public override void Start()
 {
     for (int i = 0; i < 12; i++)
     {
         GameObject monster = new SmallInvader();
         monster.Parent = Parent;
         monster.xPos   = i * 35 + 90;
         monster.yPos   = 20;
         Parent.GameObjects.Add(monster);
     }
     for (int i = 0; i < 12; i++)
     {
         GameObject monster = new MediumInvader();
         monster.Parent = Parent;
         monster.xPos   = i * 35 + 87;
         monster.yPos   = 30;
         Parent.GameObjects.Add(monster);
     }
     for (int i = 0; i < 12; i++)
     {
         GameObject monster = new SmallInvader();
         monster.Parent = Parent;
         monster.xPos   = i * 35 + 90;
         monster.yPos   = 40;
         Parent.GameObjects.Add(monster);
     }
 }
Esempio n. 2
0
        // Creates invader And adds it to Batches or gameobject manager
        public GameObject ActiveCreate(GameObject.Type type, float posX, float posY)
        {
            GameObject pGameObj = null;

            switch (type)
            {
            case GameObject.Type.SmallInvader:
                pGameObj = new SmallInvader(GameObject.Name.SmallInvader, Sprite.Name.SmallInvader, BoxSprite.Name.SmallInvaderBox, posX, posY);
                break;

            case GameObject.Type.MediumInvader:
                pGameObj = new MediumInvader(GameObject.Name.MediumInvader, Sprite.Name.MediumInvader, BoxSprite.Name.MediumInvaderBox, posX, posY);
                break;

            case GameObject.Type.LargeInvader:
                pGameObj = new LargeInvader(GameObject.Name.LargeInvader, Sprite.Name.LargeInvader, BoxSprite.Name.LargeInvaderBox, posX, posY);
                break;

            case GameObject.Type.UFO:
                pGameObj = new UFO(GameObject.Name.UFO, Sprite.Name.UFO, BoxSprite.Name.UFOBox, posX, posY);
                break;

            case GameObject.Type.InvaderColumn:
                pGameObj = new InvaderColumn(GameObject.Name.InvaderColumn, BoxSprite.Name.InvaderColumnBox);
                break;

            case GameObject.Type.InvaderGrid:
                pGameObj = new InvaderGrid(GameObject.Name.InvaderGrid, BoxSprite.Name.InvaderGridBox);
                break;

            default:
                // something is wrong
                Debug.Assert(false, "GameObject type not supported by this factory");
                break;
            }

            // add it to the gameObjectManager
            Debug.Assert(pGameObj != null);
            GameObjectManager.Attach(pGameObj);

            if (pGOComposite != null)
            {
                // add to grouping
                pGOComposite.Add(pGameObj);
            }

            // Attached to Batches
            this.pBoxSpriteBatch.Attach(pGameObj.poColObj.pColSprite);
            this.pSpriteBatch.Attach(pGameObj.pProxySprite);
            return(pGameObj);
        }
Esempio n. 3
0
        // Creates invader but does not add it to Batches or gameobject manager
        public GameObject PassiveCreate(GameObject.Type type, float posX, float posY)
        {
            GameObject pGameObj = null;

            switch (type)
            {
            case GameObject.Type.SmallInvader:
                pGameObj = new SmallInvader(GameObject.Name.SmallInvader, Sprite.Name.SmallInvader, BoxSprite.Name.SmallInvaderBox, posX, posY);
                break;

            case GameObject.Type.MediumInvader:
                pGameObj = new MediumInvader(GameObject.Name.MediumInvader, Sprite.Name.MediumInvader, BoxSprite.Name.MediumInvaderBox, posX, posY);
                break;

            case GameObject.Type.LargeInvader:
                pGameObj = new LargeInvader(GameObject.Name.LargeInvader, Sprite.Name.LargeInvader, BoxSprite.Name.LargeInvaderBox, posX, posY);
                break;

            case GameObject.Type.UFO:
                pGameObj = new UFO(GameObject.Name.UFO, Sprite.Name.UFO, BoxSprite.Name.UFOBox, posX, posY);
                break;

            case GameObject.Type.InvaderColumn:
                pGameObj = new InvaderColumn(GameObject.Name.InvaderColumn, BoxSprite.Name.InvaderColumnBox);
                break;

            case GameObject.Type.InvaderGrid:
                pGameObj = new InvaderGrid(GameObject.Name.InvaderGrid, BoxSprite.Name.InvaderGridBox);
                break;

            default:
                // something is wrong
                Debug.Assert(false, "GameObject type not supported by this factory");
                break;
            }

            if (pGOComposite != null)
            {
                // add to grouping
                pGOComposite.Add(pGameObj);
            }

            return(pGameObj);
        }