
            //}

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

            //ReverseIterator pRev = new ReverseIterator(pShieldRoot);

            //Component pNode2 = pRev.First();
            //while (!pRev.IsDone())
            //{
            //    pNode2.DumpNode();

            //    pNode2 = pRev.Next();
            //}

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


            //---------------------------------------------------------------------------------------------------------
            // display 55 aliens on the screen
            //---------------------------------------------------------------------------------------------------------

            //create the AlienRoot
            Composite    pAlienRoot = (Composite) new AlienRoot(GameObject.Name.AlienRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);
            AlienFactory AF         = new AlienFactory(pSpriteBatchMan, SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes, pAlienRoot);

            GameObjectMan.Attach(pAlienRoot);

            GameObject pAlienGrid = AF.Create(AlienCategory.Type.AlienGrid, GameObject.Name.AlienRoot);

            //create the AlienCloumn
            GameObject pAlienColumn;

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

                AF.SetParent(pAlienColumn);
                AF.Create(AlienCategory.Type.Squid, GameObject.Name.Squid, 300.0f + 25 * i, 550.0f);
                AF.Create(AlienCategory.Type.Crab, GameObject.Name.Crab, 300.0f + 25 * i, 525.0f);
                AF.Create(AlienCategory.Type.Crab, GameObject.Name.Crab, 300.0f + 25 * i, 500.0f);
                AF.Create(AlienCategory.Type.Octopus, GameObject.Name.Octopus, 300.0f + 25 * i, 475.0f);
                AF.Create(AlienCategory.Type.Octopus, GameObject.Name.Octopus, 300.0f + 25 * i, 450.0f);
            }


            //create AnimationSprite and attach 2 images to the animation sprite
            //and add them to the TimerManager
            //float time;

            AnimationSprite pAniSquid = new AnimationSprite(GameSprite.Name.Squid);

            pAniSquid.Attach(Image.Name.SquidIn);
            pAniSquid.Attach(Image.Name.SquidOut);
            TimerMan.Add(TimeEvent.Name.SquidAnimation, pAniSquid, 1F);
            AnimationSprite pAniCrab = new AnimationSprite(GameSprite.Name.Crab);

            pAniCrab.Attach(Image.Name.CrabDown);
            pAniCrab.Attach(Image.Name.CrabUp);
            TimerMan.Add(TimeEvent.Name.CrabAnimation, pAniCrab, 1F);
            AnimationSprite pAniOcto = new AnimationSprite(GameSprite.Name.Octopus);

            pAniOcto.Attach(Image.Name.OctopusIn);
            pAniOcto.Attach(Image.Name.OctopusOut);
            TimerMan.Add(TimeEvent.Name.OctopusAnimation, pAniOcto, 1F);
            Movement pAlienMove = new Movement(pAlienRoot, pSB_Bombs, pSB_Box, pBombRoot);

            TimerMan.Add(TimeEvent.Name.AlienGridMovement, pAlienMove, 1F);

            //---------------------------------------------------------------------------------------------------------
            // UFO
            //---------------------------------------------------------------------------------------------------------
            pUFOGroup = new UFOGroup(GameObject.Name.UFOGroup, GameSprite.Name.NullObject, 1.0f, 1.0f);
            GameObjectMan.Attach(pUFOGroup);
            UFODisplay pUFODisplay = new UFODisplay(pSpriteBatchMan, SpriteBatch.Name.UFOs, SpriteBatch.Name.Boxes, GameObject.Name.UFO, GameSprite.Name.UFO, pUFOGroup);

            TimerMan.Add(TimeEvent.Name.DisplayUFO, pUFODisplay, 40f);
            //UFODisplay pUFODisplayRight = new UFODisplay(SpriteBatch.Name.UFOs, SpriteBatch.Name.Boxes, GameObject.Name.UFO, GameSprite.Name.UFO, UFOCategory.Type.RightMovingUFO, pUFOGroup);
            //TimerMan.Add(TimeEvent.Name.DisplayUFO, pUFODisplayRight, 20f);


            //GameObject pUFO = new LeftUFO(GameObject.Name.UFO, GameSprite.Name.UFO, 800, 700);
            ////GameObjectMan.Attach(pUFO);
            //pUFO.ActivateGameSprite(pSB_UFOs);
            //pUFO.ActivateCollisionSprite(pSB_Box);
            // UFO pUFO=new UFO(GameObject.Name.UFO, GameSprite.Name.UFO,)
            //pUFOGroup.ActivateGameSprite(pSB_UFOs);
            //pUFOGroup.ActivateCollisionSprite(pSB_Box);
            //GameObjectMan.Attach(pUFOGroup);


            //---------------------------------------------------------------------------------------------------------
            // ColPair
            //---------------------------------------------------------------------------------------------------------
            ColPair pColPair;

            // associate in a collision pair

            //bomb vs ship(player)
            pColPair = ColPairMan.Add(ColPair.Name.Bombs_Player, pBombRoot, pShipRoot);
            pColPair.Attach(new CheckPlayerStatusObserver(pSpriteBatchMan));
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "explosion.wav"));
            pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.PlayerEnd, pSpriteBatchMan));
            pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipEndObserver());

            // Missile vs Wall

            pColPair = ColPairMan.Add(ColPair.Name.Missile_Wall, pMissileGroup, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav"));
            //pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.TopSplash));

            // Bomb vs Bottom
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Wall, pBombRoot, pWallGroup);
            pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan));

            // Missile vs Shield
            pColPair = ColPairMan.Add(ColPair.Name.Misslie_Shield, pMissileGroup, pShieldRoot);
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new RemoveBrickObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());
            //pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "fastinvader1.wav"));
            // pColPair.Attach(new SndObserver(sndEngine, "fastinvader1.wav"));

            //bomb vs shield
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);
            pColPair.Attach(new RemoveBrickObserver(pSpriteBatchMan));
            pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan));
            //pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "fastinvader1.wav"));

            //alien vs wall
            pColPair = ColPairMan.Add(ColPair.Name.Aleins_Wall, pAlienRoot, pWallGroup);
            pColPair.Attach(new GridObserver());

            //UFO vs wall
            pColPair = ColPairMan.Add(ColPair.Name.UFO_Wall, pUFOGroup, pWallGroup);
            pColPair.Attach(new RemoveUFOObserver(pSpriteBatchMan));

            //Aliens vs missile
            pColPair = ColPairMan.Add(ColPair.Name.Aliens_Missiles, pAlienRoot, pMissileGroup);
            //pColPair.Attach(new RemoveAlienObserver());
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav"));
            pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan));
            pColPair.Attach(new AddScoreObserver());

            //missile vs UFO
            pColPair = ColPairMan.Add(ColPair.Name.Missiles_UFOs, pMissileGroup, pUFOGroup);
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav"));
            pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan));
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new AddScoreObserver());

            //missile vs bomb
            pColPair = ColPairMan.Add(ColPair.Name.Bombs_Missiles, pBombRoot, pMissileGroup);
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav"));
            pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan));
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());


            ////aliengrid vs brickshields
            //pColPair = ColPairMan.Add(ColPair.Name.Aliens_Shields, pAlienRoot, pShieldRoot);
            //pColPair.Attach(new RemoveShieldsObserver());
        }
        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 #22
0
        public override void loadContent(Scene pScene)
        {
            ManagerFactory managerFactory = new ManagerFactory();

            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------
            SpriteBatch pSB_Box         = SpriteBatchMan.Add(SpriteBatch.Name.Boxes);
            SpriteBatch pSB_ShieldBoxes = SpriteBatchMan.Add(SpriteBatch.Name.ShieldBoxes);

            SpriteBatchMan.Add(SpriteBatch.Name.Aliens);
            SpriteBatchMan.Add(SpriteBatch.Name.Walls);
            SpriteBatchMan.Add(SpriteBatch.Name.Bumps);
            SpriteBatch pSB_Ship    = SpriteBatchMan.Add(SpriteBatch.Name.Ships);
            SpriteBatch pSB_Missile = SpriteBatchMan.Add(SpriteBatch.Name.Missiles);
            SpriteBatch pSB_Shield  = SpriteBatchMan.Add(SpriteBatch.Name.Shields);
            SpriteBatch pSB_Bomb    = SpriteBatchMan.Add(SpriteBatch.Name.Bombs);

            SpriteBatchMan.Add(SpriteBatch.Name.PlainTexts);
            SpriteBatch pSB_Life      = SpriteBatchMan.Add(SpriteBatch.Name.Lifes);
            SpriteBatch pSB_Explosion = SpriteBatchMan.Add(SpriteBatch.Name.Explosions);
            SpriteBatch pSB_UFO       = SpriteBatchMan.Add(SpriteBatch.Name.UFO);

            //---------------------------------------------------------------------------------------------------------
            // Set Input
            //---------------------------------------------------------------------------------------------------------
            InputSubject pInputSubject;

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

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

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

            pInputSubject = InputMan.GetTSubject();
            pInputSubject.attach(new ToggleBoxObserver());

            //---------------------------------------------------------------------------------------------------------
            // Create Ship
            //---------------------------------------------------------------------------------------------------------
            // create ship life group
            ShipLifeGroup pShipLifeGroup = new ShipLifeGroup(GameObject.Name.ShipLifeGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pShipLifeGroup.activateGameSprite(pSB_Life);
            pShipLifeGroup.activateCollisionSprite(pSB_Box);
            GameObjectMan.Attach(pShipLifeGroup);

            ShipGroup pShipGroup = new ShipGroup(GameObject.Name.ShipGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pShipGroup.activateGameSprite(pSB_Ship);
            pShipGroup.activateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pShipGroup);

            ShipMan.CreateShipLifes();


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

            pUFORoot.activateGameSprite(pSB_UFO);
            pUFORoot.activateCollisionSprite(pSB_Box);

            pUFOGroup.add(pUFORoot);
            GameObjectMan.Attach(pUFOGroup);

            //managerFactory.create(Manager.Name.UFOMan);


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

            pMissileGroup.activateGameSprite(pSB_Missile);
            pMissileGroup.activateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pMissileGroup);

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

            pBombRoot.activateGameSprite(pSB_Bomb);
            pBombRoot.activateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pBombRoot);
            //managerFactory.create(Manager.Name.BombMan);

            //---------------------------------------------------------------------------------------------------------
            // Create walls
            //---------------------------------------------------------------------------------------------------------
            WallFactory wallFactory = new WallFactory(SpriteBatch.Name.Walls, SpriteBatch.Name.Boxes);

            GameObject pWallGroup = wallFactory.create(GameObject.Name.WallGroup, WallCategory.Type.WallGroup);

            pWallGroup.add(wallFactory.create(GameObject.Name.WallLeft, WallCategory.Type.Left, 5, 511, 10, 912));
            pWallGroup.add(wallFactory.create(GameObject.Name.WallRight, WallCategory.Type.Right, 891, 511, 10, 912));
            pWallGroup.add(wallFactory.create(GameObject.Name.WallTop, WallCategory.Type.Top, 448, 993, 896, 50));
            pWallGroup.add(wallFactory.create(GameObject.Name.WallBottom, WallCategory.Type.Bottom, 448, 30, 896, 50));

            GameObjectMan.Attach(pWallGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create bumps
            //---------------------------------------------------------------------------------------------------------
            BumpFactory bumpFactory = new BumpFactory(SpriteBatch.Name.Bumps, SpriteBatch.Name.Boxes);

            GameObject pBumpGroup = bumpFactory.create(GameObject.Name.BumpGroup, BumpCategory.Type.BumpGroup);

            pBumpGroup.add(bumpFactory.create(GameObject.Name.BumpLeft, BumpCategory.Type.Left, 10, 90, 25, 60));
            pBumpGroup.add(bumpFactory.create(GameObject.Name.BumpRight, BumpCategory.Type.Right, 886, 90, 25, 60));

            GameObjectMan.Attach(pBumpGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create Aliens
            //---------------------------------------------------------------------------------------------------------
            //managerFactory.create(Manager.Name.AlienMan);

            AlienFactory alienFactory = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);

            // create alien groups
            AlienGroup pAlienGroup = (AlienGroup)alienFactory.create(GameObject.Name.AlienGroup, AlienCategory.Type.Group);

            pAlienGroup.nextLevel();

            AlienGroup pAlienRoot = new AlienGroup(GameObject.Name.AlienGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);;

            pAlienRoot.add(pAlienGroup);
            GameObjectMan.Attach(pAlienRoot);

            //---------------------------------------------------------------------------------------------------------
            // create Shield
            //---------------------------------------------------------------------------------------------------------
            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.ShieldBoxes);

            ShieldRoot pShieldGroup = (ShieldRoot)SF.Create(ShieldCategory.Type.Root, GameObject.Name.ShieldRoot, 0.0f, 0.0f);

            pShieldGroup.storeShield();

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

            pShieldRoot.add(pShieldGroup);
            GameObjectMan.Attach(pShieldRoot);


            //---------------------------------------------------------------------------------------------------------
            // Create explosion group
            //---------------------------------------------------------------------------------------------------------
            ExplosionGroup pExplosionGroup = new ExplosionGroup(GameObject.Name.ExplosionGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pExplosionGroup.activateGameSprite(pSB_Explosion);
            pExplosionGroup.activateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pExplosionGroup);

            //---------------------------------------------------------------------------------------------------------
            // Attach sprites to Sprite Batch
            //---------------------------------------------------------------------------------------------------------
            //pSB_Boxes.attach(BoxSprite.Name.Box1);

            // Create animation sprites
            AnimationSprite pAnimOctopus = new AnimationSprite(GameSprite.Name.Octopus);

            pAnimOctopus.attach(Image.Name.OctopusMovement);
            pAnimOctopus.attach(Image.Name.Octopus);
            pAnimOctopus.attach("fastinvader1.wav");
            pAnimOctopus.attach("fastinvader2.wav");
            pAnimOctopus.attach("fastinvader3.wav");
            pAnimOctopus.attach("fastinvader4.wav");
            TimerMan.Add(TimeEvent.Name.OctopusAnimation, pAnimOctopus, 0.75f);

            AnimationSprite pAnimCrab = new AnimationSprite(GameSprite.Name.Crab);

            pAnimCrab.attach(Image.Name.CrabMovement);
            pAnimCrab.attach(Image.Name.Crab);
            pAnimCrab.attach("fastinvader1.wav");
            pAnimCrab.attach("fastinvader2.wav");
            pAnimCrab.attach("fastinvader3.wav");
            pAnimCrab.attach("fastinvader4.wav");
            TimerMan.Add(TimeEvent.Name.CrabAnimation, pAnimCrab, 0.75f);

            AnimationSprite pAminSquid = new AnimationSprite(GameSprite.Name.Squid);

            pAminSquid.attach(Image.Name.SquidMovement);
            pAminSquid.attach(Image.Name.Squid);
            pAminSquid.attach("fastinvader1.wav");
            pAminSquid.attach("fastinvader2.wav");
            pAminSquid.attach("fastinvader3.wav");
            pAminSquid.attach("fastinvader4.wav");
            TimerMan.Add(TimeEvent.Name.SquidAnimation, pAminSquid, 0.75f);

            // Create Movement sprite
            MovementSprite pMovementSprite = new MovementSprite(pAlienGroup);

            TimerMan.Add(TimeEvent.Name.MovementAnimation, pMovementSprite, 0.5f);

            // Create drop bomb sprite
            DropBomb pDropBomb = new DropBomb(pAlienGroup);

            TimerMan.Add(TimeEvent.Name.DropBombAnination, pDropBomb, 1.5f);

            // Create UFOEvent sprite
            UFOEvent pUFOEvent = new UFOEvent();

            TimerMan.Add(TimeEvent.Name.MovementAnimation, pUFOEvent, UFOMan.getDeltaTime());

            //---------------------------------------------------------------------------------------------------------
            // Collision Pair
            //---------------------------------------------------------------------------------------------------------
            CollisionPair pColPair = CollisionPairMan.Add(CollisionPair.Name.Alien_Missile, pMissileGroup, pAlienGroup);

            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveAlienObserver());
            pColPair.attach(new PlaySoundObserver("invaderkilled.wav"));
            pColPair.attach(new AlienNumObserver(pAlienGroup, pShieldGroup));
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Missile_Wall, pMissileGroup, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Alien_Wall, pAlienGroup, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new AlienGroupObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Ship_Bump, pBumpGroup, pShipGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new ShipPositionObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldRoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveShieldObserver(GameObject.Name.Missile));
            pColPair.attach(new PlaySoundObserver("invaderkilled.wav"));
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveShieldObserver(GameObject.Name.Bomb));
            pColPair.attach(new PlaySoundObserver("invaderkilled.wav"));
            pColPair.attach(new RemoveBombObserver());
            pColPair.attach(new AlienReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Bomb_Wall, pBombRoot, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveBombObserver());
            pColPair.attach(new AlienReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, pMissileGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new BombExplosionObsever());
            pColPair.attach(new AlienReadyObserver());
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Bomb_Ship, pShipGroup, pBombRoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveBombObserver());
            pColPair.attach(new AlienReadyObserver());
            pColPair.attach(new RemoveShipObserver());
            pColPair.attach(new PlaySoundObserver("explosion.wav"));

            pColPair = CollisionPairMan.Add(CollisionPair.Name.UFO_Wall, pWallGroup, pUFORoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveUFOObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.UFO_Missile, pMissileGroup, pUFORoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());
            pColPair.attach(new UFOExplosionObserver());
            pColPair.attach(new PlaySoundObserver("explosion.wav"));

            //---------------------------------------------------------------------------------------------------------
            // Font
            //---------------------------------------------------------------------------------------------------------
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "SCORE<1>", Glyph.Name.Consolas36pt, 20, 1000);
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "HI-SCORE", Glyph.Name.Consolas36pt, 370, 1000);
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "SCORE<2>", Glyph.Name.Consolas36pt, 700, 1000);
            FontMan.Add(Font.Name.ScoreOne, SpriteBatch.Name.PlainTexts, pScene.getScoreOne().ToString("D4"), Glyph.Name.Consolas36pt, 50, 960);
            FontMan.Add(Font.Name.HighestScore, SpriteBatch.Name.PlainTexts, pScene.getHighestScore().ToString("D4"), Glyph.Name.Consolas36pt, 400, 960);
            FontMan.Add(Font.Name.ScoreTwo, SpriteBatch.Name.PlainTexts, pScene.getScoreTwo().ToString("D4"), Glyph.Name.Consolas36pt, 730, 960);
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "CREDIT", Glyph.Name.Consolas36pt, 700, 25);
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "00", Glyph.Name.Consolas36pt, 830, 25);
        }
        public void storeShield()
        {
            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.ShieldBoxes);

            GameObject pShieldGrid;
            GameObject pShieldColumn;

            float start_x     = 60.0f;
            float start_y     = 200.0f;
            float off_x       = 0;
            float gap         = 180.0f;
            float brickWidth  = 10.0f;
            float brickHeight = 5.0f;

            // load by column
            for (int i = 0; i < 4; i++)
            {
                int j = 0;

                pShieldGrid = SF.Create(ShieldCategory.Type.Grid, GameObject.Name.ShieldGrid);

                // column 0
                pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

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

                pShieldGrid.add(pShieldColumn);

                // column 1
                pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);
                off_x        += brickWidth;

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

                pShieldGrid.add(pShieldColumn);

                // column 2
                pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);
                off_x        += brickWidth;

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

                pShieldGrid.add(pShieldColumn);

                // column 3
                pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);
                off_x        += brickWidth;

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

                pShieldGrid.add(pShieldColumn);

                // column 4
                pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);
                off_x        += brickWidth;

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

                pShieldGrid.add(pShieldColumn);

                // column 5
                pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);
                off_x        += brickWidth;

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

                pShieldGrid.add(pShieldColumn);

                // column 6
                pShieldColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);
                off_x        += brickWidth;

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

                pShieldGrid.add(pShieldColumn);

                // add grid to root
                this.add(pShieldGrid);
                off_x += gap;
            }
        }
Exemple #24
0
        public override void Initialize()
        {
            Random pRandom = new Random();

            //---------------------------------------------------------------------------------------------------------
            // Images
            //---------------------------------------------------------------------------------------------------------
            ImageMan.Add(Image.Name.BlueAlien, Texture.Name.Aliens, new Azul.Rect(341, 337, 65, 64));
            ImageMan.Add(Image.Name.BlueAlien2, Texture.Name.Aliens, new Azul.Rect(464, 65, 64, 63));
            ImageMan.Add(Image.Name.GreenAlien, Texture.Name.Aliens, new Azul.Rect(27, 337, 79, 64));
            ImageMan.Add(Image.Name.GreenAlien2, Texture.Name.Aliens, new Azul.Rect(253, 64, 84, 65));
            ImageMan.Add(Image.Name.RedAlien, Texture.Name.Aliens, new Azul.Rect(647, 200, 72, 65));
            ImageMan.Add(Image.Name.RedAlien2, Texture.Name.Aliens, new Azul.Rect(26, 201, 94, 65));
            ImageMan.Add(Image.Name.Explosion, Texture.Name.Aliens, new Azul.Rect(488, 488, 75, 48));
            ImageMan.Add(Image.Name.Explosion_Ground, Texture.Name.Aliens, new Azul.Rect(328, 489, 84, 48));
            ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens, new Azul.Rect(120, 489, 98, 49));

            ImageMan.Add(Image.Name.Missile, Texture.Name.Aliens, new Azul.Rect(267, 501, 9, 34));
            ImageMan.Add(Image.Name.Ship, Texture.Name.Birds2, new Azul.Rect(9, 92, 31, 19));

            ImageMan.Add(Image.Name.Wall, Texture.Name.Birds, new Azul.Rect(40, 185, 20, 10));
            ImageMan.Add(Image.Name.WallBottom, Texture.Name.Birds, new Azul.Rect(40, 185, 20, 1));

            ImageMan.Add(Image.Name.BombStraight, Texture.Name.Birds, new Azul.Rect(110, 100, 7, 49));
            ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Birds, new Azul.Rect(132, 100, 20, 50));
            ImageMan.Add(Image.Name.BombCross, Texture.Name.Birds, new Azul.Rect(219, 103, 19, 47));

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

            //---------------------------------------------------------------------------------------------------------
            // Game Sprites
            //---------------------------------------------------------------------------------------------------------
            GameSpriteMan.Add(GameSprite.Name.BlueAlien, Image.Name.BlueAlien, 100, 150, 30, 30);
            GameSpriteMan.Add(GameSprite.Name.RedAlien, Image.Name.RedAlien, 200, 150, 30, 30);
            GameSpriteMan.Add(GameSprite.Name.GreenAlien, Image.Name.GreenAlien, 300, 150, 30, 30);
            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 120, 489, 70, 25);
            GameSpriteMan.Add(GameSprite.Name.Explosion_Ground, Image.Name.Explosion_Ground, 328, 489, 30, 20);
            GameSpriteMan.Add(GameSprite.Name.Explosion, Image.Name.Explosion, 120, 489, 30, 20);

            GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, -100, -100, 3, 12);
            GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 500, 100, 50, 20);
            GameSpriteMan.Add(GameSprite.Name.ShipInactive, Image.Name.Ship, 500, 100, 50, 20);
            GameSpriteMan.Add(GameSprite.Name.Wall, Image.Name.Wall, 448, 900, 850, 30);
            GameSpriteMan.Add(GameSprite.Name.WallBottom, Image.Name.WallBottom, 448, 900, 850, 1);

            GameSpriteMan.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 200, 200, 8, 25);
            GameSpriteMan.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 110, 100, 8, 25);
            GameSpriteMan.Add(GameSprite.Name.BombDagger, Image.Name.BombCross, 100, 100, 8, 25);

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

            BoxSpriteMan.Add(BoxSprite.Name.Box1, 550.0f, 500.0f, 50.0f, 150.0f, new Azul.Color(1.0f, 1.0f, 1.0f, 1.0f));
            BoxSpriteMan.Add(BoxSprite.Name.Box2, 550.0f, 100.0f, 50.0f, 100.0f);

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

            this.poGameObjectMan = new GameObjectMan(10, 2);
            GameObjectMan.SetActive(this.poGameObjectMan);

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

            this.poTimerMan = new TimerMan();
            TimerMan.SetActive(this.poTimerMan);

            //---------------------------------------------------------------------------------------------------------
            // SpriteBatches
            //---------------------------------------------------------------------------------------------------------
            SpriteBatch pSB_Box     = SpriteBatchMan.Add(SpriteBatch.Name.Boxes, 100, false);
            SpriteBatch pSB_Texts   = SpriteBatchMan.Add(SpriteBatch.Name.Texts, 100, true);
            SpriteBatch pSB_Shields = SpriteBatchMan.Add(SpriteBatch.Name.Shields, 100, true);
            SpriteBatch pSB_Aliens  = SpriteBatchMan.Add(SpriteBatch.Name.Aliens, 100, true);
            SpriteBatch pSB_Bombs   = SpriteBatchMan.Add(SpriteBatch.Name.Bombs, 100, true);

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

            GameObjectMan.Attach(pShipRoot);
            Ship pShip = ShipMan.CreateShip();

            //---------------------------------------------------------------------------------------------------------
            // Player
            //---------------------------------------------------------------------------------------------------------
            Player pPlayer = PlayerMan.GetCurrentPlayer(pShip);

            pShip.SetPlayer(pPlayer);

            //---------------------------------------------------------------------------------------------------------
            // Aliens
            //---------------------------------------------------------------------------------------------------------
            AlienFactory aF = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);
            // Do this somewhere else ..
            int yPos = 475;

            if (pPlayer.nCurrLevel == 2)
            {
                yPos -= 40;
            }
            AlienGrid pGrid      = aF.CreateGrid(200, yPos);
            float     pGridDelta = 0.2f;

            if (pPlayer.nCurrLevel == 2)
            {
                pGridDelta = 0.3f;
            }

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

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

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

            pBombRoot.ActivateCollisionSprite(pSB_Box);
            pBombRoot.ActivateGameSprite(pSB_Bombs);
            GameObjectMan.Attach(pBombRoot);

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

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

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

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

            pInputSubject = InputMan.GetPeriodSubject();
            pInputSubject.Attach(new ToggleRenderBoxSpriteObserver());

            pInputSubject = InputMan.GetCommaSubject();
            pInputSubject.Attach(new ToggleShieldBricksObserver());

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

            pWallGroup.ActivateGameSprite(pSB_Aliens);

            WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.Wall, 400, 750, 700, 15);

            pWallTop.ActivateCollisionSprite(pSB_Aliens);

            WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.WallBottom, 400, 30, 850, 1);

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

            WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.Wall, 0, 300, 15, 600);

            pWallLeft.ActivateCollisionSprite(pSB_Box);

            WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.Wall, 800, 300, 15, 600);

            pWallRight.ActivateCollisionSprite(pSB_Box);

            pWallGroup.Add(pWallTop);
            pWallGroup.Add(pWallBottom);
            pWallGroup.Add(pWallRight);
            pWallGroup.Add(pWallLeft);
            GameObjectMan.Attach(pWallGroup);

            //---------------------------------------------------------------------------------------------------------
            // Shield
            //---------------------------------------------------------------------------------------------------------
            ShieldFactory SF           = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot1);
            Composite     pShieldRoot1 = SF.CreateShield(50.0f, 100.0f);

            GameObjectMan.Attach(pShieldRoot1);

            SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot2);
            Composite pShieldRoot2 = SF.CreateShield(200.0f, 100.0f);

            GameObjectMan.Attach(pShieldRoot2);

            SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot3);
            Composite pShieldRoot3 = SF.CreateShield(500.0f, 100.0f);

            GameObjectMan.Attach(pShieldRoot3);

            SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot4);
            Composite pShieldRoot4 = SF.CreateShield(650.0f, 100.0f);

            GameObjectMan.Attach(pShieldRoot4);

            //---------------------------------------------------------------------------------------------------------
            // Collision Observers
            //---------------------------------------------------------------------------------------------------------
            ColPair pColPair;

            // Missile vs Wall
            pColPair = ColPairMan.Add(ColPair.Name.Missile_Wall, pMissileGroup, pWallGroup);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            // Bomb vs Bottom
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Wall, pBombRoot, pWallGroup);
            pColPair.Attach(new RemoveBombObserver());

            // Bomb vs Missile
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Missile, pBombRoot, pMissileGroup);
            pColPair.Attach(new RemoveMissileAndBombObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            // Bomb vs Shields
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield1, pBombRoot, pShieldRoot1);
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield2, pBombRoot, pShieldRoot2);
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield3, pBombRoot, pShieldRoot3);
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield4, pBombRoot, pShieldRoot4);
            pColPair.Attach(new RemoveBombObserver());
            pColPair.Attach(new RemoveBrickObserver());

            // Missile vs Shields
            pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield1, pMissileGroup, pShieldRoot1);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield2, pMissileGroup, pShieldRoot2);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield3, pMissileGroup, pShieldRoot3);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield4, pMissileGroup, pShieldRoot4);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveBrickObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            // Alien Grid vs Shields
            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield1, pGrid, pShieldRoot1);
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield2, pGrid, pShieldRoot2);
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield3, pGrid, pShieldRoot3);
            pColPair.Attach(new RemoveBrickObserver());

            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield4, pGrid, pShieldRoot4);
            pColPair.Attach(new RemoveBrickObserver());

            // Missile vs Alien
            pColPair = ColPairMan.Add(ColPair.Name.Alien_Missile, pMissileGroup, pGrid);
            pColPair.Attach(new RemoveMissileObserver());
            pColPair.Attach(new RemoveAlienObserver());
            pColPair.Attach(new ShipReadyObserver(pShip));

            // Alien Grid vs WallLeft
            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallLeft, pGrid, pWallLeft);
            pColPair.Attach(new AlienGridWallLeftObserver(pGridDelta));

            // Alien Grid vs WallRight
            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallRight, pGrid, pWallRight);
            pColPair.Attach(new AlienGridWallRightObserver(pGridDelta));

            // Alien Grid vs WallBottom
            pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallBottom, pGrid, pWallBottom);
            pColPair.Attach(new AlienGridWallBottomObserver());

            // Ship vs Bomb
            pColPair = ColPairMan.Add(ColPair.Name.ShipBomb, pShipRoot, pBombRoot);
            pColPair.Attach(new BombObserver());

            //---------------------------------------------------------------------------------------------------------
            // Alien Animations
            //---------------------------------------------------------------------------------------------------------
            RedAlienAnimationCommand pRedAlienAnimation = new RedAlienAnimationCommand(GameSprite.Name.RedAlien);

            pRedAlienAnimation.Attach(Image.Name.RedAlien);
            pRedAlienAnimation.Attach(Image.Name.RedAlien2);
            TimerMan.Add(TimeEvent.Name.RedAlienAnimation, pRedAlienAnimation, 1.0f);

            BlueAlienAnimationCommand pBlueAlienAnimation = new BlueAlienAnimationCommand(GameSprite.Name.BlueAlien);

            pBlueAlienAnimation.Attach(Image.Name.BlueAlien);
            pBlueAlienAnimation.Attach(Image.Name.BlueAlien2);
            TimerMan.Add(TimeEvent.Name.BlueAlienAnimation, pBlueAlienAnimation, 1.0f);

            GreenAlienAnimationCommand pGreenAlienAnimation = new GreenAlienAnimationCommand(GameSprite.Name.GreenAlien);

            pGreenAlienAnimation.Attach(Image.Name.GreenAlien);
            pGreenAlienAnimation.Attach(Image.Name.GreenAlien2);
            TimerMan.Add(TimeEvent.Name.GreenAlienAnimation, pGreenAlienAnimation, 1.0f);

            //---------------------------------------------------------------------------------------------------------
            // Alien Bomb Spawns
            //---------------------------------------------------------------------------------------------------------
            BombSpawnEvent pBombSpawn = new BombSpawnEvent(pPlayer.nCurrLevel, pRandom);

            TimerMan.Add(TimeEvent.Name.BombSpawn, pBombSpawn, pRandom.Next(1, 10));

            //---------------------------------------------------------------------------------------------------------
            // Scene Play Sound
            //---------------------------------------------------------------------------------------------------------
            ScenePlaySoundCommand pScenePlaySound = new ScenePlaySoundCommand();

            pScenePlaySound.Attach(Sound.Name.Invader1);
            pScenePlaySound.Attach(Sound.Name.Invader2);
            pScenePlaySound.Attach(Sound.Name.Invader3);
            pScenePlaySound.Attach(Sound.Name.Invader4);
            TimerMan.Add(TimeEvent.Name.ScenePlaySound, pScenePlaySound, 1.5f);

            //---------------------------------------------------------------------------------------------------------
            // UFO
            //---------------------------------------------------------------------------------------------------------
            float           value = pRandom.Next(10, 60);
            SpawnUFOCommand pUFO  = new SpawnUFOCommand(pRandom, pWallLeft, pWallRight);

            TimerMan.Add(TimeEvent.Name.UFO, pUFO, value);

            //---------------------------------------------------------------------------------------------------------
            // Texts
            //---------------------------------------------------------------------------------------------------------
            Texture pTexture = TextureMan.Add(Texture.Name.Consolas36pt, "Consolas20pt.tga");

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

            Font pFont = FontMan.Add(Font.Name.Credits00, SpriteBatch.Name.Texts, "CREDIT 00", Glyph.Name.Consolas20pt, 700, 15);

            pFont.SetColor(1.0f, 1.0f, 1.0f);

            pFont = FontMan.Add(Font.Name.Score1, SpriteBatch.Name.Texts, "SCORE <1>", Glyph.Name.Consolas20pt, 150, 585);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            Player pPlayer1 = PlayerMan.GetPlayer(1);
            string pPlayer1Score;

            if (pPlayer1 != null)
            {
                pPlayer1Score = pPlayer1.nPoints.ToString();
            }
            else
            {
                pPlayer1Score = "0";
            }
            pFont = FontMan.Add(Font.Name.Score1Value, SpriteBatch.Name.Texts, pPlayer1Score, Glyph.Name.Consolas20pt, 150, 550);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            pFont = FontMan.Add(Font.Name.HighScore, SpriteBatch.Name.Texts, "HIGH SCORE", Glyph.Name.Consolas20pt, 400, 585);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            HighScore hS = new HighScore();

            pFont = FontMan.Add(Font.Name.HighScores, SpriteBatch.Name.Texts, hS.GetScore().ToString(), Glyph.Name.Consolas20pt, 400, 550);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            pFont = FontMan.Add(Font.Name.Score2, SpriteBatch.Name.Texts, "SCORE <2>", Glyph.Name.Consolas20pt, 650, 585);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            Player pPlayer2 = PlayerMan.GetPlayer(2);
            string pPlayer2Score;

            if (pPlayer2 != null)
            {
                pPlayer2Score = pPlayer2.nPoints.ToString();
            }
            else
            {
                pPlayer2Score = "0";
            }
            pFont = FontMan.Add(Font.Name.Score2Value, SpriteBatch.Name.Texts, pPlayer2Score, Glyph.Name.Consolas20pt, 650, 550);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            // Life Totals
            pFont = FontMan.Add(Font.Name.NumLives1, SpriteBatch.Name.Texts, pPlayer.nLives.ToString(), Glyph.Name.Consolas20pt, 15, 15);
            pFont.SetColor(1.0f, 1.0f, 1.0f);

            pShip = ShipMan.CreateInactiveShip(75, 15);
            pShip = ShipMan.CreateInactiveShip(150, 15);
        }