private static void GenerateNewAlienGridColumn(Composite pCol, float x, float yStart, float yDelta = -40.0f) { pCol.ActivateSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.Alien)); pCol.ActivateCollisionSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.CollisionBox)); pCol.GetCollisionObject().GetCollisionSpriteBox().SetLineColor(1.0f, 1.0f, 1.0f); AlienFactory pAlienFactory = new AlienFactory(SpriteBatch.Name.Alien, SpriteBatch.Name.CollisionBox, pCol); pAlienFactory.Create(Alien.Type.Squid, x, yStart); pAlienFactory.Create(Alien.Type.Crab, x, yStart + (yDelta)); pAlienFactory.Create(Alien.Type.Crab, x, yStart + (yDelta * 2)); pAlienFactory.Create(Alien.Type.JellyFish, x, yStart + (yDelta * 3)); pAlienFactory.Create(Alien.Type.JellyFish, x, yStart + (yDelta * 4)); }
//----------------------------------------------------------------------------- // Game::LoadContent() // Allows you to load all content needed for your engine, // such as objects, graphics, etc. //----------------------------------------------------------------------------- public override void LoadContent() { // Set to current state for initialization GameStateManager.GetGame().SetGameState(GameStateManager.GameState.Player1); //--------------------------------------------------------------------------------------------------------- // Initialize State-Scoped Managers //--------------------------------------------------------------------------------------------------------- this.pSpriteBatchManager = new SpriteBatchManager(3, 1); this.pGameObjectManager = new GameObjectManager(300, 10); this.pDelayedObjectManager = new DelayedObjectManager(); this.pQueuedTimeEventManager = new QueuedTimeEventManager(50, 5); this.pGhostManager = new GhostManager(50, 5); this.pCompositeManager = new CompositeManager(20, 2); //--------------------------------------------------------------------------------------------------------- // Create Colors //--------------------------------------------------------------------------------------------------------- pGreenColor = new Azul.Color(0.1137f, 0.8196f, 0.2667f, 1.0f); //--------------------------------------------------------------------------------------------------------- // Create SpriteBatches //--------------------------------------------------------------------------------------------------------- pCollisionBox_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.CollisionBox); pCollisionBox_SpriteBatch.SetDraw(false); pWall_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.Wall); pAlien_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.Alien); pCoreCannon_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.CoreCannon); pMissile_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.Missile); pBomb_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.Bomb); pShield_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.Shield); pFlyingSaucer_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.FlyingSaucer); pTexts_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.Player1Texts); //--------------------------------------------------------------------------------------------------------- // Flying Saucer //--------------------------------------------------------------------------------------------------------- FlyingSaucerRoot pFlyingSaucerRoot = new FlyingSaucerRoot(Composite.CompositeName.FlyingSaucerRoot, 0.0f, 0.0f); pFlyingSaucerRoot.ActivateSprite(pFlyingSaucer_SpriteBatch); pFlyingSaucerRoot.ActivateCollisionSprite(pCollisionBox_SpriteBatch); this.pGameObjectManager.Attach(pFlyingSaucerRoot); this.pCompositeManager.Attach(pFlyingSaucerRoot); DeployFlyingSaucerCommand pDeployFlyingSaucer = new DeployFlyingSaucerCommand(); this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DeployFlyingSaucer, pDeployFlyingSaucer, r.Next(30, 46)); //--------------------------------------------------------------------------------------------------------- // Core Cannon //--------------------------------------------------------------------------------------------------------- CoreCannonGroup pCoreCannonGroup = new CoreCannonGroup(Composite.CompositeName.CoreCannonGroup, 0.0f, 0.0f); this.pGameObjectManager.Attach(pCoreCannonGroup); this.pCompositeManager.Attach(pCoreCannonGroup); this.pCoreCannonManager = new CoreCannonManager(); this.pCoreCannonManager.ActivateCoreCannon(); //--------------------------------------------------------------------------------------------------------- // Sprite Animations //--------------------------------------------------------------------------------------------------------- // Squid Alien this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.SquidAlien), 0.8f); // Crab Alien this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.CrabAlien), 0.8f); // JellyFish Alien this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.JellyfishAlien), 0.8f); //--------------------------------------------------------------------------------------------------------- // Bomb //--------------------------------------------------------------------------------------------------------- BombRoot pBombRoot = new BombRoot(Composite.CompositeName.BombRoot, 0.0f, 0.0f); pBombRoot.ActivateSprite(pBomb_SpriteBatch); //pBombRoot.ActivateCollisionSprite(pCollisionBox_SpriteBatch); this.pCompositeManager.Attach(pBombRoot); this.pGameObjectManager.Attach(pBombRoot); // Add initial drop bomb events this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DropBomb, new DropBombCommand(), 1.0f); this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DropBomb, new DropBombCommand(), 3.0f); //--------------------------------------------------------------------------------------------------------- // Missile //--------------------------------------------------------------------------------------------------------- MissileGroup pMissileGroup = new MissileGroup(Composite.CompositeName.MissileGroup, 0.0f, 0.0f); pMissileGroup.ActivateSprite(pMissile_SpriteBatch); pMissileGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch); this.pGameObjectManager.Attach(pMissileGroup); this.pCompositeManager.Attach(pMissileGroup); //--------------------------------------------------------------------------------------------------------- // Create Walls //--------------------------------------------------------------------------------------------------------- // Wall Root pWallGroup = new WallGroup(GameObject.Name.ShieldGroup, Sprite.Name.NullSprite, 0.0f, 0.0f); pWallGroup.ActivateSprite(pWall_SpriteBatch); pWallGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch); LeftWall pLeftWall = new LeftWall(GameObject.Name.LeftWall, Sprite.Name.NullSprite, 20, 425, 15, 800); pLeftWall.ActivateSprite(pWall_SpriteBatch); pLeftWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch); RightWall pRightWall = new RightWall(GameObject.Name.RightWall, Sprite.Name.NullSprite, 875, 425, 15, 800); pRightWall.ActivateSprite(pWall_SpriteBatch); pRightWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch); TopWall pTopWall = new TopWall(GameObject.Name.TopWall, Sprite.Name.NullSprite, 450, 825, 870, 15); pTopWall.ActivateSprite(pWall_SpriteBatch); pTopWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch); BottomWall pBottomWall = new BottomWall(GameObject.Name.BottomWall, Sprite.Name.NullSprite, 450, 55, 870, 15); pBottomWall.ActivateSprite(pWall_SpriteBatch); pBottomWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch); LeftBumper pLeftBumper = new LeftBumper(GameObject.Name.LeftBumper, Sprite.Name.NullSprite, 45, 100, 30, 50); pLeftBumper.ActivateSprite(pWall_SpriteBatch); pLeftBumper.ActivateCollisionSprite(pCollisionBox_SpriteBatch); RightBumper pRightBumper = new RightBumper(GameObject.Name.RightBumper, Sprite.Name.NullSprite, 850, 100, 30, 50); pRightBumper.ActivateSprite(pWall_SpriteBatch); pRightBumper.ActivateCollisionSprite(pCollisionBox_SpriteBatch); pWallGroup.Add(pLeftWall); pWallGroup.Add(pRightWall); pWallGroup.Add(pTopWall); pWallGroup.Add(pBottomWall); pWallGroup.Add(pLeftBumper); pWallGroup.Add(pRightBumper); this.pCompositeManager.Attach(pWallGroup); this.pGameObjectManager.Attach(pWallGroup); this.pGameObjectManager.Attach(pLeftWall); this.pGameObjectManager.Attach(pRightWall); this.pGameObjectManager.Attach(pTopWall); this.pGameObjectManager.Attach(pBottomWall); this.pGameObjectManager.Attach(pLeftBumper); this.pGameObjectManager.Attach(pRightBumper); //--------------------------------------------------------------------------------------------------------- // Shield //--------------------------------------------------------------------------------------------------------- //Shield Root ShieldGroup pShieldGroup = new ShieldGroup(Composite.CompositeName.ShieldGroup, 0.0f, 0.0f); pShieldGroup.ActivateSprite(pShield_SpriteBatch); pShieldGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch); GameObject pShield; pShield = ShieldFactory.CreateShield(110, 150); pShieldGroup.Add(pShield); pShield = ShieldFactory.CreateShield(310, 150); pShieldGroup.Add(pShield); pShield = ShieldFactory.CreateShield(510, 150); pShieldGroup.Add(pShield); pShield = ShieldFactory.CreateShield(710, 150); pShieldGroup.Add(pShield); this.pGameObjectManager.Attach(pShieldGroup); this.pCompositeManager.Attach(pShieldGroup); //--------------------------------------------------------------------------------------------------------- // Create Alien Grid Composite //--------------------------------------------------------------------------------------------------------- this.levelInitialAlienGridSpeed = SpaceInvadersGameState.gameInitialAlienGridSpeed; this.currAlienGridSpeed = SpaceInvadersGameState.gameInitialAlienGridSpeed; this.currLevelInitialAlienGridY = SpaceInvadersGameState.gameInitialAlienGridY; pAlienGrid = (Composite)AlienFactory.CreateAlienGrid(SpaceInvadersGameState.gameInitialAlienGridX, currLevelInitialAlienGridY); // Add Initial AlienGridMovementSound Event AlienGridMovementSound pAlienGridMovementSound = new AlienGridMovementSound(); this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.AlienGridMovementSound, pAlienGridMovementSound, levelInitialAlienGridSpeed); //--------------------------------------------------------------------------------------------------------- // Associate Collision Pairs //--------------------------------------------------------------------------------------------------------- // Alien vs Missile CollisionPair pAlienMissileColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Missile, pAlienGrid, pMissileGroup); Debug.Assert(pAlienMissileColPair != null); pAlienMissileColPair.Attach(new ShipReadyObserver()); pAlienMissileColPair.Attach(new RemoveMissileObserver()); pAlienMissileColPair.Attach(new RemoveAlienObserver()); pAlienMissileColPair.Attach(new AddPlayerPointsObserver(Player.Name.Player1)); pAlienMissileColPair.Attach(new InvaderKilledSoundObserver()); // FlyingSaucer vs Missile CollisionPair pFlyingSaucerMissileColPair = CollisionPairManager.Add(CollisionPair.Name.FlyingSaucer_Missile, pFlyingSaucerRoot, pMissileGroup); Debug.Assert(pFlyingSaucerMissileColPair != null); pFlyingSaucerMissileColPair.Attach(new ShipReadyObserver()); pFlyingSaucerMissileColPair.Attach(new RemoveMissileObserver()); pFlyingSaucerMissileColPair.Attach(new RemoveFlyingSaucerObserver()); pFlyingSaucerMissileColPair.Attach(new ExplosionSoundObserver()); // FlyingSaucer vs Wall CollisionPair pFlyingSaucerWallColPair = CollisionPairManager.Add(CollisionPair.Name.FlyingSaucer_Wall, pFlyingSaucerRoot, pWallGroup); Debug.Assert(pFlyingSaucerWallColPair != null); pFlyingSaucerWallColPair.Attach(new RemoveFlyingSaucerObserver()); // Alien vs Wall CollisionPair pAlienWallColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Wall, pAlienGrid, pWallGroup); Debug.Assert(pAlienWallColPair != null); pAlienWallColPair.Attach(new GridWallCollisionObserver()); // Alien vs Shield CollisionPair pAlienShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Shield, pAlienGrid, pShieldGroup); Debug.Assert(pAlienShieldColPair != null); pAlienShieldColPair.Attach(new RemoveShieldBrickObserver()); // Missile vs Wall CollisionPair pMissileWallColPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Wall, pMissileGroup, pWallGroup); Debug.Assert(pMissileWallColPair != null); pMissileWallColPair.Attach(new ShipReadyObserver()); pMissileWallColPair.Attach(new RemoveMissileObserver()); // Missile vs Shield CollisionPair pMissileShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldGroup); Debug.Assert(pMissileShieldColPair != null); pMissileShieldColPair.Attach(new ShipReadyObserver()); pMissileShieldColPair.Attach(new RemoveMissileObserver()); pMissileShieldColPair.Attach(new RemoveShieldBrickObserver()); // Bomb vs Shield CollisionPair pBombShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldGroup); Debug.Assert(pBombShieldColPair != null); pBombShieldColPair.Attach(new RemoveBombObserver()); pBombShieldColPair.Attach(new RemoveShieldBrickObserver()); // Bomb vs Wall CollisionPair pBombWallColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Wall, pBombRoot, pWallGroup); Debug.Assert(pBombWallColPair != null); pBombWallColPair.Attach(new RemoveBombObserver()); // CoreCannon vs Bumpers CollisionPair pCoreCannonWallColPair = CollisionPairManager.Add(CollisionPair.Name.CoreCannon_Wall, pCoreCannonGroup, pWallGroup); Debug.Assert(pCoreCannonWallColPair != null); pCoreCannonWallColPair.Attach(new CoreCannonBumperCollisionObserver()); // Bomb vs Missile CollisionPair pBombMissileColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, pMissileGroup); Debug.Assert(pBombMissileColPair != null); pBombMissileColPair.Attach(new ShipReadyObserver()); pBombMissileColPair.Attach(new RemoveBombObserver()); pBombMissileColPair.Attach(new RemoveMissileObserver()); // Bomb vs CoreCannon CollisionPair pBombShipColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Ship, pBombRoot, pCoreCannonGroup); Debug.Assert(pBombShipColPair != null); pBombShipColPair.Attach(new PlayerDeathObserver(Player.Name.Player1)); pBombShipColPair.Attach(new RemoveBombObserver()); pBombShipColPair.Attach(new ExplosionSoundObserver()); //--------------------------------------------------------------------------------------------------------- // Fonts //--------------------------------------------------------------------------------------------------------- FontManager.Add(Font.Name.Player1Lives, pTexts_SpriteBatch, "LIVES " + GameStateManager.GetGame().GetPlayer(Player.Name.Player1).GetNumLives().ToString(), Glyph.Name.Consolas36pt, 50, 50); }
public static GameObject RecreateShield(float start_x = 0.0f, float start_y = 0.0f) { GhostManager pGhostManager = GameStateManager.GetGame().GetStateGhostManager(); GameObjectManager pGameObjectManager = GameStateManager.GetGame().GetStateGameObjectManager(); Composite pShieldRoot = (Composite)pGhostManager.Find(GameObject.Name.ShieldRoot); pGhostManager.Detach(pShieldRoot); GameStateManager.GetGame().GetStateGameObjectManager().Attach(pShieldRoot); pShieldRoot.ActivateSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.Shield)); pShieldRoot.ActivateCollisionSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.CollisionBox)); ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shield, SpriteBatch.Name.CollisionBox, pShieldRoot); // load by column GameObject pColumn; SF.SetParent(pShieldRoot); pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn); SF.SetParent(pColumn); float off_x = 0; float brickWidth = 12.0f; float brickHeight = 6.0f; SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 2 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 3 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 4 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 5 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 6 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 7 * brickHeight); SF.Recreate(ShieldCategory.Type.LeftTop1, GameObject.Name.ShieldBrick, start_x, start_y + 8 * brickHeight); SF.Recreate(ShieldCategory.Type.LeftTop0, GameObject.Name.ShieldBrick, start_x, start_y + 9 * brickHeight); SF.SetParent(pShieldRoot); pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn); SF.SetParent(pColumn); off_x += brickWidth; SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldRoot); pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn); SF.SetParent(pColumn); off_x += brickWidth; SF.Recreate(ShieldCategory.Type.LeftBottom, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldRoot); pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn); SF.SetParent(pColumn); off_x += brickWidth; SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldRoot); pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn); SF.SetParent(pColumn); off_x += brickWidth; SF.Recreate(ShieldCategory.Type.RightBottom, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldRoot); pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn); SF.SetParent(pColumn); off_x += brickWidth; SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldRoot); pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn); SF.SetParent(pColumn); off_x += brickWidth; SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Recreate(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Recreate(ShieldCategory.Type.RightTop1, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Recreate(ShieldCategory.Type.RightTop0, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); return(pShieldRoot); }
// strategy() public override void LoadContent() { pSpriteBatchMan = new SpriteBatchMan(1, 1); playLives = 3; numOfAliens = 55; //--------------------------------------------------------------------------------------------------------- // Manager initialization //--------------------------------------------------------------------------------------------------------- TimerMan.Create(3, 1); TextureMan.Create(2, 1); ImageMan.Create(5, 2); GameSpriteMan.Create(4, 2); BoxSpriteMan.Create(3, 1); ProxySpriteMan.Create(10, 1); if (GameObjectMan.pInstance != null) { GameObjectMan.Destroy(); } GameObjectMan.Create(3, 1); ColPairMan.Create(1, 1); GlyphMan.Create(3, 1); FontMan.Create(1, 1); //--------------------------------------------------------------------------------------------------------- // Sound Experiment //--------------------------------------------------------------------------------------------------------- // start up the engine // SpaceInvaders.GetInstance().sndEngine = new IrrKlang.ISoundEngine(); //--------------------------------------------------------------------------------------------------------- // Load the Textures //--------------------------------------------------------------------------------------------------------- TextureMan.Add(Texture.Name.Shields, "birds_N_shield.tga"); TextureMan.Add(Texture.Name.Aliens, "aliensNew.tga"); TextureMan.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga"); FontMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt); //--------------------------------------------------------------------------------------------------------- // Create Images //--------------------------------------------------------------------------------------------------------- ImageMan.Add(Image.Name.CrabUp, Texture.Name.Aliens, 322.5f, 27.0f, 150.0f, 111.0f); ImageMan.Add(Image.Name.CrabDown, Texture.Name.Aliens, 324.0f, 180.0f, 150.0f, 114.0f); ImageMan.Add(Image.Name.OctopusOut, Texture.Name.Aliens, 54f, 28.5f, 168f, 111f); ImageMan.Add(Image.Name.OctopusIn, Texture.Name.Aliens, 54f, 180f, 168f, 111f); ImageMan.Add(Image.Name.SquidOut, Texture.Name.Aliens, 612f, 25.5f, 117f, 117f); ImageMan.Add(Image.Name.SquidIn, Texture.Name.Aliens, 612f, 180f, 117f, 117f); ImageMan.Add(Image.Name.Missile, Texture.Name.Shields, 73, 53, 5, 4); ImageMan.Add(Image.Name.Ship, Texture.Name.Shields, 10, 93, 30, 18); ImageMan.Add(Image.Name.Wall, Texture.Name.Shields, 40, 185, 20, 10); ImageMan.Add(Image.Name.BombStraight, Texture.Name.Shields, 111, 101, 5, 49); ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Shields, 132, 100, 20, 50); ImageMan.Add(Image.Name.BombCross, Texture.Name.Shields, 219, 103, 19, 47); ImageMan.Add(Image.Name.Brick, Texture.Name.Shields, 20, 210, 10, 5); ImageMan.Add(Image.Name.BrickLeft_Top0, Texture.Name.Shields, 15, 180, 10, 5); ImageMan.Add(Image.Name.BrickLeft_Top1, Texture.Name.Shields, 15, 185, 10, 5); ImageMan.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Shields, 35, 215, 10, 5); ImageMan.Add(Image.Name.BrickRight_Top0, Texture.Name.Shields, 75, 180, 10, 5); ImageMan.Add(Image.Name.BrickRight_Top1, Texture.Name.Shields, 75, 185, 10, 5); ImageMan.Add(Image.Name.BrickRight_Bottom, Texture.Name.Shields, 55, 215, 10, 5); ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens, 84, 505, 225, 96); ImageMan.Add(Image.Name.Splash, Texture.Name.Aliens, 573, 486, 183, 115); ImageMan.Add(Image.Name.TopSplash, Texture.Name.Aliens, 403, 487, 113, 113); ImageMan.Add(Image.Name.PlayerEnd, Texture.Name.Aliens, 558, 336, 222, 110); //--------------------------------------------------------------------------------------------------------- // Create Sprites //--------------------------------------------------------------------------------------------------------- GameSpriteMan.Add(GameSprite.Name.Crab, Image.Name.CrabUp, 500.0f, 300.0f, 18.0f, 18.0f); GameSpriteMan.Add(GameSprite.Name.Octopus, Image.Name.OctopusOut, 50, 200, 20, 20); GameSpriteMan.Add(GameSprite.Name.Squid, Image.Name.SquidOut, 300, 400, 16, 16); GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, 0, 0, 2, 10); pShip = GameSpriteMan.Add(GameSprite.Name.ShipImage, Image.Name.Ship, 40, 20, 30, 14); GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 500, 100, 30, 14); GameSpriteMan.Add(GameSprite.Name.WallHorizontal, Image.Name.Wall, 448, 900, 850, 30); GameSpriteMan.Add(GameSprite.Name.WallVertical, Image.Name.Wall, 50, 448, 30, 950); GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 50, 448, 20, 14); GameSpriteMan.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 200, 200, 10, 20); GameSpriteMan.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 100, 100, 5, 20); GameSpriteMan.Add(GameSprite.Name.BombDagger, Image.Name.BombCross, 100, 100, 10, 20); GameSpriteMan.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, 10, 5); GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop0, Image.Name.BrickLeft_Top0, 50, 25, 10, 5); GameSpriteMan.Add(GameSprite.Name.Brick_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, 10, 5); GameSpriteMan.Add(GameSprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, 10, 5); GameSpriteMan.Add(GameSprite.Name.Brick_RightTop0, Image.Name.BrickRight_Top0, 50, 25, 10, 5); GameSpriteMan.Add(GameSprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, 10, 5); GameSpriteMan.Add(GameSprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, 10, 5); GameSpriteMan.Add(GameSprite.Name.Splash, Image.Name.Splash, 0, 0, 18, 18); GameSpriteMan.Add(GameSprite.Name.TopSplash, Image.Name.TopSplash, 0, 0, 20, 14); GameSpriteMan.Add(GameSprite.Name.PlayerEnd, Image.Name.PlayerEnd, 0, 0, 40, 20); //--------------------------------------------------------------------------------------------------------- // Create BoxSprite //--------------------------------------------------------------------------------------------------------- BoxSpriteMan.Add(BoxSprite.Name.Box1, 550.0f, 500.0f, 50.0f, 150.0f, new Azul.Color(1.0f, 1.0f, 1.0f, 1.0f)); BoxSpriteMan.Add(BoxSprite.Name.Box2, 550.0f, 100.0f, 50.0f, 100.0f); //--------------------------------------------------------------------------------------------------------- // Create SpriteBatch //--------------------------------------------------------------------------------------------------------- SpriteBatch pSB_Box = pSpriteBatchMan.Add(SpriteBatch.Name.Boxes); SpriteBatch pSB_Aliens = pSpriteBatchMan.Add(SpriteBatch.Name.Aliens); SpriteBatch pSB_Texts = pSpriteBatchMan.Add(SpriteBatch.Name.Texts); SpriteBatch pSB_Shields = pSpriteBatchMan.Add(SpriteBatch.Name.Shields); SpriteBatch pSB_Walls = pSpriteBatchMan.Add(SpriteBatch.Name.Walls); SpriteBatch pSB_UFOs = pSpriteBatchMan.Add(SpriteBatch.Name.UFOs); SpriteBatch pSB_Bombs = pSpriteBatchMan.Add(SpriteBatch.Name.Bombs); pSB_Aliens.Attach(pShip); pSB_Walls.display = false; pSB_Box.display = false; //--------------------------------------------------------------------------------------------------------- //Font //--------------------------------------------------------------------------------------------------------- FontMan.Add(pSpriteBatchMan, Font.Name.Title, SpriteBatch.Name.Texts, "SCORE<1> HIGH-SCORE SCORE<2>", Glyph.Name.Consolas36pt, 200, 680); FontMan.Add(pSpriteBatchMan, Font.Name.ScoreOne, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 240, 650); FontMan.Add(pSpriteBatchMan, Font.Name.HighestScore, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 440, 650); FontMan.Add(pSpriteBatchMan, Font.Name.ScoreTwo, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 650, 650); FontMan.Add(pSpriteBatchMan, Font.Name.PlayerLives, SpriteBatch.Name.Texts, "X" + playLives, Glyph.Name.Consolas36pt, 52, 20); //--------------------------------------------------------------------------------------------------------- // Input //--------------------------------------------------------------------------------------------------------- InputSubject pInputSubject; pInputSubject = InputMan.GetArrowRightSubject(); pInputSubject.Attach(new MoveRightObserver()); pInputSubject = InputMan.GetArrowLeftSubject(); pInputSubject.Attach(new MoveLeftObserver()); pInputSubject = InputMan.GetSpaceSubject(); pInputSubject.Attach(new ShootObserver()); Simulation.SetState(Simulation.State.Realtime); //--------------------------------------------------------------------------------------------------------- // Bomb //--------------------------------------------------------------------------------------------------------- BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); //pBombRoot.ActivateCollisionSprite(pSB_Box); GameObjectMan.Attach(pBombRoot); //--------------------------------------------------------------------------------------------------------- // Walls //--------------------------------------------------------------------------------------------------------- WallGroup pWallGroup = new WallGroup(GameObject.Name.WallGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pWallGroup.ActivateGameSprite(pSB_Walls); //pWallGroup.ActivateCollisionSprite(pSB_Box); WallFactory WF = new WallFactory(pSpriteBatchMan, SpriteBatch.Name.Walls, SpriteBatch.Name.Boxes, pWallGroup); WF.Create(WallCategory.Type.Bottom, GameObject.Name.WallBottom, 448, 20, 850, 30); WF.Create(WallCategory.Type.Top, GameObject.Name.WallTop, 448, 650, 850, 30); WF.Create(WallCategory.Type.Left, GameObject.Name.WallLeft, 50, 448, 30, 950); WF.Create(WallCategory.Type.Right, GameObject.Name.WallRight, 846, 448, 30, 950); GameObjectMan.Attach(pWallGroup); //--------------------------------------------------------------------------------------------------------- // Missile //--------------------------------------------------------------------------------------------------------- // Missile Root MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pMissileGroup.ActivateGameSprite(pSB_Aliens); pMissileGroup.ActivateCollisionSprite(pSB_Box); GameObjectMan.Attach(pMissileGroup); //--------------------------------------------------------------------------------------------------------- // Ship //--------------------------------------------------------------------------------------------------------- ShipRoot pShipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); GameObjectMan.Attach(pShipRoot); pMissileGroup.ActivateGameSprite(pSB_Aliens); pMissileGroup.ActivateCollisionSprite(pSB_Box); ShipMan.Create(pSpriteBatchMan); //pShipRoot.Print(); //--------------------------------------------------------------------------------------------------------- // Shield //--------------------------------------------------------------------------------------------------------- // Create the factory ... prototype Composite pShieldRoot = (Composite) new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 300.0f, 300.0f); GameObjectMan.Attach(pShieldRoot); pShieldRoot.ActivateCollisionSprite(pSB_Box); pShieldRoot.ActivateGameSprite(pSB_Shields); ShieldFactory SF = new ShieldFactory(pSpriteBatchMan, SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot); float brickWidth = 10.0f; float brickHeight = 5.0f; for (int i = 0; i < 4; i++) { float start_x = 150.0f + 180 * i; float start_y = 100.0f; float off_x = 0; SF.SetParent(pShieldRoot); GameObject pShieldGrid = SF.Create(ShieldCategory.Type.Grid, GameObject.Name.ShieldGrid); { int j = 0; GameObject pColumn; SF.SetParent(pShieldGrid); pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++); SF.SetParent(pColumn); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 2 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 3 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 4 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 5 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 6 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 7 * brickHeight); SF.Create(ShieldCategory.Type.LeftTop1, GameObject.Name.ShieldBrick, start_x, start_y + 8 * brickHeight); SF.Create(ShieldCategory.Type.LeftTop0, GameObject.Name.ShieldBrick, start_x, start_y + 9 * brickHeight); SF.SetParent(pShieldGrid); pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++); SF.SetParent(pColumn); off_x += brickWidth; SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldGrid); pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++); SF.SetParent(pColumn); off_x += brickWidth; SF.Create(ShieldCategory.Type.LeftBottom, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldGrid); pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++); SF.SetParent(pColumn); off_x += brickWidth; SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldGrid); pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++); SF.SetParent(pColumn); off_x += brickWidth; SF.Create(ShieldCategory.Type.RightBottom, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldGrid); pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++); SF.SetParent(pColumn); off_x += brickWidth; SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); SF.SetParent(pShieldGrid); pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++); SF.SetParent(pColumn); off_x += brickWidth; SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(ShieldCategory.Type.RightTop1, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(ShieldCategory.Type.RightTop0, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); } } // load by column //pShieldRoot.Print(); //Debug.WriteLine("-------------------"); //ForwardIterator pFor = new ForwardIterator(pShieldRoot); //Component pNode = pFor.First(); //while (!pFor.IsDone()) //{ // pNode.DumpNode(); // pNode = pFor.Next(); //} //Debug.WriteLine("-------------------"); //ReverseIterator pRev = new ReverseIterator(pShieldRoot); //Component pNode2 = pRev.First(); //while (!pRev.IsDone()) //{ // pNode2.DumpNode(); // pNode2 = pRev.Next(); //} //Debug.WriteLine("-------------------"); //--------------------------------------------------------------------------------------------------------- // display 55 aliens on the screen //--------------------------------------------------------------------------------------------------------- //create the AlienRoot Composite pAlienRoot = (Composite) new AlienRoot(GameObject.Name.AlienRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); AlienFactory AF = new AlienFactory(pSpriteBatchMan, SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes, pAlienRoot); GameObjectMan.Attach(pAlienRoot); GameObject pAlienGrid = AF.Create(AlienCategory.Type.AlienGrid, GameObject.Name.AlienRoot); //create the AlienCloumn GameObject pAlienColumn; for (int i = 0; i < 11; i++) { AF.SetParent(pAlienGrid); pAlienColumn = AF.Create(AlienCategory.Type.AlienColumn, GameObject.Name.AlienColumn); AF.SetParent(pAlienColumn); AF.Create(AlienCategory.Type.Squid, GameObject.Name.Squid, 300.0f + 25 * i, 550.0f); AF.Create(AlienCategory.Type.Crab, GameObject.Name.Crab, 300.0f + 25 * i, 525.0f); AF.Create(AlienCategory.Type.Crab, GameObject.Name.Crab, 300.0f + 25 * i, 500.0f); AF.Create(AlienCategory.Type.Octopus, GameObject.Name.Octopus, 300.0f + 25 * i, 475.0f); AF.Create(AlienCategory.Type.Octopus, GameObject.Name.Octopus, 300.0f + 25 * i, 450.0f); } //create AnimationSprite and attach 2 images to the animation sprite //and add them to the TimerManager //float time; AnimationSprite pAniSquid = new AnimationSprite(GameSprite.Name.Squid); pAniSquid.Attach(Image.Name.SquidIn); pAniSquid.Attach(Image.Name.SquidOut); TimerMan.Add(TimeEvent.Name.SquidAnimation, pAniSquid, 1F); AnimationSprite pAniCrab = new AnimationSprite(GameSprite.Name.Crab); pAniCrab.Attach(Image.Name.CrabDown); pAniCrab.Attach(Image.Name.CrabUp); TimerMan.Add(TimeEvent.Name.CrabAnimation, pAniCrab, 1F); AnimationSprite pAniOcto = new AnimationSprite(GameSprite.Name.Octopus); pAniOcto.Attach(Image.Name.OctopusIn); pAniOcto.Attach(Image.Name.OctopusOut); TimerMan.Add(TimeEvent.Name.OctopusAnimation, pAniOcto, 1F); Movement pAlienMove = new Movement(pAlienRoot, pSB_Bombs, pSB_Box, pBombRoot); TimerMan.Add(TimeEvent.Name.AlienGridMovement, pAlienMove, 1F); //--------------------------------------------------------------------------------------------------------- // UFO //--------------------------------------------------------------------------------------------------------- pUFOGroup = new UFOGroup(GameObject.Name.UFOGroup, GameSprite.Name.NullObject, 1.0f, 1.0f); GameObjectMan.Attach(pUFOGroup); UFODisplay pUFODisplay = new UFODisplay(pSpriteBatchMan, SpriteBatch.Name.UFOs, SpriteBatch.Name.Boxes, GameObject.Name.UFO, GameSprite.Name.UFO, pUFOGroup); TimerMan.Add(TimeEvent.Name.DisplayUFO, pUFODisplay, 40f); //UFODisplay pUFODisplayRight = new UFODisplay(SpriteBatch.Name.UFOs, SpriteBatch.Name.Boxes, GameObject.Name.UFO, GameSprite.Name.UFO, UFOCategory.Type.RightMovingUFO, pUFOGroup); //TimerMan.Add(TimeEvent.Name.DisplayUFO, pUFODisplayRight, 20f); //GameObject pUFO = new LeftUFO(GameObject.Name.UFO, GameSprite.Name.UFO, 800, 700); ////GameObjectMan.Attach(pUFO); //pUFO.ActivateGameSprite(pSB_UFOs); //pUFO.ActivateCollisionSprite(pSB_Box); // UFO pUFO=new UFO(GameObject.Name.UFO, GameSprite.Name.UFO,) //pUFOGroup.ActivateGameSprite(pSB_UFOs); //pUFOGroup.ActivateCollisionSprite(pSB_Box); //GameObjectMan.Attach(pUFOGroup); //--------------------------------------------------------------------------------------------------------- // ColPair //--------------------------------------------------------------------------------------------------------- ColPair pColPair; // associate in a collision pair //bomb vs ship(player) pColPair = ColPairMan.Add(ColPair.Name.Bombs_Player, pBombRoot, pShipRoot); pColPair.Attach(new CheckPlayerStatusObserver(pSpriteBatchMan)); pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "explosion.wav")); pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.PlayerEnd, pSpriteBatchMan)); pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan)); pColPair.Attach(new ShipEndObserver()); // Missile vs Wall pColPair = ColPairMan.Add(ColPair.Name.Missile_Wall, pMissileGroup, pWallGroup); Debug.Assert(pColPair != null); pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan)); pColPair.Attach(new ShipReadyObserver()); pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav")); //pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.TopSplash)); // Bomb vs Bottom pColPair = ColPairMan.Add(ColPair.Name.Bomb_Wall, pBombRoot, pWallGroup); pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan)); // Missile vs Shield pColPair = ColPairMan.Add(ColPair.Name.Misslie_Shield, pMissileGroup, pShieldRoot); pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan)); pColPair.Attach(new RemoveBrickObserver(pSpriteBatchMan)); pColPair.Attach(new ShipReadyObserver()); //pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "fastinvader1.wav")); // pColPair.Attach(new SndObserver(sndEngine, "fastinvader1.wav")); //bomb vs shield pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield, pBombRoot, pShieldRoot); pColPair.Attach(new RemoveBrickObserver(pSpriteBatchMan)); pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan)); //pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "fastinvader1.wav")); //alien vs wall pColPair = ColPairMan.Add(ColPair.Name.Aleins_Wall, pAlienRoot, pWallGroup); pColPair.Attach(new GridObserver()); //UFO vs wall pColPair = ColPairMan.Add(ColPair.Name.UFO_Wall, pUFOGroup, pWallGroup); pColPair.Attach(new RemoveUFOObserver(pSpriteBatchMan)); //Aliens vs missile pColPair = ColPairMan.Add(ColPair.Name.Aliens_Missiles, pAlienRoot, pMissileGroup); //pColPair.Attach(new RemoveAlienObserver()); pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan)); pColPair.Attach(new ShipReadyObserver()); pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav")); pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan)); pColPair.Attach(new AddScoreObserver()); //missile vs UFO pColPair = ColPairMan.Add(ColPair.Name.Missiles_UFOs, pMissileGroup, pUFOGroup); pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav")); pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan)); pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan)); pColPair.Attach(new ShipReadyObserver()); pColPair.Attach(new AddScoreObserver()); //missile vs bomb pColPair = ColPairMan.Add(ColPair.Name.Bombs_Missiles, pBombRoot, pMissileGroup); pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav")); pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan)); pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan)); pColPair.Attach(new ShipReadyObserver()); ////aliengrid vs brickshields //pColPair = ColPairMan.Add(ColPair.Name.Aliens_Shields, pAlienRoot, pShieldRoot); //pColPair.Attach(new RemoveShieldsObserver()); }