Esempio n. 1
0
        public override void VisitUFORoot(UFORoot u)
        {
            // BombRoot vs WallRoot
            GameObject pGameObj = (GameObject)Iterator.GetChild(u);

            ColPair.Collide(pGameObj, this);
        }
Esempio n. 2
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        public static UFO ActivateUFO(bool isCollisionBoxActive)
        {
            Debug.WriteLine("UFO has been activated!");
            UFOManager ufoMan = UFOManager.GetInstance();

            PCSTree pcsTree = GameObjectManager.GetRootTree();

            Debug.Assert(pcsTree != null);

            UFOStrategy strat = new UFOMoveRight();
            float       x     = -10.0f;

            if (pRandom.Next(0, 2) == 0)
            {
                strat = new UFOMoveLeft();
                x     = 915.0f;
            }

            UFO pUFO = new UFO(GameObjectName.UFO, SpriteBaseName.UFO, strat, x, 905.0f);

            ufoMan.pUFO = pUFO;

            UFORoot     pUFORoot = (UFORoot)GameObjectManager.Find(GameObjectName.UFORoot);
            SpriteBatch sbAliens = SpriteBatchManager.Find(SpriteBatchName.Aliens);
            SpriteBatch sbBoxes  = SpriteBatchManager.Find(SpriteBatchName.Boxes);

            if (isCollisionBoxActive)
            {
                pUFO.ActivateCollisionSprite(sbBoxes);
            }
            pUFO.ActivateGameSprite(sbAliens);
            pcsTree.Insert(ufoMan.pUFO, pUFORoot);
            SetUFOActive(true);
            return(ufoMan.pUFO);
        }
        public override void Notify()
        {
            //Double-check to verify the different visitor pattern
            this.pUFO  = (UFO)this.pSubject.pObjA;
            this.pWall = (WallCategory)this.pSubject.pObjB;
            Debug.Assert(this.pUFO != null);

            if (pUFO.bMarkForDeath == false)
            {
                pUFO.bMarkForDeath = true;

                //this is to eliminate some of the checks that the UFORoot
                //does with the wall while it generates another UFO
                UFORoot pUFORoot = (UFORoot)GONodeMan.Find(GameObject.Name.UFORoot);
                Debug.Assert(pUFORoot != null);

                pUFORoot.x = -100;
                pUFORoot.y = -100;
                pUFORoot.SetDeltaMove(-1.0f);


                MissedUFOobserver pObserver = new MissedUFOobserver(this);
                DelayedObjectMan.Attach(pObserver);
            }
        }
Esempio n. 4
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 public virtual void VisitUFORoot(UFORoot u)
 {
     //shouldn't call this
     //need to implement in concrete class
     Debug.WriteLine("Visit by UFORoot not implemented");
     Debug.Assert(false);
 }
Esempio n. 5
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        public void MoveAcross()
        {
            UFORoot pUFORoot = (UFORoot)Iterator.GetParent(this);
            float   delta    = pUFORoot.GetDeltaMove();

            this.x += delta;
        }
Esempio n. 6
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        public UFO createUFO(UFO.UFOType mUfoType, GameObject.GameObjectName gameName, int index = 0, float mX = 0.0f, float mY = 0.0f)
        {
            UFO ufo = null;

            switch (mUfoType)
            {
            case UFO.UFOType.UFORoot:
                ufo = new UFORoot(gameName, Sprite.SpriteName.NullObject, index, mX, mY, UFO.UFOType.UFORoot);
                GameObjectNodeManager.add(ufo, cPCSTree);
                break;

            case UFO.UFOType.AlienUFO:
                ufo = new AlienUFO(gameName, Sprite.SpriteName.AlienUFO, index, mX, mY, UFO.UFOType.AlienUFO);
                break;

            case UFO.UFOType.Uninitilized:
                Debug.WriteLine("ufo Type is Uninitilized");
                break;
            }

            this.cPCSTree.Insert(ufo, this.cParent);
            ufo.addSpriteToBatch(this.cSpriteBatch);
            ufo.addCollisionToBatch(SpriteBatchManager.find(SpriteBatch.SpriteBatchName.Boxes));
            return(ufo);
        }
Esempio n. 7
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        public UFOFlyingSoundEvent()
        {
            this.pSound = SoundManager.Find(Sound.Name.UFO);

            UFORoot pRoot = (UFORoot)GameObjectManager.Find(GameObject.Name.UFORoot);

            this.pUFO = (OrangeSaucer)pRoot.GetFirstChild();
        }
Esempio n. 8
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        public override void VisitUFORoot(UFORoot pUFORoot)
        {
            CollisionPair pCollisionPair = CollisionPairManager.GetActiveCollisionPair();

            Debug.Assert(pCollisionPair != null);
            pCollisionPair.SetCollision(pUFORoot, this);
            pCollisionPair.NotifyObservers();
        }
Esempio n. 9
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        public override void VisitUFORoot(UFORoot u)
        {
            //UFOroot v Wallroot
            //Debug.WriteLine("collide: {0}<->{1}", u.GetName(), this.GetName());

            GameObject pGameObject = (GameObject)Iterator.GetChild(this);

            ColPair.Collide(u, pGameObject);
        }
Esempio n. 10
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        public override void VisitUFORoot(UFORoot u)
        {
            //Debug.WriteLine("collide: {0}<->{1}", u.GetName(), this.GetName());

            //go to the UFO object
            //check the missile v. "this" TopWall
            GameObject pGameObject = (GameObject)Iterator.GetChild(u);

            ColPair.Collide(pGameObject, this);
        }
Esempio n. 11
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        public void loadUFO()
        {
            UFOFactory ufoFactory = FactoryManager.getUfoFactry();
            UFORoot    ufoRoot    = (UFORoot)ufoFactory.createUFO(UFO.UFOType.UFORoot, GameObject.GameObjectName.UFORoot, 0, 0, 0);

            ufoFactory.setParent(ufoRoot);

            UFO         ufo    = ufoFactory.createUFO(UFO.UFOType.AlienUFO, GameObject.GameObjectName.AlienUFO, 1, Unit.ufoPosX, Unit.ufoPosY);
            Random      random = new Random(DateTime.UtcNow.Millisecond);
            int         number = random.Next(1, 40);
            UFOActivate ufoAct = new UFOActivate(ufo);

            TimerManager.sortedAdd(TimerEvent.TimerEventName.ActivateUFO, ufoAct, number);
        }
        public override void Execute(float deltaTime)
        {
            float NewTime = RandomManager.RandomInt(45, 61);

            UFORoot      pUFORoot = (UFORoot)GameObjectManager.Find(GameObject.Name.UFORoot);
            OrangeSaucer pUFO     = (OrangeSaucer)pUFORoot.GetFirstChild();

            pUFO.RandomizeDirection();

            // Add itself back to timer
            TimerManager.Add(TimeEvent.Name.UFOSpawn, this, NewTime);

            TimerManager.Add(TimeEvent.Name.PlayUFOSound, this.pSoundEvent, 0.17f);
        }
Esempio n. 13
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        private void ResetAll()
        {
            //-----Reset Everything-----
            PlayerLivesComposite pNullObjs = (PlayerLivesComposite)GameObjectManager.Find(GameObject.Name.Null_Object);

            pNullObjs.ResetLives();

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

            pGrid.ResetAliens();

            ShieldRoot pSRoot = (ShieldRoot)GameObjectManager.Find(GameObject.Name.ShieldRoot);

            pSRoot.ResetShields();

            UFORoot      pUFORoot = (UFORoot)GameObjectManager.Find(GameObject.Name.UFORoot);
            OrangeSaucer pUFO     = (OrangeSaucer)pUFORoot.GetFirstChild();

            pUFO.Remove();

            TimerManager.Reset();
        }
        public override void Notify()
        {
            this.pUFO = (UFO)this.pSubject.pObjB;
            Debug.Assert(this.pUFO != null);

            if (pUFO.bMarkForDeath == false)
            {
                pUFO.bMarkForDeath = true;

                //this is to eliminate some of the checks that the UFORoot
                //does with the wall while it generates another UFO
                UFORoot pUFORoot = (UFORoot)GONodeMan.Find(GameObject.Name.UFORoot);
                Debug.Assert(pUFORoot != null);

                pUFORoot.x = -100;
                pUFORoot.y = -100;
                pUFORoot.SetDeltaMove(-1.0f);


                RemoveUFOobserver pObserver = new RemoveUFOobserver(this);
                DelayedObjectMan.Attach(pObserver);
            }
        }
Esempio n. 15
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        public override void Update()
        {
            UFORoot pUFORoot = (UFORoot)this.pSubject.goA;
            UFO     pUFO     = (UFO)pUFORoot.pChild;

            if (pUFO != null)
            {
                Wall pWall = (Wall)this.pSubject.goB;

                if ((pUFO.pStrategy is UFOMoveLeft && pWall.gameObjectName == GameObjectName.WallLeft) ||
                    (pUFO.pStrategy is UFOMoveRight && pWall.gameObjectName == GameObjectName.WallRight))
                {
                    if (UFOManager.IsUFOActive())
                    {
                        Debug.WriteLine("RemoveUFO TimerEvent added for {0}", pUFO.GetHashCode());
                        TimerManager.Add(TimerEventName.RemoveUFO, TimerManager.GetCurrentTime() + 1.0f, TimerManager.GetCurrentTime() + 1.0f, new RemoveUFOCommand());
                        TimerManager.Add(TimerEventName.StopUFOSound, TimerManager.GetCurrentTime() + 0.5f, TimerManager.GetCurrentTime() + 0.5f, new StopUFOSoundCommand());
                    }
                    //pUFO.Remove();
                    //pUFORoot.Remove();
                }
            }
        }
Esempio n. 16
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        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());
        }
Esempio n. 17
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);
        }
Esempio n. 18
0
        public Game(bool isFirstRound, bool areCollisionBoxesActive)
        {   // Active Game
            this.SetState(GameStateEnum.Active);
            SpriteBatch sbBoxes      = SpriteBatchManager.Find(SpriteBatchName.Boxes);
            SpriteBatch sbAliens     = SpriteBatchManager.Find(SpriteBatchName.Aliens);
            PCSTree     pRootTree    = GameObjectManager.GetRootTree();
            WallRoot    pWallRoot    = (WallRoot)GameObjectManager.Find(GameObjectName.WallRoot);
            BombRoot    pBombRoot    = (BombRoot)GameObjectManager.Find(GameObjectName.BombRoot);
            MissileRoot pMissileRoot = (MissileRoot)GameObjectManager.Find(GameObjectName.MissileRoot);
            ShipRoot    pShipRoot    = (ShipRoot)GameObjectManager.Find(GameObjectName.ShipRoot);
            UFORoot     pUFORoot     = (UFORoot)GameObjectManager.Find(GameObjectName.UFORoot);
            ShieldRoot  pShieldRoot1 = (ShieldRoot)GameObjectManager.Find(GameObjectName.ShieldRoot, 1);
            ShieldRoot  pShieldRoot2 = (ShieldRoot)GameObjectManager.Find(GameObjectName.ShieldRoot, 2);
            ShieldRoot  pShieldRoot3 = (ShieldRoot)GameObjectManager.Find(GameObjectName.ShieldRoot, 3);
            ShieldRoot  pShieldRoot4 = (ShieldRoot)GameObjectManager.Find(GameObjectName.ShieldRoot, 4);

            if (isFirstRound)
            {
                // Create Walls
                pWallRoot = new WallRoot(GameObjectName.WallRoot, SpriteBaseName.Null, 0.0f, 0.0f, 0);
                pRootTree.Insert(pWallRoot, null);
                if (areCollisionBoxesActive)
                {
                    pWallRoot.ActivateCollisionSprite(sbBoxes);
                }
                WallTop pWallTop = new WallTop(GameObjectName.WallTop, SpriteBaseName.Null, 448.0f, 950.0f, 850.0f, 30.0f, 0);
                pRootTree.Insert(pWallTop, pWallRoot);
                if (areCollisionBoxesActive)
                {
                    pWallTop.ActivateCollisionSprite(sbBoxes);
                }
                pWallTop.ActivateGameSprite(sbAliens);

                WallRight pWallRight = new WallRight(GameObjectName.WallRight, SpriteBaseName.Null, 896.0f, 500.0f, 50.0f, 900.0f, 0);
                pRootTree.Insert(pWallRight, pWallRoot);
                if (areCollisionBoxesActive)
                {
                    pWallRight.ActivateCollisionSprite(sbBoxes);
                }
                pWallRight.ActivateGameSprite(sbAliens);

                WallLeft pWallLeft = new WallLeft(GameObjectName.WallLeft, SpriteBaseName.Null, 0.0f, 500.0f, 50.0f, 900.0f, 0);
                pRootTree.Insert(pWallLeft, pWallRoot);
                if (areCollisionBoxesActive)
                {
                    pWallLeft.ActivateCollisionSprite(sbBoxes);
                }
                pWallLeft.ActivateGameSprite(sbAliens);

                WallBottom pWallBottom = new WallBottom(GameObjectName.WallBottom, SpriteBaseName.Null, 448.0f, 50.0f, 850.0f, 30.0f, 0);
                pRootTree.Insert(pWallBottom, pWallRoot);
                if (areCollisionBoxesActive)
                {
                    pWallBottom.ActivateCollisionSprite(sbBoxes);
                }
                pWallBottom.ActivateGameSprite(sbAliens);
                GameObjectManager.AttachTree(pWallRoot);

                // Create ShipRoot and MissileRoot
                pMissileRoot = new MissileRoot(GameObjectName.MissileRoot, SpriteBaseName.Null, 0.0f, 0.0f, 0);
                pRootTree.Insert(pMissileRoot, null);
                if (areCollisionBoxesActive)
                {
                    pMissileRoot.ActivateCollisionSprite(sbBoxes);
                }
                GameObjectManager.AttachTree(pMissileRoot);
                pShipRoot = new ShipRoot(GameObjectName.ShipRoot, SpriteBaseName.Null, 0.0f, 0.0f);
                pRootTree.Insert(pShipRoot, null);
                if (areCollisionBoxesActive)
                {
                    pShipRoot.ActivateCollisionSprite(sbBoxes);
                }
                pShipRoot.ActivateGameSprite(sbAliens);
                GameObjectManager.AttachTree(pShipRoot);
                ShipManager.Create(areCollisionBoxesActive);

                // Create BombRoot
                pBombRoot = new BombRoot(GameObjectName.BombRoot, SpriteBaseName.Null, 0.0f, 0.0f, 0);
                pRootTree.Insert(pBombRoot, null);
                if (areCollisionBoxesActive)
                {
                    pBombRoot.ActivateCollisionSprite(sbBoxes);
                }
                GameObjectManager.AttachTree(pBombRoot);

                // Create UFORoot
                pUFORoot = new UFORoot(GameObjectName.UFORoot, SpriteBaseName.Null, 0.0f, 0.0f);
                pRootTree.Insert(pUFORoot, null);
                if (areCollisionBoxesActive)
                {
                    pUFORoot.ActivateCollisionSprite(sbBoxes);
                }
                pUFORoot.ActivateGameSprite(sbAliens);
                GameObjectManager.AttachTree(pUFORoot);
                UFOManager.Create(areCollisionBoxesActive);

                // Create Shields
                pShieldRoot1 = GenerateShield(pRootTree, 100.0f, 200.0f, 1);
                pShieldRoot2 = GenerateShield(pRootTree, 100.0f + 1 * 200, 200.0f, 2);
                pShieldRoot3 = GenerateShield(pRootTree, 100.0f + 2 * 200, 200.0f, 3);
                pShieldRoot4 = GenerateShield(pRootTree, 100.0f + 3 * 200, 200.0f, 4);
            }
            else
            {
                _gridStartingHeight -= 100.0f;
            }

            PopulateAlienGrid(_gridStartingHeight);
            Alien pGridRoot = (Alien)GameObjectManager.Find(GameObjectName.Grid);

            // Create CollisionPairs
            CollisionPair cpMissileWall = CollisionPairManager.Add(CollisionPairName.MissilevTop, pMissileRoot, pWallRoot);

            Debug.Assert(cpMissileWall != null);
            cpMissileWall.subject.RegisterObserver(new RemoveMissileObserver());
            cpMissileWall.subject.RegisterObserver(new ShipReadyObserver());

            CollisionPair cpBombWall = CollisionPairManager.Add(CollisionPairName.BombsvBottom, pBombRoot, pWallRoot);

            Debug.Assert(cpBombWall != null);
            cpBombWall.subject.RegisterObserver(new RemoveBombObserver());

            CollisionPair cpMissilevGrid = CollisionPairManager.Add(CollisionPairName.MissilevGrid, pMissileRoot, pGridRoot);

            Debug.Assert(cpMissilevGrid != null);
            cpMissilevGrid.subject.RegisterObserver(new RemoveMissileObserver());
            cpMissilevGrid.subject.RegisterObserver(new RemoveAlienObserver());
            cpMissilevGrid.subject.RegisterObserver(new ShipReadyObserver());
            cpMissilevGrid.subject.RegisterObserver(new AlienDeathSoundObserver());
            cpMissilevGrid.subject.RegisterObserver(new SplatObserver());
            cpMissilevGrid.subject.RegisterObserver(new UpdateScoreObserver());

            CollisionPair cpUFOMissile = CollisionPairManager.Add(CollisionPairName.MissilevUFO, pMissileRoot, pUFORoot);

            cpUFOMissile.subject.RegisterObserver(new RemoveMissileObserver());
            cpUFOMissile.subject.RegisterObserver(new RemoveUFOObserver());
            cpUFOMissile.subject.RegisterObserver(new ShipReadyObserver());
            cpUFOMissile.subject.RegisterObserver(new AlienDeathSoundObserver());
            cpUFOMissile.subject.RegisterObserver(new SplatObserver());
            cpUFOMissile.subject.RegisterObserver(new UpdateScoreObserver());
            cpUFOMissile.subject.RegisterObserver(new UFODeathSoundObserver());

            CollisionPair cpUFOWalls = CollisionPairManager.Add(CollisionPairName.UFOvWalls, pUFORoot, pWallRoot);

            cpUFOWalls.subject.RegisterObserver(new UFOWallObserver());

            CollisionPair cpGridvWalls = CollisionPairManager.Add(CollisionPairName.GridvWalls, pGridRoot, pWallRoot);

            Debug.Assert(cpGridvWalls != null);
            cpGridvWalls.subject.RegisterObserver(new GridXObserver());
            cpGridvWalls.subject.RegisterObserver(new GridYObserver());

            CollisionPair cpGridvShip = CollisionPairManager.Add(CollisionPairName.GridvShip, pGridRoot, pShipRoot);

            cpGridvShip.subject.RegisterObserver(new GameOverObserver());
            cpGridvShip.subject.RegisterObserver(new ShipDeathSoundObserver());

            CollisionPair cpMissileShield1 = CollisionPairManager.Add(CollisionPairName.MissilevShields, pMissileRoot, pShieldRoot1);

            cpMissileShield1.subject.RegisterObserver(new RemoveMissileObserver());
            cpMissileShield1.subject.RegisterObserver(new RemoveBrickObserver());
            cpMissileShield1.subject.RegisterObserver(new ShipReadyObserver());
            CollisionPair cpBombShield1 = CollisionPairManager.Add(CollisionPairName.BombsvShields, pBombRoot, pShieldRoot1);

            cpBombShield1.subject.RegisterObserver(new RemoveBombObserver());
            cpBombShield1.subject.RegisterObserver(new RemoveBrickObserver());

            CollisionPair cpMissileShield2 = CollisionPairManager.Add(CollisionPairName.MissilevShields, pMissileRoot, pShieldRoot2);

            cpMissileShield2.subject.RegisterObserver(new RemoveMissileObserver());
            cpMissileShield2.subject.RegisterObserver(new RemoveBrickObserver());
            cpMissileShield2.subject.RegisterObserver(new ShipReadyObserver());
            CollisionPair cpBombShield2 = CollisionPairManager.Add(CollisionPairName.BombsvShields, pBombRoot, pShieldRoot2);

            cpBombShield2.subject.RegisterObserver(new RemoveBombObserver());
            cpBombShield2.subject.RegisterObserver(new RemoveBrickObserver());

            CollisionPair cpBombShield3 = CollisionPairManager.Add(CollisionPairName.BombsvShields, pBombRoot, pShieldRoot3);

            cpBombShield3.subject.RegisterObserver(new RemoveBombObserver());
            cpBombShield3.subject.RegisterObserver(new RemoveBrickObserver());
            CollisionPair cpMissileShield3 = CollisionPairManager.Add(CollisionPairName.MissilevShields, pMissileRoot, pShieldRoot3);

            cpMissileShield3.subject.RegisterObserver(new RemoveMissileObserver());
            cpMissileShield3.subject.RegisterObserver(new RemoveBrickObserver());
            cpMissileShield3.subject.RegisterObserver(new ShipReadyObserver());

            CollisionPair cpBombShield4 = CollisionPairManager.Add(CollisionPairName.BombsvShields, pBombRoot, pShieldRoot4);

            cpBombShield4.subject.RegisterObserver(new RemoveBombObserver());
            cpBombShield4.subject.RegisterObserver(new RemoveBrickObserver());
            CollisionPair cpMissileShield4 = CollisionPairManager.Add(CollisionPairName.MissilevShields, pMissileRoot, pShieldRoot4);

            cpMissileShield4.subject.RegisterObserver(new RemoveMissileObserver());
            cpMissileShield4.subject.RegisterObserver(new RemoveBrickObserver());
            cpMissileShield4.subject.RegisterObserver(new ShipReadyObserver());

            CollisionPair cpBombMissile = CollisionPairManager.Add(CollisionPairName.BombsvMissile, pBombRoot, pMissileRoot);

            cpBombMissile.subject.RegisterObserver(new RemoveBombObserver());
            cpBombMissile.subject.RegisterObserver(new RemoveMissileObserver());
            cpBombMissile.subject.RegisterObserver(new ShipReadyObserver());
            cpBombMissile.subject.RegisterObserver(new SplatObserver());

            CollisionPair cpBombShip = CollisionPairManager.Add(CollisionPairName.BombsvShip, pBombRoot, pShipRoot);

            cpBombShip.subject.RegisterObserver(new RemoveBombObserver());
            cpBombShip.subject.RegisterObserver(new RemoveShipObserver());
            cpBombShip.subject.RegisterObserver(new ShipDeathSoundObserver());
            cpBombShip.subject.RegisterObserver(new ShipEndObserver());

            //TimerManager.ClearTimerManager();
        }
Esempio n. 19
0
 //UFO
 public override void visitUFORoot(UFORoot u)
 {
     //Debug.WriteLine("WallRoot UFORoot");
     CollisionPair.detectCollision((GameObject)this.pChild, u);
 }
Esempio n. 20
0
 public override void VisitUFORoot(UFORoot pUFORoot)
 {
     CollisionPair.Collide((GameObject)pUFORoot.pChild, this);
 }
Esempio n. 21
0
        public override void Initialize()
        {
            this.name = SceneContext.Scene.Select;

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

            this.poGameObjectMan = new GameObjectMan(3, 1);
            GameObjectMan.SetActive(this.poGameObjectMan);

            SpriteBatch pSB_Texts = this.poSpriteBatchMan.Add(SpriteBatch.Name.Texts, 100);

            TextureMan.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga");
            GlyphMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt);

            TextureMan.Add(Texture.Name.Consolas48pt, "Consolas48pt.tga");
            GlyphMan.AddXml(Glyph.Name.Consolas48pt, "Consolas48pt.xml", Texture.Name.Consolas48pt);

            FontMan.Add(Font.Name.Select, SpriteBatch.Name.Texts, "SPACE INVADERS", Glyph.Name.Consolas48pt, 280, 480);
            FontMan.Add(Font.Name.Select, SpriteBatch.Name.Texts, "PRESS <1> and <2> TO SWITCH PLAYERS", Glyph.Name.Consolas36pt, 100, 400);
            FontMan.Add(Font.Name.Select, SpriteBatch.Name.Texts, "*SCORE ADVANCE TABLE*", Glyph.Name.Consolas36pt, 220, 350);
            FontMan.Add(Font.Name.Select, SpriteBatch.Name.Texts, "? MYSTERY", Glyph.Name.Consolas36pt, 370, 300);
            FontMan.Add(Font.Name.Select, SpriteBatch.Name.Texts, "30 POINTS", Glyph.Name.Consolas36pt, 370, 270);
            FontMan.Add(Font.Name.Select, SpriteBatch.Name.Texts, "20 POINTS", Glyph.Name.Consolas36pt, 370, 240);
            FontMan.Add(Font.Name.Select, SpriteBatch.Name.Texts, "10 POINTS", Glyph.Name.Consolas36pt, 370, 210);


            SpriteBatch pSB_Aliens = this.poSpriteBatchMan.Add(SpriteBatch.Name.Aliens, 200);
            SpriteBatch pSB_Boxes  = this.poSpriteBatchMan.Add(SpriteBatch.Name.Boxes, 300);

            TextureMan.Add(Texture.Name.Aliens, "Invaders_0.tga");

            ImageMan.Add(Image.Name.SquidOpen, Texture.Name.Aliens, 616, 28, 112, 112);
            ImageMan.Add(Image.Name.CrabOpen, Texture.Name.Aliens, 321, 28, 155, 112);
            ImageMan.Add(Image.Name.OctopusOpen, Texture.Name.Aliens, 56, 28, 167, 112);
            ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens, 83, 503, 225, 98);

            this.poGameSpriteMan = new GameSpriteMan(3, 1);
            GameSpriteMan.SetActive(this.poGameSpriteMan);

            GameSpriteMan.Add(GameSprite.Name.SquidOpen, Image.Name.SquidOpen, 50, 550, 25, 25);
            GameSpriteMan.Add(GameSprite.Name.CrabOpen, Image.Name.CrabOpen, 50, 510, 25, 25);
            GameSpriteMan.Add(GameSprite.Name.OctopusOpen, Image.Name.OctopusOpen, 50, 430, 25, 25);
            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 50, 500, 40, 18);

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

            GameObject pCol = AF.Create(GameObject.Name.AlienColumn, AlienCategory.Type.Column);

            GameObject pSquidObj = AF.Create(GameObject.Name.SquidAlien, AlienCategory.Type.Squid, 330, 270);

            pCol.Add(pSquidObj);

            GameObject pCrabObj = AF.Create(GameObject.Name.CrabAlien, AlienCategory.Type.Crab, 330, 240);

            pCol.Add(pCrabObj);

            GameObject pOctopusObj = AF.Create(GameObject.Name.OctopusAlien, AlienCategory.Type.Octopus, 330, 210);

            pCol.Add(pOctopusObj);

            GameObjectMan.Attach(pCol);

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

            UFO pUFO = new UFO(GameObject.Name.UFO, GameSprite.Name.UFO, 330, 300);

            pUFO.ActivateGameSprite(pSB_Aliens);

            pUFORoot.Add(pUFO);

            GameObjectMan.Attach(pUFORoot);

            FontMan.Add(Font.Name.ScoreText, SpriteBatch.Name.Texts, "HI-SCORE: ", Glyph.Name.Consolas36pt, 300, 150);
            pFontHighScore = FontMan.Add(Font.Name.HighScore, SpriteBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 470, 150);
        }
Esempio n. 22
0
 public virtual void VisitUFORoot(UFORoot u)
 {
     Debug.WriteLine("Visit by UFORoot not implemented");
     Debug.Assert(false);
 }
Esempio n. 23
0
 //UFO
 public override void visitUFORoot(UFORoot u)
 {
     //     Debug.WriteLine("MissileRoot UFORoot");
     CollisionPair.detectCollision((GameObject)u.pChild, this);
 }
Esempio n. 24
0
        // 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);
        }
Esempio n. 25
0
 public override void VisitUFORoot(UFORoot pUFORoot)
 {
     CollisionPair.Collide(pUFORoot, (GameObject)this.pChild);
 }
Esempio n. 26
0
        //This loadContent is called in the actual Game.cs
        //So its done before the player even presses input
        // and only called once
        public override void LoadContent()
        {
            //---------------------------------------------------------------------------------------------------------
            // Create Managers
            //---------------------------------------------------------------------------------------------------------

            TextureMan.Create(6, 1);
            ImageMan.Create(25, 2);
            GameSpriteMan.Create(20, 1);

            //i'm grossly inefficient at this point
            //------------------------------------------------
            BoxSpriteMan.Create(200, 100);
            ProxySpriteMan.Create(200, 100);
            //-------------------------------------------------
            SpriteBatchMan.Create(8, 1);
            GlyphMan.Create();
            FontMan.Create(12, 1);

            GONodeMan.Create(10, 3);
            TimerMan.Create(7, 3);
            ColPairMan.Create(16, 1);

            //Experimental managers
            AnimMan.Create(3, 1);
            Simulation.Create();
            PlayerMan.Create();

            SpaceInvaders pGame = GameMan.GetGame();

            IrrKlang.ISoundEngine pSndEngine = pGame.GetSndEngine();


            //---------------------------------------------------------------------------------------------------------
            // Load the Textures and Font {Consolas20pt}
            //---------------------------------------------------------------------------------------------------------

            TextureMan.Add(Texture.Name.Aliens14x14, "aliens14x14.tga");
            TextureMan.Add(Texture.Name.Aliens, "SpaceInvadersSprites.tga");

            TextureMan.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga");
            TextureMan.Add(Texture.Name.Consolas20pt, "Consolas20pt.tga");

            FontMan.AddXml(Glyph.Name.Consolas20pt, "Consolas20pt.xml", Texture.Name.Consolas20pt);
            FontMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt);



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

            ImageMan.Add(Image.Name.CrabU, Texture.Name.Aliens14x14, 318, 180, 160, 116);
            ImageMan.Add(Image.Name.CrabD, Texture.Name.Aliens14x14, 318, 24, 160, 116);
            ImageMan.Add(Image.Name.OctopusU, Texture.Name.Aliens14x14, 610, 25, 122, 115);
            ImageMan.Add(Image.Name.OctopusD, Texture.Name.Aliens14x14, 610, 180, 119, 112);
            ImageMan.Add(Image.Name.SquidU, Texture.Name.Aliens14x14, 51, 24, 175, 116);
            ImageMan.Add(Image.Name.SquidD, Texture.Name.Aliens14x14, 51, 180, 175, 110);

            ImageMan.Add(Image.Name.Ship, Texture.Name.Aliens14x14, 52, 336, 194, 114);
            ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens14x14, 81, 502, 229, 98);
            ImageMan.Add(Image.Name.Missile, Texture.Name.Aliens14x14, 378, 798, 14, 98);

            ImageMan.Add(Image.Name.AlienSplat, Texture.Name.Aliens14x14, 573, 490, 183, 110);
            ImageMan.Add(Image.Name.ShipSplat, Texture.Name.Aliens, 651, 942, 117, 72);
            ImageMan.Add(Image.Name.BombSplat, Texture.Name.Aliens, 350, 90, 49, 72);
            ImageMan.Add(Image.Name.UFOSplat, Texture.Name.Aliens, 224, 230, 187, 77);

            ImageMan.Add(Image.Name.BombStraight, Texture.Name.Aliens, 216, 94, 16, 56);
            ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Aliens, 349, 161, 23, 59);
            ImageMan.Add(Image.Name.BombCross, Texture.Name.Aliens, 210, 163, 30, 48);

            ImageMan.Add(Image.Name.Brick, Texture.Name.Aliens, 50, 120, 20, 10);
            ImageMan.Add(Image.Name.BrickLeft_Top1, Texture.Name.Aliens, 40, 100, 20, 10);
            ImageMan.Add(Image.Name.BrickLeft_Top2, Texture.Name.Aliens, 40, 110, 20, 10);
            ImageMan.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Aliens, 75, 190, 15, 10);
            ImageMan.Add(Image.Name.BrickRight_Top1, Texture.Name.Aliens, 189, 125, 20, 10);
            ImageMan.Add(Image.Name.BrickRight_Top2, Texture.Name.Aliens, 186, 126, 20, 10);
            ImageMan.Add(Image.Name.BrickRight_Bottom, Texture.Name.Aliens, 130, 190, 20, 10);


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

            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 400, 550, 50.0f, 25.0f);
            GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 400, 25, 40.0f, 25.0f);

            GameSpriteMan.Add(GameSprite.Name.Crab, Image.Name.CrabU, 700, 480, 35, 20);
            GameSpriteMan.Add(GameSprite.Name.Squid, Image.Name.SquidU, 325, 350, 35, 20);
            GameSpriteMan.Add(GameSprite.Name.Octopus, Image.Name.OctopusU, 260, 350, 25, 20);

            GameSpriteMan.Add(GameSprite.Name.AlienSplat, Image.Name.AlienSplat, 50, 50, 30, 20);
            GameSpriteMan.Add(GameSprite.Name.ShipSplat, Image.Name.ShipSplat, 50, 50, 40, 25);
            GameSpriteMan.Add(GameSprite.Name.UFOsplat, Image.Name.UFOSplat, 50, 50, 50, 25);
            GameSpriteMan.Add(GameSprite.Name.BombSplat, Image.Name.BombSplat, 50, 50, 10, 15);

            GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, 100, 100, 5.0f, 15.0f);
            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_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop2, Image.Name.BrickLeft_Top2, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightTop2, Image.Name.BrickRight_Top2, 50, 25, 10, 5);
            GameSpriteMan.Add(GameSprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, 10, 5);


            //------------------------------------------------------------------------------------------
            //Attaching the sprites/batches
            //------------------------------------------------------------------------------------------

            SpriteBatch pSB_Intro = SpriteBatchMan.Add(SpriteBatch.Name.IntroScreen);


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

            pSB_Aliens.bToggle = false;

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

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

            pSB_Shields.bToggle = false;

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

            pSB_InGame.bToggle = false;

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

            pSB_Projectiles.bToggle = false;

            SpriteBatch pSB_GameOver = SpriteBatchMan.Add(SpriteBatch.Name.GameOver);

            pSB_GameOver.bToggle = false;

            //SpriteBatch pSB_Splats = SpriteBatchMan.Add(SpriteBatch.Name.Splats);
            //pSB_Splats.bToggle = false;

            //---------------------------------------------------------------------------------------------------------
            // Font
            //---------------------------------------------------------------------------------------------------------

            FontMan.Add(Font.Name.Title, SpriteBatch.Name.IntroScreen, "Space Invaders", Glyph.Name.Consolas36pt, 200, 700);
            FontMan.Add(Font.Name.NumOfPlayers, SpriteBatch.Name.IntroScreen, "Press 1 for Single Player", Glyph.Name.Consolas36pt, 120, 650);
            FontMan.Add(Font.Name.ShootButton, SpriteBatch.Name.IntroScreen, "Space <Bar> To Shoot", Glyph.Name.Consolas36pt, 140, 580);
            FontMan.Add(Font.Name.MoveButtons, SpriteBatch.Name.IntroScreen, "Left and Right Arrows To Move", Glyph.Name.Consolas36pt, 60, 540);
            FontMan.Add(Font.Name.SquidScore, SpriteBatch.Name.IntroScreen, "Squid = 30 points", Glyph.Name.Consolas36pt, 200, 480);
            FontMan.Add(Font.Name.CrabScore, SpriteBatch.Name.IntroScreen, "Crab = 40 points", Glyph.Name.Consolas36pt, 200, 440);
            FontMan.Add(Font.Name.OctoScore, SpriteBatch.Name.IntroScreen, "Octo = 50 points", Glyph.Name.Consolas36pt, 200, 400);
            FontMan.Add(Font.Name.UFOScore, SpriteBatch.Name.IntroScreen, "UFO = 100 points", Glyph.Name.Consolas36pt, 200, 360);
            FontMan.Add(Font.Name.TBD, SpriteBatch.Name.IntroScreen, "2 Player Coming Soon!", Glyph.Name.Consolas36pt, 160, 300);


            FontMan.Add(Font.Name.ScoreP1, SpriteBatch.Name.InGameScreen, "<P1 Score>", Glyph.Name.Consolas36pt, 20, 720);
            FontMan.Add(Font.Name.LivesP1, SpriteBatch.Name.InGameScreen, "P1 Lives:", Glyph.Name.Consolas36pt, 20, 20);
            FontMan.Add(Font.Name.P1Points, SpriteBatch.Name.InGameScreen, "0", Glyph.Name.Consolas36pt, 20, 680);

            FontMan.Add(Font.Name.HiScore, SpriteBatch.Name.InGameScreen, "<HiScore>", Glyph.Name.Consolas36pt, 230, 720);
            FontMan.Add(Font.Name.HiPoints, SpriteBatch.Name.InGameScreen, "0", Glyph.Name.Consolas36pt, 250, 680);

            FontMan.Add(Font.Name.ScoreP2, SpriteBatch.Name.InGameScreen, "<P2 Score>", Glyph.Name.Consolas36pt, 425, 720);
            FontMan.Add(Font.Name.LivesP2, SpriteBatch.Name.InGameScreen, "P2 Lives:", Glyph.Name.Consolas36pt, 400, 20);
            FontMan.Add(Font.Name.P2Points, SpriteBatch.Name.InGameScreen, "0", Glyph.Name.Consolas36pt, 400, 680);

            FontMan.Add(Font.Name.GameOver, SpriteBatch.Name.GameOver, "Game, Set and Match", Glyph.Name.Consolas36pt, 100, 450);
            FontMan.Add(Font.Name.Credits, SpriteBatch.Name.GameOver, "Created By: James Corcoran", Glyph.Name.Consolas36pt, 100, 350);
            FontMan.Add(Font.Name.Thankyou, SpriteBatch.Name.GameOver, "Thanks for Playing!!!", Glyph.Name.Consolas36pt, 100, 250);

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

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

            pMissileGroup.ActivateGameSprite(pSB_Projectiles);
            pMissileGroup.ActivateCollisionSprite(pSB_Boxes);

            GONodeMan.Attach(pMissileGroup);


            Debug.WriteLine("-------------------");
            pMissileGroup.Print();

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

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

            GONodeMan.Attach(pShipRoot);

            Debug.WriteLine("-------------------");
            pShipRoot.Print();

            //----------------------------------------------------------------------
            //UFO
            //----------------------------------------------------------------------

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

            GONodeMan.Attach(pUFORoot);

            Debug.WriteLine("-------------------");
            pUFORoot.Print();

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

            BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, -100.0f, -100.0f);

            GONodeMan.Attach(pBombRoot);

            Debug.WriteLine("-------------------");
            pBombRoot.Print();

            //---------------------------------------------------------------------
            //Wall Creation
            //---------------------------------------------------------------------

            WallRoot pTWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pTWallRoot);

            TopWall pTWall = new TopWall(GameObject.Name.TopWall, GameSprite.Name.NullObject, 336, 748, 600, 40);

            pTWall.ActivateCollisionSprite(pSB_Boxes);
            pTWallRoot.Add(pTWall);

            WallRoot pLWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pLWallRoot);

            LeftWall pLWall = new LeftWall(GameObject.Name.LeftWall, GameSprite.Name.NullObject, 20, 384, 40, 700);

            pLWall.ActivateCollisionSprite(pSB_Boxes);
            pLWallRoot.Add(pLWall);

            WallRoot pRWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pRWallRoot);

            RightWall pRWall = new RightWall(GameObject.Name.RightWall, GameSprite.Name.NullObject, 653, 384, 40, 700);

            pRWall.ActivateCollisionSprite(pSB_Boxes);
            pRWallRoot.Add(pRWall);

            WallRoot pBWallRoot = new WallRoot(GameObject.Name.WallRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GONodeMan.Attach(pBWallRoot);

            BottomWall pBWall = new BottomWall(GameObject.Name.BottomWall, GameSprite.Name.NullObject, 336, 20, 700, 40);

            pBWall.ActivateCollisionSprite(pSB_Boxes);
            pBWallRoot.Add(pBWall);

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

            //---------------------------------------------------------------------
            //AlienRoot(Group) and ShieldRoot
            //---------------------------------------------------------------------

            Composite pAlienGroup = new AlienGroup(GameObject.Name.AlienGrid, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pAlienGroup.ActivateCollisionSprite(pSB_Boxes);
            GONodeMan.Attach(pAlienGroup);


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

            GONodeMan.Attach(pShieldRoot);


            //Composite pSplatRoot = new SplatRoot(GameObject.Name.SplatRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);
            //GONodeMan.Attach(pSplatRoot);

            //--------------------------------------------------------------------------
            // Collision Pair
            //--------------------------------------------------------------------------

            ColPair pGrid_V_LWall = ColPairMan.Add(ColPair.Name.Aliens_V_LWall, pAlienGroup, pLWallRoot);

            Debug.Assert(pGrid_V_LWall != null);
            pGrid_V_LWall.Attach(new GridObserver());

            ColPair pGrid_V_RWall = ColPairMan.Add(ColPair.Name.Aliens_V_RWall, pAlienGroup, pRWallRoot);

            Debug.Assert(pGrid_V_RWall != null);
            pGrid_V_RWall.Attach(new GridObserver());

            ColPair pGrid_V_BWall = ColPairMan.Add(ColPair.Name.Aliens_V_BWall, pAlienGroup, pBWallRoot);

            Debug.Assert(pGrid_V_BWall != null);
            pGrid_V_BWall.Attach(new GridObserver());

            ColPair pMissile_V_Alien = ColPairMan.Add(ColPair.Name.Missile_V_Alien, pMissileGroup, pAlienGroup);

            Debug.Assert(pMissile_V_Alien != null);
            pMissile_V_Alien.Attach(new SplatObserver());
            pMissile_V_Alien.Attach(new RemoveAlienObserver());
            pMissile_V_Alien.Attach(new RemoveMissileObserver());
            pMissile_V_Alien.Attach(new ShipReadyObserver());
            pMissile_V_Alien.Attach(new SndObserver(pSndEngine, "invaderkilled.wav"));


            ColPair pAlien_V_Shield = ColPairMan.Add(ColPair.Name.Aliens_V_Shield, pAlienGroup, pShieldRoot);

            Debug.Assert(pAlien_V_Shield != null);
            pAlien_V_Shield.Attach(new RemoveBrickObserver());
            //pAlien_V_Shield.Attach(new SndObserver(pSndEngine, "explosion.wav"));

            ColPair pAlien_V_Ship = ColPairMan.Add(ColPair.Name.Aliens_V_Ship, pAlienGroup, pShipRoot);

            Debug.Assert(pAlien_V_Ship != null);
            pAlien_V_Ship.Attach(new SplatShipObserver());
            pAlien_V_Ship.Attach(new HitShipObserver());
            pAlien_V_Ship.Attach(new SndObserver(pSndEngine, "explosion.wav"));
            pAlien_V_Ship.Attach(new P1GameOverObs());

            //--------------------------------------------------------------------------------------------------------------

            ColPair pCollide_UFO_RWall = ColPairMan.Add(ColPair.Name.UFO_V_RWall, pUFORoot, pRWallRoot);

            Debug.Assert(pCollide_UFO_RWall != null);
            pCollide_UFO_RWall.Attach(new MissedUFOobserver());
            pCollide_UFO_RWall.Attach(new RemoveSndUFO());

            ColPair pCollide_UFO_LWall = ColPairMan.Add(ColPair.Name.UFO_V_LWall, pUFORoot, pLWallRoot);

            Debug.Assert(pCollide_UFO_LWall != null);
            pCollide_UFO_LWall.Attach(new MissedUFOobserver());
            pCollide_UFO_LWall.Attach(new RemoveSndUFO());

            ColPair pCollide_Missile_V_UFO = ColPairMan.Add(ColPair.Name.Missile_V_UFO, pMissileGroup, pUFORoot);

            Debug.Assert(pCollide_Missile_V_UFO != null);
            pCollide_Missile_V_UFO.Attach(new RemoveMissileObserver());
            pCollide_Missile_V_UFO.Attach(new RemoveUFOobserver());
            pCollide_Missile_V_UFO.Attach(new ShipReadyObserver());
            pCollide_Missile_V_UFO.Attach(new UFOSplatObs());
            pCollide_Missile_V_UFO.Attach(new SndObserver(pSndEngine, "invaderkilled.wav"));
            pCollide_Missile_V_UFO.Attach(new RemoveSndUFO());

            //-----------------------------------------------------------------------------------------------------------------
            ColPair pMissile_V_TWall = ColPairMan.Add(ColPair.Name.Missile_V_TWall, pMissileGroup, pTWallRoot);

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

            ColPair pBomb_V_Wall = ColPairMan.Add(ColPair.Name.Bomb_V_Wall, pBombRoot, pBWallRoot);

            Debug.Assert(pBomb_V_Wall != null);
            pBomb_V_Wall.Attach(new BombObserver());

            ColPair pMissile_V_Shield = ColPairMan.Add(ColPair.Name.Missile_V_Shield, pMissileGroup, pShieldRoot);

            Debug.Assert(pMissile_V_Shield != null);
            pMissile_V_Shield.Attach(new RemoveBrickObserver());
            pMissile_V_Shield.Attach(new RemoveMissileObserver());
            pMissile_V_Shield.Attach(new ShipReadyObserver());
            pMissile_V_Shield.Attach(new SndObserver(pSndEngine, "explosion.wav"));

            ColPair pBomb_V_Shield = ColPairMan.Add(ColPair.Name.Bomb_V_Shield, pBombRoot, pShieldRoot);

            Debug.Assert(pBomb_V_Shield != null);
            pBomb_V_Shield.Attach(new RemoveBrickObserver());
            pBomb_V_Shield.Attach(new BombObserver());
            pBomb_V_Shield.Attach(new SndObserver(pSndEngine, "explosion.wav"));

            ColPair pBomb_V_Ship = ColPairMan.Add(ColPair.Name.Ship_V_Bomb, pBombRoot, pShipRoot);

            Debug.Assert(pBomb_V_Ship != null);
            pBomb_V_Ship.Attach(new SplatShipObserver());
            pBomb_V_Ship.Attach(new BombObserver());
            pBomb_V_Ship.Attach(new HitShipObserver());
            pBomb_V_Ship.Attach(new SndObserver(pSndEngine, "explosion.wav"));
            pBomb_V_Ship.Attach(new P1GameOverObs());


            ColPair pBomb_V_Missile = ColPairMan.Add(ColPair.Name.Bomb_V_Missile, pBombRoot, pMissileGroup);

            Debug.Assert(pBomb_V_Missile != null);
            pBomb_V_Missile.Attach(new BombSplatObs());
            pBomb_V_Missile.Attach(new BombMissileObserver());
            pBomb_V_Missile.Attach(new SndObserver(pSndEngine, "explosion.wav"));
            pBomb_V_Missile.Attach(new ShipReadyObserver());
            //------------------------------------------------------------------------------------------------------------------

            ColPair pShip_V_LWall = ColPairMan.Add(ColPair.Name.Ship_V_LWall, pShipRoot, pLWallRoot);

            Debug.Assert(pShip_V_LWall != null);
            pShip_V_LWall.Attach(new ShipMovementObserver());

            ColPair pShip_V_RWall = ColPairMan.Add(ColPair.Name.Ship_V_RWall, pShipRoot, pRWallRoot);

            Debug.Assert(pShip_V_RWall != null);
            pShip_V_RWall.Attach(new ShipMovementObserver());

            //----------------------------------------------------------------------------------------------------------
            //Animate Sprites and Movement Commands
            //----------------------------------------------------------------------------------------------------------

            //Tests on my Animation Manager
            AnimateCrab pAnimS1 = new AnimateCrab(Animation.Name.AnimateCrab, GameSprite.Name.Crab);

            pAnimS1.Attach(Image.Name.CrabD);
            pAnimS1.Attach(Image.Name.CrabU);

            AnimateSquid pAnimS2 = new AnimateSquid(Animation.Name.AnimateSquid, GameSprite.Name.Squid);

            pAnimS2.Attach(Image.Name.SquidD);
            pAnimS2.Attach(Image.Name.SquidU);

            AnimateOcto pAnimS3 = new AnimateOcto(Animation.Name.AnimateOcto, GameSprite.Name.Octopus);

            pAnimS3.Attach(Image.Name.OctopusD);
            pAnimS3.Attach(Image.Name.OctopusU);

            AnimMan.Attach(pAnimS1);
            AnimMan.Attach(pAnimS2);
            AnimMan.Attach(pAnimS3);

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

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

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

            pInputSubject = InputManager.GetSpaceBarSubject();
            pInputSubject.Attach(new ShootObserver());

            //first player
            pInputSubject = InputManager.Get1keySubject();
            pInputSubject.Attach(new Player1Observer());

            //add second player observer
            pInputSubject = InputManager.Get2keySubject();
            pInputSubject.Attach(new Player2Observer());


            pInputSubject = InputManager.GetCkeySubject();
            pInputSubject.Attach(new ToggleColObserver());


            //Simulator
            //I am testing because i think we will need to pause the game
            //for the timer manager and the lives for the ship
            Simulation.SetState(Simulation.State.RealTime);
        }
Esempio n. 27
0
//UFO
        public override void visitUFORoot(UFORoot u)
        {
            // Debug.WriteLine("StraightMissile UFORoot");
            CollisionPair.detectCollision(this, (GameObject)u.pChild);
        }
 public virtual void visitUFORoot(UFORoot u)
 {
 }
Esempio n. 29
0
 public SendUFO(UFORoot pUFOroot)
 {
     this.pUFOroot = pUFOroot;
     this.pUFO     = null;
 }
Esempio n. 30
0
 public virtual void visitUFORoot(UFORoot ufoRoot)
 {
     // no differed to subclass
     Debug.WriteLine("Visit by UFORoot not implemented");
     Debug.Assert(false);
 }