public override void Notify() { GameObject pObject = this.pSubject.pObjA; this.pShip = (Ship)this.pSubject.pObjB; Debug.Assert(pShip != null); if (pShip.bMarkForDeath == false) { this.pShip.bMarkForDeath = true; //had initially tried to use the reference "this" ship //did not work FYI, needed to get the ship from manager Ship pShip = ShipMan.GetShip(); pShip.SetShootState(ShipMan.ShootState.End); pShip.SetMoveState(ShipMan.MoveState.NoMove); HitShipObserver pObserver = new HitShipObserver(this); DelayedObjectMan.Attach(pObserver); } //very wierd not sure how i feel about it if (pObject.GetName() == GameObject.Name.Octopus || pObject.GetName() == GameObject.Name.Squid || pObject.GetName() == GameObject.Name.Crab) { //we want to reset the grids location AlienGroup pGrid = (AlienGroup)GONodeMan.Find(GameObject.Name.AlienGrid); pGrid.MoveUp(); } }
public override void Notify() { //Debug.WriteLine("Move Right"); Ship pShip = ShipMan.GetShip(); pShip.MoveRight(); }
public override void Notify() { // Debug.WriteLine("Shoot Observer"); Ship pShip = ShipMan.GetShip(); pShip.ShootMissile(); }
public override void Notify() { //Testing purposes //Debug.WriteLine("Move Left"); Ship pShip = ShipMan.GetShip(); pShip.MoveLeft(); }
// Data // Methods public override void Notify() { Ship pShip = ShipMan.GetShip(); //old way to do it //pShip.SetState(ShipMan.State.Ready); pShip.Handle(); }
public override void Notify() { //Testing purposes //Debug.WriteLine("Shoot"); //get the ship Ship pShip = ShipMan.GetShip(); //tell the ship to shoot/create a missile pShip.ShootMissile(); }
public override void Visit(ShipLeaf b) { if (locationY == 201) //hit left { ShipMan.GetShip().x += Nums.ShipSpeed; } else //hit right { ShipMan.GetShip().x -= Nums.ShipSpeed; } }
public override void Notify() { this.debouceCount++; //debounceLimit is a static var in InputObserver.cs if (this.debouceCount % debounceLimit == 1) { //Debug.WriteLine("Moving Left"); } Ship pShip = ShipMan.GetShip(); pShip.MoveLeft(); }
public override void Notify() { WallCategory pWall = (WallCategory)this.pSubject.pObjB; //Debug.WriteLine("Ship hits " + pWall.name); Ship pShip = ShipMan.GetShip(); if (pWall.name == GameObject.Name.WallRight) { pShip.SetState(ShipMan.State.NotMovingRight); } else if (pWall.name == GameObject.Name.WallLeft) { pShip.SetState(ShipMan.State.NotMovingLeft); } }
public override void Notify() { // we need to revert lvl1 or lvl2 to original forms // because we lost and will need to re-load content //ship was hit take a life and subtract from score PlayerMan.P1TakeLife(); PlayerMan.SetP1Score(-250); float P1lives = PlayerMan.GetP1Lives(); SpaceInvaders pGame = GameMan.GetGame(); //check if they have more lives if (P1lives == 0) { // last life i was stil able to shoot Ship pShip = ShipMan.GetShip(); pShip.SetShootState(ShipMan.ShootState.End); pShip.SetMoveState(ShipMan.MoveState.NoMove); GameState pState = pGame.GetCurrentState(); if (pState.GetStateName() == GameMan.State.InGame) { InGameState pLvl1 = (InGameState)pState; pLvl1.SetStateToggle(false); TimerMan.Add(TimeEvent.Name.GameStateChange, new GameStateChange(false), 5.0f); } else if (pState.GetStateName() == GameMan.State.LVL2) { InGameStateLV2 pLvl2 = (InGameStateLV2)pState; pLvl2.SetStateToggle(false); TimerMan.Add(TimeEvent.Name.GameStateChange, new GameStateChange(false), 5.0f); } } else { //do nothing } }
public override void Notify() { Ship pShip = ShipMan.GetShip(); if (this.pSubject.pObjB.GetName() == GameObject.Name.BumperRight) { pShip.SetMoveState(ShipMan.State.MoveLeft); } else if (this.pSubject.pObjB.GetName() == GameObject.Name.BumperLeft) { pShip.SetMoveState(ShipMan.State.MoveRight); } else { Debug.Assert(false); } }
public override void Notify() { Ship pShip = ShipMan.GetShip(); pShip.Handle(); }
public override void Notify() { Ship pShip = ShipMan.GetShip(); pShip.MoveRight(); }
//------------------------------------------------------------------------------- // Override abstract methods //------------------------------------------------------------------------------- public override void notify() { Ship pShip = ShipMan.GetShip(); pShip.moveLeft(); }
public override void Notify() { Ship pShip = ShipMan.GetShip(); pShip.ShootMissile(); }
public override void Notify() { Ship pShip = ShipMan.GetShip(); pShip.SetShootState(ShipMan.ShootState.Ready); }
public override void Notify() { Ship pShip = ShipMan.GetShip(); pShip.SetState(ShipMan.State.End); }
//---------------------------------------------------------------------- // Override abstract class //---------------------------------------------------------------------- public override void notify() { Ship pShip = ShipMan.GetShip(); pShip.setState(ShipMan.State.Ready); }