//----------------------------------------------------------------------------------
        // Virtual Methods
        //----------------------------------------------------------------------------------
        public virtual void Remove()
        {
            // Keenan(delete.A)
            // -----------------------------------------------------------------
            // Very difficult at first... if you are messy, you will pay here!
            // Given a game object....
            // -----------------------------------------------------------------

            //Debug.WriteLine("REMOVE: {0}", this);

            // Remove from SpriteBatch

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

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

            // Remove collision sprite from spriteBatch

            Debug.Assert(this.poCollObj != null);
            Debug.Assert(this.poCollObj.pCollSprite != null);
            pSpriteNode = this.poCollObj.pCollSprite.GetSpriteNode();

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

            // Remove from GameObjectMan

            GameObjectManager.Remove(this);
        }
        public override void LoadContent()
        {
            this.poSpriteNodeBatchMan = new SpriteNodeBatchManager(3, 1);
            SpriteNodeBatchManager.SetActive(this.poSpriteNodeBatchMan);

            SpriteNodeBatch pSB_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts);

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

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

            Font pFont;

            pFont = FontManager.Add(Font.Name.GameOver, SpriteNodeBatch.Name.Texts, "GAME OVER", Glyph.Name.Consolas36pt, 300, 400);
            pFont.SetColor(0.50f, 0.50f, 0.50f);



            // -----------------------------------------------------------------------------
            // ---------------------- 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_Shields  = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Shields, 200);


            SpriteNodeBatch pBatch_Boxes = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Boxes, 400);

            pBatch_Boxes.SetDrawStatus(false);
        }
Exemple #3
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        public static Missile ActivateMissile()
        {
            ShipMan pShipMan = ShipMan.PrivInstance();

            Debug.Assert(pShipMan != null);

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

            pShipMan.pMissile = pMissile;

            // Attached to SpriteBatches
            SpriteNodeBatch pSB_Player = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Players);
            SpriteNodeBatch pSB_Boxes  = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Boxes);

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

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

            Debug.Assert(pMissileGroup != null);

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

            return(pShipMan.pMissile);
        }
Exemple #4
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        private static Ship ActivateShip()
        {
            ShipMan pShipMan = ShipMan.PrivInstance();

            Debug.Assert(pShipMan != null);

            // copy over safe copy
            Ship pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, 400, 120);

            pShipMan.pShip = pShip;

            // Attach the sprite to the correct sprite batch
            SpriteNodeBatch pSB_Player = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Players);

            pSB_Player.Attach(pShip.pProxySprite);

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

            Debug.Assert(pShipRoot != null);

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

            return(pShipMan.pShip);
        }
        //----------------------------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------------------------
        public WallFactory(SpriteNodeBatch.Name spriteBatchName, SpriteNodeBatch.Name boxSpriteBatchName)
        {
            this.pSpriteBatch = SpriteNodeBatchManager.Find(spriteBatchName);
            Debug.Assert(this.pSpriteBatch != null);

            this.pCollisionSpriteBatch = SpriteNodeBatchManager.Find(boxSpriteBatchName);
            Debug.Assert(this.pCollisionSpriteBatch != null);
        }
        public void RemoveExplosion()
        {
            SpriteNodeBatch pBatch = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Explosions);

            pBatch.Detach(this.pProxySprite);

            // If I have the back pointer I don't need to search for it.
        }
Exemple #7
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        public static void Dump()
        {
            SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance();

            Debug.Assert(pMan != null);

            pMan.basePrint();
        }
        public override void CreateManagers()
        {
            this.poSpriteNodeBatchMan = new SpriteNodeBatchManager(3, 1);
            SpriteNodeBatchManager.SetActive(this.poSpriteNodeBatchMan);

            this.poGameObjectManager = new GameObjectManager(5, 1);
            GameObjectManager.SetActive(this.poGameObjectManager);
        }
        public void AddExplosion()
        {
            // Find the correct Batch
            SpriteNodeBatch pBatch = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Explosions);

            //Delegate to batches attach which calls its own SpriteNodeManager's Attach
            // Inside the SpriteNodeManager's Attach is where the back pointer is set.
            pBatch.Attach(this.pProxySprite);
        }
Exemple #10
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        //----------------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------------
        public SpriteNodeBatchManager(int reserveNum = 3, int reserveGrow = 1)
            : base()
        {
            // At this point SpriteBatchMan is created, now initialize the reserve
            this.baseInitialize(reserveNum, reserveGrow);

            SpriteNodeBatchManager.pActiveSBManager = null;
            SpriteNodeBatchManager.poCompare        = new SpriteNodeBatch();
        }
Exemple #11
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        public static void SetActive(SpriteNodeBatchManager pSBMan)
        {
            SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance();

            Debug.Assert(pMan != null);

            Debug.Assert(pSBMan != null);
            SpriteNodeBatchManager.pActiveSBManager = pSBMan;
        }
Exemple #12
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        public static void Remove(SpriteNodeBatch pNode)
        {
            //SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance();
            SpriteNodeBatchManager pMan = SpriteNodeBatchManager.pActiveSBManager;

            Debug.Assert(pMan != null);

            Debug.Assert(pNode != null);
            pMan.baseRemove(pNode);
        }
        public override void Entering()
        {
            // update
            SpriteNodeBatchManager.SetActive(this.poSpriteNodeBatchMan);
            GameObjectManager.SetActive(this.poGameObjectManager);

            Font pHighScore = FontManager.Find(Font.Name.HighScore);

            Score.SaveHighScore(pHighScore);
        }
Exemple #14
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        //----------------------------------------------------------------------
        // Static Methods
        //----------------------------------------------------------------------
        //public static void Create(int reserveNum = 3, int reserveGrow = 1)
        //{
        //    // make sure values are ressonable
        //    Debug.Assert(reserveNum > 0);
        //    Debug.Assert(reserveGrow > 0);

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

        //    // Do the initialization
        //    if (pInstance == null)
        //    {
        //        pInstance = new SpriteNodeBatchManager(reserveNum, reserveGrow);
        //    }


        //}

        public static void Create()
        {
            // initialize the singleton here
            Debug.Assert(pInstance == null);

            // Do the initialization
            if (pInstance == null)
            {
                pInstance = new SpriteNodeBatchManager();
            }
        }
        //SpriteNode pBackPointer;

        public ExplosionSprite(GameSprite.Name spriteName, float px, float py) : base()
        {
            // finds the ProxySprite and returns a reference to it.
            // the sprite base of the proxy sprite has a back pointer to its spritenode
            this.pProxySprite = ProxySpriteManager.Add(spriteName);

            this.pProxySprite.SetCoordinates(px, py);
            this.pProxySprite.Update();

            this.pExplosionBatch = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Explosions);
        }
Exemple #16
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        //----------------------------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------------------------
        public ShieldFactory(SpriteNodeBatch.Name spriteBatchName, SpriteNodeBatch.Name collisionSpriteBatch, GameObject pTree)
        {
            this.pSpriteBatch = SpriteNodeBatchManager.Find(spriteBatchName);
            Debug.Assert(this.pSpriteBatch != null);

            this.pCollisionSpriteBatch = SpriteNodeBatchManager.Find(collisionSpriteBatch);
            Debug.Assert(this.pCollisionSpriteBatch != null);

            Debug.Assert(pTree != null);
            this.pTree = pTree;
        }
Exemple #17
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        public static void Destroy()
        {
            SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance();

            Debug.Assert(pMan != null);

            // Do something clever here
            // track peak number of active nodes
            // print stats on destroy
            // invalidate the singleton
        }
        //----------------------------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------------------------
        public ExplosionSpriteFactory(SpriteNodeBatch.Name spriteBatchName)
        {
            this.pSpriteBatch = SpriteNodeBatchManager.Find(spriteBatchName);
            Debug.Assert(this.pSpriteBatch != null);

            // Loading the list for recycling
            this.Create(GameSprite.Name.AlienExplosion);
            this.Create(GameSprite.Name.MissileExplosion);
            this.Create(GameSprite.Name.BombExplosion);
            this.ExplosionSpriteCreationCount = 3;
        }
Exemple #19
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        //----------------------------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------------------------
        public MissileSpawnEvent(Random pRandom)
        {
            this.pMissileRoot = GameObjectManager.Find(GameObject.Name.MissileGroup);
            Debug.Assert(this.pMissileRoot != null);

            this.pSB_Invaders = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.TheSwarm);
            Debug.Assert(this.pSB_Invaders != null);

            this.pSB_Boxes = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Boxes);
            Debug.Assert(this.pSB_Boxes != null);

            this.pRandom = pRandom;
        }
Exemple #20
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        public static SpriteNodeBatch Add(SpriteNodeBatch.Name name, int reserveNum = 3, int reserveGrow = 1)
        {
            //SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance();
            SpriteNodeBatchManager pMan = SpriteNodeBatchManager.pActiveSBManager;

            Debug.Assert(pMan != null);

            SpriteNodeBatch pNode = (SpriteNodeBatch)pMan.baseAdd();

            Debug.Assert(pNode != null);

            pNode.Set(name, reserveNum, reserveGrow);
            return(pNode);
        }
Exemple #21
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        public static SpriteNodeBatch Find(SpriteNodeBatch.Name name)
        {
            //SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance();
            SpriteNodeBatchManager pMan = SpriteNodeBatchManager.pActiveSBManager;

            Debug.Assert(pMan != null);

            // Compare functions only compares two Nodes

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

            SpriteNodeBatch pData = (SpriteNodeBatch)pMan.baseFind(SpriteNodeBatchManager.poCompare);

            return(pData);
        }
Exemple #22
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        //----------------------------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------------------------
        public DropBomb(float px, float py)
        {
            this.x = px;
            this.y = py;

            this.pBombRoot = GameObjectManager.Find(GameObject.Name.BombRoot);
            Debug.Assert(this.pBombRoot != null);

            this.pSB_Invaders = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.TheSwarm);
            Debug.Assert(this.pSB_Invaders != null);

            this.pSB_Boxes = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Boxes);
            Debug.Assert(this.pSB_Boxes != null);

            GameObject pGrid = GameObjectManager.Find(GameObject.Name.AlienGrid);

            hash = pGrid.GetHashCode();
        }
Exemple #23
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        public static void Draw()
        {
            //SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance();
            SpriteNodeBatchManager pMan = SpriteNodeBatchManager.pActiveSBManager;

            Debug.Assert(pMan != null);

            // walk through the list and render
            SpriteNodeBatch pSpriteBatch = (SpriteNodeBatch)pMan.baseGetActive();

            while (pSpriteBatch != null)
            {
                // Delegate
                pSpriteBatch.Draw();

                // Iterate
                pSpriteBatch = (SpriteNodeBatch)pSpriteBatch.pNext;
            }
        }
        public static Font Add(Font.Name fontName, SpriteNodeBatch.Name SpriteBatch_Name, String pMessage, Glyph.Name glyphName, float px, float py)
        {
            FontManager pManager = FontManager.privGetInstance();

            Font pNode = (Font)pManager.baseAdd();

            Debug.Assert(pNode != null);

            pNode.Set(fontName, pMessage, glyphName, px, py);

            // Add to sprite batch
            SpriteNodeBatch pSriteBatch = SpriteNodeBatchManager.Find(SpriteBatch_Name);

            Debug.Assert(pSriteBatch != null);
            Debug.Assert(pNode.pFontSprite != null);
            pSriteBatch.Attach(pNode.pFontSprite);

            return(pNode);
        }
        //----------------------------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------------------------
        public ExplosionFactory(SpriteNodeBatch.Name spriteBatchName, SpriteNodeBatch.Name boxSpriteBatchName)
        {
            this.pSpriteBatch = SpriteNodeBatchManager.Find(spriteBatchName);
            Debug.Assert(this.pSpriteBatch != null);

            this.pCollisionSpriteBatch = SpriteNodeBatchManager.Find(boxSpriteBatchName);
            Debug.Assert(this.pCollisionSpriteBatch != null);


            // For managing / recycling the created Explosions
            this.pManager = new ExplosionManager(this, 3, 1);


            // Create at least on of each Explosion type
            // Should be in active
            this.Create(GameObject.Name.AlienExplosion, -100.0f, -100.0f);
            this.Create(GameObject.Name.MissileExplosion, -100.0f, -100.0f);
            this.Create(GameObject.Name.BombExplosion, -100.0f, -100.0f);
        }
Exemple #26
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        public override void Entering()
        {
            // Make sure all of the game settings are inline
            Lives.ResetLives();
            Score.ResetPlayerScores();
            Level.Reset();


            // update
            SpriteNodeBatchManager.SetActive(this.poSpriteNodeBatchMan);
            GameObjectManager.SetActive(this.poGameObjectManager);
            InputManager.SetActive(this.poInputManager);


            // Update timer since last pause
            float t0    = GlobalTimer.GetTime();
            float t1    = this.TimeAtPause;
            float delta = t0 - t1;

            TimerManager.PauseUpdate(delta);
        }
Exemple #27
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        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            // -------------------- Create the Managers --------------------

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


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



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


            SpriteNodeBatchManager.Create();

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


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


            pSceneContext = new SceneContext();
        }
        public override void LoadContent()
        {
            SpriteNodeBatch pSB_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts);

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

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



            TextureManager.Add(Texture.Name.SpaceInvaders, "SpaceInvaders.tga");
            ImageManager.Add(Image.Name.SquidA, Texture.Name.SpaceInvaders, 61, 3, 8, 8);
            ImageManager.Add(Image.Name.AlienA, Texture.Name.SpaceInvaders, 33, 3, 11, 8);
            ImageManager.Add(Image.Name.OctopusA, Texture.Name.SpaceInvaders, 3, 3, 12, 8);
            ImageManager.Add(Image.Name.Saucer, Texture.Name.SpaceInvaders, 99, 3, 16, 8);


            //----------------------------------------------------------------------------------
            // Print Space Invaders Title Scene
            //----------------------------------------------------------------------------------

            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);


            int playTextLine = topTextLine - 200;

            pFont = FontManager.Add(Font.Name.Play, SpriteNodeBatch.Name.Texts, "PLAY", Glyph.Name.Consolas36pt, 400, playTextLine);
            pFont = FontManager.Add(Font.Name.GameTitle, SpriteNodeBatch.Name.Texts, "SPACE   INVADERS", Glyph.Name.Consolas36pt, 300, playTextLine - 60);


            int advTableTop = topTextLine - 430;

            pFont = FontManager.Add(Font.Name.ScoreTable, SpriteNodeBatch.Name.Texts, "*SCORE   ADVANCE   TABLE*", Glyph.Name.Consolas36pt, 200, advTableTop);


            int   leftAlignPoints = 335;
            float size            = 36.0f;


            GameSpriteManager.Add(GameSprite.Name.Saucer, Image.Name.Saucer, leftAlignPoints, advTableTop - 50, 60, 30);
            pFont = FontManager.Add(Font.Name.UFO_Points, SpriteNodeBatch.Name.Texts, "  =? MYSTERY", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 50);


            GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.SquidA, leftAlignPoints, advTableTop - 100, size, size);
            pFont = FontManager.Add(Font.Name.Squid_Points, SpriteNodeBatch.Name.Texts, "  =30 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 100);


            GameSpriteManager.Add(GameSprite.Name.Alien, Image.Name.AlienA, leftAlignPoints, advTableTop - 150, size, size);
            pFont = FontManager.Add(Font.Name.Alien_Points, SpriteNodeBatch.Name.Texts, "  =20 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 150);


            GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.OctopusA, leftAlignPoints, advTableTop - 200, size, size);
            pFont = FontManager.Add(Font.Name.Octopus_Points, SpriteNodeBatch.Name.Texts, "  =10 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 200);
            pFont.SetColor(0.1f, 0.9f, 0.1f);



            // -----------------------------------------------------------------------------
            // ---------------------- 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_Shields = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Shields, 200);
            SpriteNodeBatch pSB_Invaders = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Invaders, 100);
            SpriteNodeBatch pBatch_Boxes = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Boxes, 400);

            pBatch_Boxes.SetDrawStatus(false);


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

            AlienColumn pAlienCol = (AlienColumn)AF.Create(GameObject.Name.Column_0, AlienCategory.Type.Column);
            GameObject  pGameObj;

            pGameObj = AF.Create(GameObject.Name.Saucer, AlienCategory.Type.Saucer, leftAlignPoints - 9, advTableTop - 50);
            pAlienCol.Add(pGameObj);
            pGameObj = AF.Create(GameObject.Name.Squid, AlienCategory.Type.Squid, leftAlignPoints, advTableTop - 100);
            pAlienCol.Add(pGameObj);
            pGameObj = AF.Create(GameObject.Name.Alien, AlienCategory.Type.Alien, leftAlignPoints, advTableTop - 150);
            pAlienCol.Add(pGameObj);
            pGameObj = AF.Create(GameObject.Name.Octopus, AlienCategory.Type.Octopus, leftAlignPoints, advTableTop - 200);
            pAlienCol.Add(pGameObj);

            GameObjectManager.Attach(pAlienCol);
        }
Exemple #29
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        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 #30
0
 public override void Draw()
 {
     //Draws everything
     SpriteNodeBatchManager.Draw();
 }