Esempio n. 1
0
        internal static void DestroyShields(ShieldGroup pShieldGroup)
        {
            // Iterate through shields
            ShieldRoot pShieldRoot = (ShieldRoot)pShieldGroup.GetFirstChild();

            while (pShieldRoot != null)
            {
                // Iterate through shield columns
                ShieldColumn pShieldCol = (ShieldColumn)pShieldRoot.GetFirstChild();
                while (pShieldCol != null)
                {
                    // Iterate through shield bricks
                    ShieldBrick pShieldBrick = (ShieldBrick)pShieldCol.GetFirstChild();
                    while (pShieldBrick != null)
                    {
                        // Remove ShieldBrick from composite
                        pShieldCol.Remove(pShieldBrick);

                        // Kill ShieldRoot
                        pShieldBrick.Remove(SpriteBatch.Name.Shield, SpriteBatch.Name.CollisionBox);

                        // Get next ShieldColumn
                        pShieldBrick = (ShieldBrick)pShieldCol.GetFirstChild();
                    }

                    // Remove ShieldColumn from composite
                    pShieldRoot.Remove(pShieldCol);

                    // Kill ShieldRoot
                    pShieldCol.Remove(SpriteBatch.Name.Shield, SpriteBatch.Name.CollisionBox);

                    // Get next ShieldColumn
                    pShieldCol = (ShieldColumn)pShieldRoot.GetFirstChild();
                }


                // Remove ShieldRoot from composite
                pShieldGroup.Remove(pShieldRoot);

                // Kill ShieldRoot
                pShieldRoot.Remove(SpriteBatch.Name.Shield, SpriteBatch.Name.CollisionBox);

                // Get next ShieldRoot
                pShieldRoot = (ShieldRoot)pShieldGroup.GetFirstChild();
            }
        }
Esempio n. 2
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 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();
            }
        }
Esempio n. 4
0
        //-----------------------------------------------------------------------------
        // 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);
        }
Esempio n. 5
0
 public virtual void VisitShieldGroup(ShieldGroup sg)
 {
     Debug.Assert(false);
 }
Esempio n. 6
0
        public override void VisitShieldGroup(ShieldGroup sg)
        {
            GameObject pGameObj = Iterator.GetChildGameObject(sg);

            CollisionPair.Collide(pGameObj, this);
        }
Esempio n. 7
0
 public virtual void VisitShieldGroup(ShieldGroup sg)
 {
     // no differed to subcass
     Debug.WriteLine("Visit by ShieldGroup not implemented");
     Debug.Assert(false);
 }
Esempio n. 8
0
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            //---------------------------------------------------------------------------------------------------------
            // Manager initialization
            //---------------------------------------------------------------------------------------------------------
            TextureManager.Create(1, 1);
            ImageManager.Create(5, 2);
            GameSpriteManager.Create(4, 2);
            BoxSpriteManager.Create(3, 1);
            SpriteBatchManager.Create(3, 1);
            ProxySpriteManager.Create(10, 1);
            TimerManager.Create(3, 1);
            GameObjectManager.Create(3, 1);
            CollisionPairManager.Create(3, 1);
            InputManager.Create();
            SoundManager.Create();

            GlyphManager.Create(3, 1);
            FontManager.Create(3, 1);
            ScoreManager.Create();



            //---------------------------------------------------------------------------------------------------------
            // Load the Textures
            //---------------------------------------------------------------------------------------------------------
            TextureManager.Add(Texture.Name.Aliens, "aliens14x14.tga");
            TextureManager.Add(Texture.Name.Shield, "birds_N_shield.tga");
            TextureManager.Add(Texture.Name.Consolas36pt, "consolas36pt.tga");
            FontManager.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt);

            //---------------------------------------------------------------------------------------------------------
            // Create Images
            //---------------------------------------------------------------------------------------------------------
            ImageManager.Add(Image.Name.Octopus0, Texture.Name.Aliens, 56, 28, 168, 112);
            ImageManager.Add(Image.Name.Octopus1, Texture.Name.Aliens, 56, 182, 168, 112);
            ImageManager.Add(Image.Name.Crab1, Texture.Name.Aliens, 322, 182, 154, 112);
            ImageManager.Add(Image.Name.Crab0, Texture.Name.Aliens, 322, 28, 154, 112);
            ImageManager.Add(Image.Name.Squid0, Texture.Name.Aliens, 616, 28, 112, 112);
            ImageManager.Add(Image.Name.Squid1, Texture.Name.Aliens, 616, 182, 112, 112);
            ImageManager.Add(Image.Name.UFO, Texture.Name.Aliens, 84, 504, 224, 98);
            ImageManager.Add(Image.Name.Missile, Texture.Name.Aliens, 378, 798, 14, 98);
            ImageManager.Add(Image.Name.Player, Texture.Name.Aliens, 57, 336, 182, 112);
            ImageManager.Add(Image.Name.BombCross, Texture.Name.Aliens, 196, 798, 42, 84);
            ImageManager.Add(Image.Name.BombStraight, Texture.Name.Aliens, 630, 798, 14, 98);
            ImageManager.Add(Image.Name.BombZigZag, Texture.Name.Aliens, 574, 644, 42, 98);

            ImageManager.Add(Image.Name.UFO_Explosion, Texture.Name.Aliens, 42, 643, 294, 112);
            ImageManager.Add(Image.Name.Player_Explosion1, Texture.Name.Aliens, 308, 336, 210, 112);
            ImageManager.Add(Image.Name.Player_Explosion2, Texture.Name.Aliens, 560, 336, 224, 112);
            ImageManager.Add(Image.Name.Missile_Explosion, Texture.Name.Aliens, 406, 490, 112, 112);
            ImageManager.Add(Image.Name.Alien_Explosion2, Texture.Name.Aliens, 574, 490, 182, 112);
            ImageManager.Add(Image.Name.Bomb_Explosion, Texture.Name.Aliens, 700, 798, 84, 112);

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



            //---------------------------------------------------------------------------------------------------------
            // Create Sprites
            //---------------------------------------------------------------------------------------------------------
            GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.Squid0, 400, 200, Constant.ALIEN_WIDTH - 10, Constant.ALIEN_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.Octopus0, 50, 500, Constant.ALIEN_WIDTH, Constant.ALIEN_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.Crab, Image.Name.Crab0, 100, 300, Constant.ALIEN_WIDTH, Constant.ALIEN_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.Missile, Image.Name.Missile, Constant.WINDOW_WIDTH / 2, 0, 4, 20);
            GameSpriteManager.Add(GameSprite.Name.Player, Image.Name.Player, Constant.WINDOW_WIDTH / 2, 30, 40.0f, 25.0f);
            GameSpriteManager.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 6, 25.0f);
            GameSpriteManager.Add(GameSprite.Name.BombCross, Image.Name.BombCross, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 6, 25.0f);
            GameSpriteManager.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 6, 25.0f);
            GameSpriteManager.Add(GameSprite.Name.UFO, Image.Name.UFO, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 40, 20);
            GameSpriteManager.Add(GameSprite.Name.Missile_Explosion, Image.Name.Missile_Explosion, 0, 0, 10, 10);

            GameSpriteManager.Add(GameSprite.Name.UFO_Explosion, Image.Name.UFO_Explosion, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 40, 20);
            GameSpriteManager.Add(GameSprite.Name.Player_Explosion, Image.Name.Player_Explosion1, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 40, 25.0f);
            GameSpriteManager.Add(GameSprite.Name.Bomb_Explosion, Image.Name.Bomb_Explosion, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 10, 10);
            GameSpriteManager.Add(GameSprite.Name.Alien_Explosion, Image.Name.Alien_Explosion2, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, Constant.ALIEN_WIDTH, Constant.ALIEN_HEIGHT);


            GameSpriteManager.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.BrickLeft_Top0, Image.Name.BrickLeft_Top0, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.BrickLeft_Top1, Image.Name.BrickLeft_Top1, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.BrickLeft_Bottom, Image.Name.BrickLeft_Bottom, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.BrickRight_Top0, Image.Name.BrickRight_Top0, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.BrickRight_Top1, Image.Name.BrickRight_Top1, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT);
            GameSpriteManager.Add(GameSprite.Name.BrickRight_Bottom, Image.Name.BrickRight_Bottom, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT);



            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------
            SpriteBatch pSB_Aliens  = SpriteBatchManager.Add(SpriteBatch.Name.GameSprites);
            SpriteBatch pSB_Boxes   = SpriteBatchManager.Add(SpriteBatch.Name.BoxSprites);
            SpriteBatch pSB_Shields = SpriteBatchManager.Add(SpriteBatch.Name.ShieldSprites);
            SpriteBatch pSB_Bombs   = SpriteBatchManager.Add(SpriteBatch.Name.BombSprites);
            SpriteBatch pSB_Texts   = SpriteBatchManager.Add(SpriteBatch.Name.TextSprite);
            SpriteBatch pSB_Effect  = SpriteBatchManager.Add(SpriteBatch.Name.ExplosionEffectSprite);

            pSB_Boxes.GetSBNodeManager().ToggleDraw();

            AlienGroup pAlienGroup = new AlienGroup(GameObject.Name.AlienGroup, GameSprite.Name.NullObject, -1, 0.0f, 0.0f);

            pSB_Boxes.Attach(pAlienGroup.pColObject.pBoxSprite);
            GameObjectManager.Attach(pAlienGroup);

            ShieldGroup pShieldGroup = new ShieldGroup(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, -1, 0.0f, 0.0f);

            pSB_Boxes.Attach(pShieldGroup.pColObject.pBoxSprite);
            GameObjectManager.Attach(pShieldGroup);

            AlienManager.Create();
            ShieldNodeManager.Create();

            GameSceneManager.Create();
            GameScene.Create();
            GameScene.SetGameScene(GameState.SceneName.Select);
        }