public override void LoadContent() { this.poSpriteNodeBatchMan = new SpriteNodeBatchManager(3, 1); SpriteNodeBatchManager.SetActive(this.poSpriteNodeBatchMan); SpriteNodeBatch pSB_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts); Texture pTexture = TextureManager.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga"); GlyphManager.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt); Font pFont; pFont = FontManager.Add(Font.Name.GameOver, SpriteNodeBatch.Name.Texts, "GAME OVER", Glyph.Name.Consolas36pt, 300, 400); pFont.SetColor(0.50f, 0.50f, 0.50f); // ----------------------------------------------------------------------------- // ---------------------- Create Sprite Node Batches --------------------------- // ----------------------------------------------------------------------------- SpriteNodeBatch pBatch_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts, 2); SpriteNodeBatch pBatch_Player = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Players, 5); SpriteNodeBatch pBatch_TheSwarm = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.TheSwarm, 10); SpriteNodeBatch pBatch_Shields = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Shields, 200); SpriteNodeBatch pBatch_Boxes = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Boxes, 400); pBatch_Boxes.SetDrawStatus(false); }
override protected void derivedPrint(DLink pLink) { Debug.Assert(pLink != null); SpriteNodeBatch pData = (SpriteNodeBatch)pLink; pData.Print(); }
//---------------------------------------------------------------------------------- // Activate Methods //---------------------------------------------------------------------------------- public void ActivateCollisionSprite(SpriteNodeBatch pSpriteBatch) { Debug.Assert(pSpriteBatch != null); Debug.Assert(this.poCollObj != null); pSpriteBatch.Attach(this.poCollObj.pCollSprite); }
public static Missile ActivateMissile() { ShipMan pShipMan = ShipMan.PrivInstance(); Debug.Assert(pShipMan != null); // copy over safe copy // TODO: This can be cleaned up more... no need to re-calling new() Missile pMissile = new Missile(GameObject.Name.Missile, GameSprite.Name.Missile, 400, 100); pShipMan.pMissile = pMissile; // Attached to SpriteBatches SpriteNodeBatch pSB_Player = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Players); SpriteNodeBatch pSB_Boxes = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Boxes); pMissile.ActivateCollisionSprite(pSB_Boxes); pMissile.ActivateGameSprite(pSB_Player); // Attach the missile to the missile root GameObject pMissileGroup = GameObjectManager.Find(GameObject.Name.MissileGroup); Debug.Assert(pMissileGroup != null); // Add to GameObject Tree - {update and collisions} pMissileGroup.Add(pShipMan.pMissile); return(pShipMan.pMissile); }
override protected void derivedWash(DLink pLink) { Debug.Assert(pLink != null); SpriteNodeBatch pNode = (SpriteNodeBatch)pLink; pNode.Wash(); }
private static Ship ActivateShip() { ShipMan pShipMan = ShipMan.PrivInstance(); Debug.Assert(pShipMan != null); // copy over safe copy Ship pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, 400, 120); pShipMan.pShip = pShip; // Attach the sprite to the correct sprite batch SpriteNodeBatch pSB_Player = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Players); pSB_Player.Attach(pShip.pProxySprite); // Attach the missile to the missile root GameObject pShipRoot = GameObjectManager.Find(GameObject.Name.ShipRoot); Debug.Assert(pShipRoot != null); // Add to GameObject Tree - {update and collisions} pShipRoot.Add(pShipMan.pShip); return(pShipMan.pShip); }
//---------------------------------------------------------------------- // Override Abstract methods //---------------------------------------------------------------------- override protected DLink derivedCreateNode() { DLink pNode = new SpriteNodeBatch(); Debug.Assert(pNode != null); return(pNode); }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public WallFactory(SpriteNodeBatch.Name spriteBatchName, SpriteNodeBatch.Name boxSpriteBatchName) { this.pSpriteBatch = SpriteNodeBatchManager.Find(spriteBatchName); Debug.Assert(this.pSpriteBatch != null); this.pCollisionSpriteBatch = SpriteNodeBatchManager.Find(boxSpriteBatchName); Debug.Assert(this.pCollisionSpriteBatch != null); }
public void RemoveExplosion() { SpriteNodeBatch pBatch = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Explosions); pBatch.Detach(this.pProxySprite); // If I have the back pointer I don't need to search for it. }
public void AddExplosion() { // Find the correct Batch SpriteNodeBatch pBatch = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Explosions); //Delegate to batches attach which calls its own SpriteNodeManager's Attach // Inside the SpriteNodeManager's Attach is where the back pointer is set. pBatch.Attach(this.pProxySprite); }
//---------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------- public SpriteNodeBatchManager(int reserveNum = 3, int reserveGrow = 1) : base() { // At this point SpriteBatchMan is created, now initialize the reserve this.baseInitialize(reserveNum, reserveGrow); SpriteNodeBatchManager.pActiveSBManager = null; SpriteNodeBatchManager.poCompare = new SpriteNodeBatch(); }
public static void Remove(SpriteNodeBatch pNode) { //SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance(); SpriteNodeBatchManager pMan = SpriteNodeBatchManager.pActiveSBManager; Debug.Assert(pMan != null); Debug.Assert(pNode != null); pMan.baseRemove(pNode); }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public ShieldFactory(SpriteNodeBatch.Name spriteBatchName, SpriteNodeBatch.Name collisionSpriteBatch, GameObject pTree) { this.pSpriteBatch = SpriteNodeBatchManager.Find(spriteBatchName); Debug.Assert(this.pSpriteBatch != null); this.pCollisionSpriteBatch = SpriteNodeBatchManager.Find(collisionSpriteBatch); Debug.Assert(this.pCollisionSpriteBatch != null); Debug.Assert(pTree != null); this.pTree = pTree; }
//SpriteNode pBackPointer; public ExplosionSprite(GameSprite.Name spriteName, float px, float py) : base() { // finds the ProxySprite and returns a reference to it. // the sprite base of the proxy sprite has a back pointer to its spritenode this.pProxySprite = ProxySpriteManager.Add(spriteName); this.pProxySprite.SetCoordinates(px, py); this.pProxySprite.Update(); this.pExplosionBatch = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Explosions); }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public SpriteNodeManager(int initReserve = 3, int growthRate = 1) : base() { // Delegates inital construction to the manager class, then does the following. //round 1 : unsure why this exists at the moment. I thought : base() covered this territory. this.baseInitialize(initReserve, growthRate); //round 2 : a compare object attached to a class since there will be multiple batches this.poNodeCompare = new SpriteNode(); this.pBackSpriteBatch = null; }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public ExplosionSpriteFactory(SpriteNodeBatch.Name spriteBatchName) { this.pSpriteBatch = SpriteNodeBatchManager.Find(spriteBatchName); Debug.Assert(this.pSpriteBatch != null); // Loading the list for recycling this.Create(GameSprite.Name.AlienExplosion); this.Create(GameSprite.Name.MissileExplosion); this.Create(GameSprite.Name.BombExplosion); this.ExplosionSpriteCreationCount = 3; }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public MissileSpawnEvent(Random pRandom) { this.pMissileRoot = GameObjectManager.Find(GameObject.Name.MissileGroup); Debug.Assert(this.pMissileRoot != null); this.pSB_Invaders = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.TheSwarm); Debug.Assert(this.pSB_Invaders != null); this.pSB_Boxes = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Boxes); Debug.Assert(this.pSB_Boxes != null); this.pRandom = pRandom; }
public static SpriteNodeBatch Add(SpriteNodeBatch.Name name, int reserveNum = 3, int reserveGrow = 1) { //SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance(); SpriteNodeBatchManager pMan = SpriteNodeBatchManager.pActiveSBManager; Debug.Assert(pMan != null); SpriteNodeBatch pNode = (SpriteNodeBatch)pMan.baseAdd(); Debug.Assert(pNode != null); pNode.Set(name, reserveNum, reserveGrow); return(pNode); }
private MissileGroup CreateMissleGroup(SpriteNodeBatch playerBatch, SpriteNodeBatch collisionBoxBatch) { // ----------------------------------------------------------------------------- // ---------------------- Create Missile GameObjecs ---------------------------- // ----------------------------------------------------------------------------- MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pMissileGroup.ActivateGameSprite(playerBatch); pMissileGroup.ActivateCollisionSprite(collisionBoxBatch); GameObjectManager.Attach(pMissileGroup); Debug.WriteLine("Finished : Creating the Missile Group"); return(pMissileGroup); }
public static SpriteNodeBatch Find(SpriteNodeBatch.Name name) { //SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance(); SpriteNodeBatchManager pMan = SpriteNodeBatchManager.pActiveSBManager; Debug.Assert(pMan != null); // Compare functions only compares two Nodes // So: Use the Compare Node - as a reference // use in the Compare() function SpriteNodeBatchManager.poCompare.SetName(name); SpriteNodeBatch pData = (SpriteNodeBatch)pMan.baseFind(SpriteNodeBatchManager.poCompare); return(pData); }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public DropBomb(float px, float py) { this.x = px; this.y = py; this.pBombRoot = GameObjectManager.Find(GameObject.Name.BombRoot); Debug.Assert(this.pBombRoot != null); this.pSB_Invaders = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.TheSwarm); Debug.Assert(this.pSB_Invaders != null); this.pSB_Boxes = SpriteNodeBatchManager.Find(SpriteNodeBatch.Name.Boxes); Debug.Assert(this.pSB_Boxes != null); GameObject pGrid = GameObjectManager.Find(GameObject.Name.AlienGrid); hash = pGrid.GetHashCode(); }
override protected Boolean derivedCompare(DLink pLinkA, DLink pLinkB) { // This is used in baseFind() Debug.Assert(pLinkA != null); Debug.Assert(pLinkB != null); SpriteNodeBatch pDataA = (SpriteNodeBatch)pLinkA; SpriteNodeBatch pDataB = (SpriteNodeBatch)pLinkB; Boolean status = false; if (pDataA.GetName() == pDataB.GetName()) { status = true; } return(status); }
public static void Draw() { //SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance(); SpriteNodeBatchManager pMan = SpriteNodeBatchManager.pActiveSBManager; Debug.Assert(pMan != null); // walk through the list and render SpriteNodeBatch pSpriteBatch = (SpriteNodeBatch)pMan.baseGetActive(); while (pSpriteBatch != null) { // Delegate pSpriteBatch.Draw(); // Iterate pSpriteBatch = (SpriteNodeBatch)pSpriteBatch.pNext; } }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public ExplosionFactory(SpriteNodeBatch.Name spriteBatchName, SpriteNodeBatch.Name boxSpriteBatchName) { this.pSpriteBatch = SpriteNodeBatchManager.Find(spriteBatchName); Debug.Assert(this.pSpriteBatch != null); this.pCollisionSpriteBatch = SpriteNodeBatchManager.Find(boxSpriteBatchName); Debug.Assert(this.pCollisionSpriteBatch != null); // For managing / recycling the created Explosions this.pManager = new ExplosionManager(this, 3, 1); // Create at least on of each Explosion type // Should be in active this.Create(GameObject.Name.AlienExplosion, -100.0f, -100.0f); this.Create(GameObject.Name.MissileExplosion, -100.0f, -100.0f); this.Create(GameObject.Name.BombExplosion, -100.0f, -100.0f); }
public static Font Add(Font.Name fontName, SpriteNodeBatch.Name SpriteBatch_Name, String pMessage, Glyph.Name glyphName, float px, float py) { FontManager pManager = FontManager.privGetInstance(); Font pNode = (Font)pManager.baseAdd(); Debug.Assert(pNode != null); pNode.Set(fontName, pMessage, glyphName, px, py); // Add to sprite batch SpriteNodeBatch pSriteBatch = SpriteNodeBatchManager.Find(SpriteBatch_Name); Debug.Assert(pSriteBatch != null); Debug.Assert(pNode.pFontSprite != null); pSriteBatch.Attach(pNode.pFontSprite); return(pNode); }
//---------------------------------------------------------------------------------- // Private Methods - Further down means less important //---------------------------------------------------------------------------------- private GameObject CreateBumperGroup(SpriteNodeBatch activateGame, SpriteNodeBatch activateCollision) { BumperGroup pBumperGroup = new BumperGroup(GameObject.Name.BumperGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pBumperGroup.ActivateGameSprite(activateGame); pBumperGroup.ActivateCollisionSprite(activateCollision); BumperRight pBumperRight = new BumperRight(GameObject.Name.BumperRight, GameSprite.Name.NullObject, 840.0f, 120.0f, 20.0f, 50.0f); pBumperRight.ActivateCollisionSprite(activateCollision); BumperLeft pBumperLeft = new BumperLeft(GameObject.Name.BumperLeft, GameSprite.Name.NullObject, 60.0f, 120.0f, 20.0f, 50.0f); pBumperLeft.ActivateCollisionSprite(activateCollision); // Add to the composite the children pBumperGroup.Add(pBumperRight); pBumperGroup.Add(pBumperLeft); GameObjectManager.Attach(pBumperGroup); return((GameObject)pBumperGroup); }
private GameObject CreateWalls(SpriteNodeBatch activateGame, SpriteNodeBatch activateCollision) { // Called above : CreateWalls(pBatch_TheSwarm, pBatch_Boxes); WallGroup pWallGroup = new WallGroup(GameObject.Name.WallGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pWallGroup.ActivateGameSprite(activateGame); pWallGroup.ActivateCollisionSprite(activateCollision); WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.NullObject, 870.0f, 500.0f, 35.0f, 1000.0f); pWallRight.ActivateCollisionSprite(activateCollision); WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.NullObject, 30.0f, 500.0f, 35.0f, 1000.0f); pWallLeft.ActivateCollisionSprite(activateCollision); WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.NullObject, 448, 950, 890, 50); pWallTop.ActivateCollisionSprite(activateCollision); WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.Wall, 448, 80, 890, 10); pWallBottom.ActivateCollisionSprite(activateCollision); pWallBottom.ActivateGameSprite(activateGame); // Add to the composite the children pWallGroup.Add(pWallRight); pWallGroup.Add(pWallLeft); pWallGroup.Add(pWallTop); pWallGroup.Add(pWallBottom); GameObjectManager.Attach(pWallGroup); return((GameObject)pWallGroup); }
public override void LoadContent() { SpriteNodeBatch pSB_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts); Texture pTexture = TextureManager.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga"); GlyphManager.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt); TextureManager.Add(Texture.Name.SpaceInvaders, "SpaceInvaders.tga"); ImageManager.Add(Image.Name.SquidA, Texture.Name.SpaceInvaders, 61, 3, 8, 8); ImageManager.Add(Image.Name.AlienA, Texture.Name.SpaceInvaders, 33, 3, 11, 8); ImageManager.Add(Image.Name.OctopusA, Texture.Name.SpaceInvaders, 3, 3, 12, 8); ImageManager.Add(Image.Name.Saucer, Texture.Name.SpaceInvaders, 99, 3, 16, 8); //---------------------------------------------------------------------------------- // Print Space Invaders Title Scene //---------------------------------------------------------------------------------- Font pFont; int topTextLine = 980; pFont = FontManager.Add(Font.Name.Score1_Title, SpriteNodeBatch.Name.Texts, "SCORE<1>", Glyph.Name.Consolas36pt, 100, topTextLine); pFont = FontManager.Add(Font.Name.HighScore_Title, SpriteNodeBatch.Name.Texts, "HI-SCORE<1>", Glyph.Name.Consolas36pt, 350, topTextLine); pFont = FontManager.Add(Font.Name.Score2_Title, SpriteNodeBatch.Name.Texts, "SCORE<2>", Glyph.Name.Consolas36pt, 650, topTextLine); int scoreTextLine = 940; int x_shift = 40; pFont = FontManager.Add(Font.Name.Score1, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 100 + x_shift, scoreTextLine); pFont = FontManager.Add(Font.Name.HighScore, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 350 + x_shift, scoreTextLine); pFont = FontManager.Add(Font.Name.Score2, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 650 + x_shift, scoreTextLine); int playTextLine = topTextLine - 200; pFont = FontManager.Add(Font.Name.Play, SpriteNodeBatch.Name.Texts, "PLAY", Glyph.Name.Consolas36pt, 400, playTextLine); pFont = FontManager.Add(Font.Name.GameTitle, SpriteNodeBatch.Name.Texts, "SPACE INVADERS", Glyph.Name.Consolas36pt, 300, playTextLine - 60); int advTableTop = topTextLine - 430; pFont = FontManager.Add(Font.Name.ScoreTable, SpriteNodeBatch.Name.Texts, "*SCORE ADVANCE TABLE*", Glyph.Name.Consolas36pt, 200, advTableTop); int leftAlignPoints = 335; float size = 36.0f; GameSpriteManager.Add(GameSprite.Name.Saucer, Image.Name.Saucer, leftAlignPoints, advTableTop - 50, 60, 30); pFont = FontManager.Add(Font.Name.UFO_Points, SpriteNodeBatch.Name.Texts, " =? MYSTERY", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 50); GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.SquidA, leftAlignPoints, advTableTop - 100, size, size); pFont = FontManager.Add(Font.Name.Squid_Points, SpriteNodeBatch.Name.Texts, " =30 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 100); GameSpriteManager.Add(GameSprite.Name.Alien, Image.Name.AlienA, leftAlignPoints, advTableTop - 150, size, size); pFont = FontManager.Add(Font.Name.Alien_Points, SpriteNodeBatch.Name.Texts, " =20 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 150); GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.OctopusA, leftAlignPoints, advTableTop - 200, size, size); pFont = FontManager.Add(Font.Name.Octopus_Points, SpriteNodeBatch.Name.Texts, " =10 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 200); pFont.SetColor(0.1f, 0.9f, 0.1f); // ----------------------------------------------------------------------------- // ---------------------- Create Sprite Node Batches --------------------------- // ----------------------------------------------------------------------------- //SpriteNodeBatch pBatch_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts, 2); //SpriteNodeBatch pBatch_Player = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Players, 5); //SpriteNodeBatch pBatch_TheSwarm = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.TheSwarm, 10); //SpriteNodeBatch pBatch_Shields = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Shields, 200); SpriteNodeBatch pSB_Invaders = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Invaders, 100); SpriteNodeBatch pBatch_Boxes = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Boxes, 400); pBatch_Boxes.SetDrawStatus(false); AlienFactory AF = new AlienFactory(SpriteNodeBatch.Name.Invaders, SpriteNodeBatch.Name.Boxes); AlienColumn pAlienCol = (AlienColumn)AF.Create(GameObject.Name.Column_0, AlienCategory.Type.Column); GameObject pGameObj; pGameObj = AF.Create(GameObject.Name.Saucer, AlienCategory.Type.Saucer, leftAlignPoints - 9, advTableTop - 50); pAlienCol.Add(pGameObj); pGameObj = AF.Create(GameObject.Name.Squid, AlienCategory.Type.Squid, leftAlignPoints, advTableTop - 100); pAlienCol.Add(pGameObj); pGameObj = AF.Create(GameObject.Name.Alien, AlienCategory.Type.Alien, leftAlignPoints, advTableTop - 150); pAlienCol.Add(pGameObj); pGameObj = AF.Create(GameObject.Name.Octopus, AlienCategory.Type.Octopus, leftAlignPoints, advTableTop - 200); pAlienCol.Add(pGameObj); GameObjectManager.Attach(pAlienCol); }
public override void LoadContent() { // ----------------------------------------------------------------------------- // ---------------------- Sound Setup ------------------------------------------ // ----------------------------------------------------------------------------- SoundManager.Add(Sound.Name.Fastinvader1, "fastinvader1.wav"); SoundManager.Add(Sound.Name.Fastinvader2, "fastinvader2.wav"); SoundManager.Add(Sound.Name.Fastinvader3, "fastinvader3.wav"); SoundManager.Add(Sound.Name.Fastinvader4, "fastinvader4.wav"); SoundManager.Add(Sound.Name.Shoot, "shoot.wav"); SoundManager.Add(Sound.Name.Explosion, "explosion.wav"); SoundManager.Add(Sound.Name.InvaderKilled, "invaderkilled.wav"); SoundManager.Add(Sound.Name.UFO_HighPitch, "ufo_highpitch.wav"); SoundManager.Add(Sound.Name.UFO_LowPitch, "ufo_lowpitch.wav"); // ----------------------------------------------------------------------------- // ------------------- Load the Textures --------------------------------------- // ----------------------------------------------------------------------------- TextureManager.Add(Texture.Name.SpaceInvaders, "SpaceInvaders.tga"); TextureManager.Add(Texture.Name.Invaders, "birds_N_shield.tga"); Texture pTexture = TextureManager.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga"); GlyphManager.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt); // ----------------------------------------------------------------------------- // -------------------- Creating Images ---------------------------------------- // ----------------------------------------------------------------------------- ImageManager.Add(Image.Name.OctopusA, Texture.Name.SpaceInvaders, 3, 3, 12, 8); ImageManager.Add(Image.Name.OctopusB, Texture.Name.SpaceInvaders, 18, 3, 12, 8); ImageManager.Add(Image.Name.AlienA, Texture.Name.SpaceInvaders, 33, 3, 11, 8); ImageManager.Add(Image.Name.AlienB, Texture.Name.SpaceInvaders, 47, 3, 11, 8); ImageManager.Add(Image.Name.SquidA, Texture.Name.SpaceInvaders, 61, 3, 8, 8); ImageManager.Add(Image.Name.SquidB, Texture.Name.SpaceInvaders, 72, 3, 8, 8); ImageManager.Add(Image.Name.AlienExplosion, Texture.Name.SpaceInvaders, 83, 3, 13, 8); ImageManager.Add(Image.Name.Saucer, Texture.Name.SpaceInvaders, 99, 3, 16, 8); ImageManager.Add(Image.Name.SaucerExplosion, Texture.Name.SpaceInvaders, 118, 3, 21, 8); ImageManager.Add(Image.Name.Ship, Texture.Name.SpaceInvaders, 3, 14, 13, 8); ImageManager.Add(Image.Name.ShipExplosionA, Texture.Name.SpaceInvaders, 19, 14, 16, 8); ImageManager.Add(Image.Name.ShipExplosionB, Texture.Name.SpaceInvaders, 38, 14, 16, 8); ImageManager.Add(Image.Name.Missile, Texture.Name.SpaceInvaders, 3, 29, 1, 4); ImageManager.Add(Image.Name.MissileExplosion, Texture.Name.SpaceInvaders, 7, 25, 8, 8); ImageManager.Add(Image.Name.Wall, Texture.Name.Invaders, 40, 185, 20, 10); ImageManager.Add(Image.Name.BombStraight, Texture.Name.Invaders, 111, 101, 5, 49); ImageManager.Add(Image.Name.BombZigZagA, Texture.Name.SpaceInvaders, 18, 26, 3, 7); ImageManager.Add(Image.Name.BombZigZagB, Texture.Name.SpaceInvaders, 24, 26, 3, 7); ImageManager.Add(Image.Name.BombZigZagC, Texture.Name.SpaceInvaders, 30, 26, 3, 7); ImageManager.Add(Image.Name.BombZigZagD, Texture.Name.SpaceInvaders, 36, 26, 3, 7); ImageManager.Add(Image.Name.BombDaggerA, Texture.Name.SpaceInvaders, 42, 27, 3, 6); ImageManager.Add(Image.Name.BombDaggerB, Texture.Name.SpaceInvaders, 48, 27, 3, 6); ImageManager.Add(Image.Name.BombDaggerC, Texture.Name.SpaceInvaders, 54, 27, 3, 6); ImageManager.Add(Image.Name.BombDaggerD, Texture.Name.SpaceInvaders, 60, 27, 3, 6); ImageManager.Add(Image.Name.BombRollingA, Texture.Name.SpaceInvaders, 65, 26, 3, 7); ImageManager.Add(Image.Name.BombRollingB, Texture.Name.SpaceInvaders, 70, 26, 3, 7); ImageManager.Add(Image.Name.BombRollingC, Texture.Name.SpaceInvaders, 75, 26, 3, 7); ImageManager.Add(Image.Name.BombRollingD, Texture.Name.SpaceInvaders, 80, 26, 3, 7); ImageManager.Add(Image.Name.BombExplosion, Texture.Name.SpaceInvaders, 86, 25, 6, 8); ImageManager.Add(Image.Name.Brick, Texture.Name.Invaders, 20, 210, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Top0, Texture.Name.Invaders, 15, 180, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Top1, Texture.Name.Invaders, 15, 185, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Invaders, 35, 215, 10, 5); ImageManager.Add(Image.Name.BrickRight_Top0, Texture.Name.Invaders, 75, 180, 10, 5); ImageManager.Add(Image.Name.BrickRight_Top1, Texture.Name.Invaders, 75, 185, 10, 5); ImageManager.Add(Image.Name.BrickRight_Bottom, Texture.Name.Invaders, 55, 215, 10, 5); // ----------------------------------------------------------------------------- // ---------------------- Creating GameSprites --------------------------------- // ----------------------------------------------------------------------------- float dim = 33.0f; float sm = dim; float md = dim * 1.15f; float lg = dim * 1.30f; GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.SquidA, 200, 400, sm, sm); GameSpriteManager.Add(GameSprite.Name.Alien, Image.Name.AlienA, 200, 200, md, md); GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.OctopusA, 200, 300, lg, lg); GameSpriteManager.Add(GameSprite.Name.Saucer, Image.Name.Saucer, 300, 250, 60, 30); GameSpriteManager.Add(GameSprite.Name.SaucerExplosion, Image.Name.SaucerExplosion, 300, 250, 60, 30); GameSpriteManager.Add(GameSprite.Name.AlienExplosion, Image.Name.AlienExplosion, -10, -10, dim, dim); // Utility for ship state movement float projWidth = 8.0f; float projHeight = 16.0f; GameSpriteManager.Add(GameSprite.Name.Missile, Image.Name.Missile, 0, 0, 0.5f * projWidth, 0.75f * projHeight); GameSpriteManager.Add(GameSprite.Name.MissileExplosion, Image.Name.MissileExplosion, 0, 0, 0.7f * dim, 0.7f * dim); GameSpriteManager.Add(GameSprite.Name.Ship, Image.Name.Ship, 400, 100, 60, 21); GameSpriteManager.Add(GameSprite.Name.ShipExplosionA, Image.Name.ShipExplosionA, 400, 100, 90, 31); GameSpriteManager.Add(GameSprite.Name.ShipExplosionB, Image.Name.ShipExplosionB, 400, 100, 90, 31); GameSpriteManager.Add(GameSprite.Name.Wall, Image.Name.Wall, 448, 100, 850, 4); GameSpriteManager.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 100, 100, projWidth, projHeight); GameSpriteManager.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZagA, 200, 200, projWidth, projHeight); GameSpriteManager.Add(GameSprite.Name.BombDagger, Image.Name.BombDaggerA, 100, 100, projWidth, projHeight); GameSpriteManager.Add(GameSprite.Name.BombRolling, Image.Name.BombRollingA, 100, 100, projWidth, projHeight); GameSpriteManager.Add(GameSprite.Name.BombExplosion, Image.Name.BombExplosion, 100, 100, 0.5f * dim, 0.7f * dim); float brick_w = 12.0f; float brick_h = 6.0f; GameSpriteManager.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_LeftTop0, Image.Name.BrickLeft_Top0, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_RightTop0, Image.Name.BrickRight_Top0, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, brick_w, brick_h); // ----------------------------------------------------------------------------- // ---------------------- Create Sprite Node Batches --------------------------- // ----------------------------------------------------------------------------- SpriteNodeBatch pBatch_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts, 2); SpriteNodeBatch pBatch_Player = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Players, 5); SpriteNodeBatch pBatch_TheSwarm = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.TheSwarm, 10); SpriteNodeBatch pBatch_Explosions = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Explosions, 20); SpriteNodeBatch pBatch_Shields = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Shields, 200); SpriteNodeBatch pBatch_Boxes = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Boxes, 400); pBatch_Boxes.SetDrawStatus(false); Debug.WriteLine("Finished : Loading Sprite Batches"); // ----------------------------------------------------------------------------- // ---------------------- Instantiate Local GameObject Manager ----------------- // ----------------------------------------------------------------------------- // Moved to CreateManagers() // ----------------------------------------------------------------------------- // ---------------------- Font Setup ------------------------------------------ // ----------------------------------------------------------------------------- Font pFont; int topTextLine = 980; pFont = FontManager.Add(Font.Name.Score1_Title, SpriteNodeBatch.Name.Texts, "SCORE<1>", Glyph.Name.Consolas36pt, 100, topTextLine); pFont = FontManager.Add(Font.Name.HighScore_Title, SpriteNodeBatch.Name.Texts, "HI-SCORE<1>", Glyph.Name.Consolas36pt, 350, topTextLine); pFont = FontManager.Add(Font.Name.Score2_Title, SpriteNodeBatch.Name.Texts, "SCORE<2>", Glyph.Name.Consolas36pt, 650, topTextLine); int scoreTextLine = 940; int x_shift = 40; pFont = FontManager.Add(Font.Name.Score1, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 100 + x_shift, scoreTextLine); pFont = FontManager.Add(Font.Name.HighScore, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 350 + x_shift, scoreTextLine); pFont = FontManager.Add(Font.Name.Score2, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 650 + x_shift, scoreTextLine); FontManager.Add(Font.Name.LifeCount, SpriteNodeBatch.Name.Texts, "3", Glyph.Name.Consolas36pt, 100, 50); // ----------------------------------------------------------------------------- // ---------------------- Create Bomb GameObjects ------------------------------- // ----------------------------------------------------------------------------- BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pBombRoot.ActivateCollisionSprite(pBatch_Boxes); GameObjectManager.Attach(pBombRoot); // ----------------------------------------------------------------------------- // ---------------------- Create Explosion GameObjects ------------------------------- // ----------------------------------------------------------------------------- ExplosionFactory EF = new ExplosionFactory(SpriteNodeBatch.Name.Explosions, SpriteNodeBatch.Name.Boxes); GameObject pExplosionRoot = EF.Build(GameObject.Name.ExplosionRoot, 0.0f, 0.0f); // ----------------------------------------------------------------------------- // ---------------------- Create Grids of Nested GameObjects ------------------- // ----------------------------------------------------------------------------- GameObject pWallGroup; GameObject pSwarmGrid; GameObject pUFOGrid; GameObject pShieldRoot; MissileGroup pMissileGroup = CreateMissleGroup(pBatch_Player, pBatch_Boxes); GameObject pBumperGroup = CreateBumperGroup(pBatch_Player, pBatch_Boxes); pWallGroup = CreateWalls(pBatch_TheSwarm, pBatch_Boxes); Debug.WriteLine("Finished : Creating the walls"); AlienFactory AF = new AlienFactory(SpriteNodeBatch.Name.TheSwarm, SpriteNodeBatch.Name.Boxes); pSwarmGrid = AF.Build(GameObject.Name.AlienGrid); AF.swarmAnimation(pSwarmGrid); Debug.WriteLine("Finished : Creating the Swarm"); pUFOGrid = AF.Build(GameObject.Name.UFOGrid); AF.UFOAnimation(pUFOGrid); Debug.WriteLine("Finished : Creating the UfO Boss"); Debug.WriteLine("Create Animations Gamesprites"); pShieldRoot = new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); ShieldFactory SF = new ShieldFactory(SpriteNodeBatch.Name.Shields, SpriteNodeBatch.Name.Boxes, pShieldRoot); pShieldRoot = SF.Build(GameObject.Name.ShieldRoot); // ----------------------------------------------------------------------------- // ---------------------- Create Ship GameObject ---------------------- // ----------------------------------------------------------------------------- ShipRoot pShipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); GameObjectManager.Attach(pShipRoot); ShipMan.Create(); Debug.WriteLine("Finished : Creating the ShipRoot and Ship"); // ----------------------------------------------------------------------------- // ---------------------- Collision Pairs -------------------------------------- // ----------------------------------------------------------------------------- // Alien vs Missile CollPair pAttackAliens = CollPairManager.Add(CollPair.Name.Alien_Missle, pMissileGroup, pSwarmGrid); Debug.Assert(pAttackAliens != null); pAttackAliens.Attach(new ShipReadyObserver()); pAttackAliens.Attach(new RemoveMissileObserver()); pAttackAliens.Attach(new RemoveAlienObserver()); pAttackAliens.Attach(new SoundObserverKillAlien()); pAttackAliens.Attach(new ExplosionSpriteObserver(GameSprite.Name.AlienExplosion)); // Alien vs Shild CollPair pAlienHitShield = CollPairManager.Add(CollPair.Name.Alien_Shield, pSwarmGrid, pShieldRoot); pAlienHitShield.Attach(new RemoveBrickObserver()); pAlienHitShield.Attach(new SoundObserverExplosion()); // AlienGrid vs Left/Right Wall CollPair pHitWall = CollPairManager.Add(CollPair.Name.Alien_SideWalls, pSwarmGrid, pWallGroup); Debug.Assert(pHitWall != null); pHitWall.Attach(new GridObserver()); //// AlienGrid vs Bottom Wall //CollPair pBottomWall = CollPairManager.Add(CollPair.Name.Alien_BottomWall, pSwarmGrid, pWallGroup); //Debug.Assert(pHitWall != null); //pBottomWall.Attach(new GameOverObserver()); // Bumper vs Ship CollPair pHitBumper = CollPairManager.Add(CollPair.Name.Bumper_Ship, pBumperGroup, pShipRoot); pHitBumper.Attach(new BumperObserver()); // Bomb vs Ship CollPair pHitShip = CollPairManager.Add(CollPair.Name.Bomb_Ship, pBombRoot, pShipRoot); pHitShip.Attach(new RemoveBombObserver()); pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion)); pHitShip.Attach(new SoundObserverExplosion()); pHitShip.Attach(new ShipTakeDamageObserver()); // triggers GAMEOVER pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.ShipExplosionA)); pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.ShipExplosionB, 0.4f)); //pHitShip.Attach(new GameOverObserver()); // Bomb vs Bottom CollPair pHitBottom = CollPairManager.Add(CollPair.Name.Bomb_WallBottom, pBombRoot, pWallGroup); pHitBottom.Attach(new RemoveBombObserver()); pHitBottom.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion)); // Bomb vs Missile CollPair pBombvsMissile = CollPairManager.Add(CollPair.Name.Bomb_Missile, pBombRoot, pMissileGroup); pBombvsMissile.Attach(new ShipReadyObserver()); pBombvsMissile.Attach(new RemoveBombObserver()); pBombvsMissile.Attach(new RemoveMissileObserver()); pBombvsMissile.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion)); pBombvsMissile.Attach(new SoundObserverExplosion()); // Bomb vs Shield CollPair pHitBombShield = CollPairManager.Add(CollPair.Name.Bomb_Shield, pBombRoot, pShieldRoot); pHitBombShield.Attach(new RemoveBombObserver()); pHitBombShield.Attach(new RemoveBrickObserver()); pHitBombShield.Attach(new SoundObserverExplosion()); pHitBombShield.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion)); // Missile vs Top-Wall CollPair pHitTopWall = CollPairManager.Add(CollPair.Name.Missile_WallTop, pMissileGroup, pWallGroup); Debug.Assert(pHitTopWall != null); pHitTopWall.Attach(new ShipReadyObserver()); pHitTopWall.Attach(new RemoveMissileObserver()); //ShipRemoveMissileObserver() pHitTopWall.Attach(new ExplosionSpriteObserver(GameSprite.Name.MissileExplosion)); // Missile vs Shield CollPair pColPair = CollPairManager.Add(CollPair.Name.Missile_Shield, pMissileGroup, pShieldRoot); pColPair.Attach(new ShipReadyObserver()); pColPair.Attach(new RemoveMissileObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair.Attach(new SoundObserverExplosion()); // UFO vs WallGroup CollPair pUFOvsWall = CollPairManager.Add(CollPair.Name.Saucer_Wall, pUFOGrid, pWallGroup); pUFOvsWall.Attach(new GridObserverUFO()); // UFO vs Missile CollPair pUFOvsMissile = CollPairManager.Add(CollPair.Name.Missile_UFO, pMissileGroup, pUFOGrid); pUFOvsMissile.Attach(new ShipReadyObserver()); pUFOvsMissile.Attach(new RemoveMissileObserver()); pUFOvsMissile.Attach(new RemoveUFOObserver()); pUFOvsMissile.Attach(new SoundObserverKillAlien()); pUFOvsMissile.Attach(new ExplosionSpriteObserver(GameSprite.Name.SaucerExplosion)); Debug.WriteLine("Finished : Loading Collision Pairs"); // ----------------------------------------------------------------------------- // ---------------------- Test Input Handles ----------------------------------- // ----------------------------------------------------------------------------- // Creation moved to createManagers() InputSubject pInputSubject; pInputSubject = InputManager.GetArrowRightSubject(); pInputSubject.Attach(new MoveRightObserver()); pInputSubject = InputManager.GetArrowLeftSubject(); pInputSubject.Attach(new MoveLeftObserver()); pInputSubject = InputManager.GetSpaceSubject(); pInputSubject.Attach(new ShootObserver()); pInputSubject = InputManager.GetBkeySubject(); pInputSubject.Attach(new RenderCollisionBoxesObserver()); Simulation.SetState(Simulation.State.Realtime); Debug.WriteLine("Finished : Loading Input Subject"); }
public void ActivateGameSprite(SpriteNodeBatch pSpriteBatch) { Debug.Assert(pSpriteBatch != null); pSpriteBatch.Attach(this.pProxySprite); }