public override void Initialize() { this.poGameObjectManager = new GameObjectManager(3, 1); GameObjectManager.SetActive(this.poGameObjectManager); this.poTimerManager = new TimerManager(3, 1); TimerManager.SetActive(this.poTimerManager); this.poCollisionPairManager = new CollisionPairManager(3, 1); CollisionPairManager.SetActive(this.poCollisionPairManager); //--------------------------------------------------------------------------------------------------------- // Create SpriteBatch //--------------------------------------------------------------------------------------------------------- this.poSpriteBatchManager = new SpriteBatchManager(3, 1); SpriteBatchManager.SetActive(this.poSpriteBatchManager); SpriteBatch pAliensBatch = SpriteBatchManager.Add(SpriteBatch.Name.Aliens, 1); SpriteBatch pBoxBatch = SpriteBatchManager.Add(SpriteBatch.Name.Boxes, 2); SpriteBatch pShieldsBatch = SpriteBatchManager.Add(SpriteBatch.Name.Shields, 3); SpriteBatch pNullBatch = SpriteBatchManager.Add(SpriteBatch.Name.NullObjects, 4); SpriteBatch pTexts = SpriteBatchManager.Add(SpriteBatch.Name.Texts, 5); pBoxBatch.SetDrawBool(false); //--------------------------------------------------------------------------------------------------------- // Input //--------------------------------------------------------------------------------------------------------- this.poInputManager = new InputManager(); InputManager.SetActive(this.poInputManager); InputSubject pInputSubject; pInputSubject = InputManager.GetArrowRightSubject(); pInputSubject.Attach(new MoveRightObserver()); pInputSubject = InputManager.GetArrowLeftSubject(); pInputSubject.Attach(new MoveLeftObserver()); pInputSubject = InputManager.GetSpaceSubject(); pInputSubject.Attach(new ShootObserver()); pInputSubject.Attach(new ShootSoundObserver()); pInputSubject = InputManager.GetCKeySubject(); pInputSubject.Attach(new ToggleCollisionBoxObserver()); Simulation.SetState(Simulation.State.Realtime); //--------------------------------------------------------------------------------------------------------- // Create Texts //--------------------------------------------------------------------------------------------------------- this.poFontManager = new FontManager(3, 1); FontManager.SetActive(this.poFontManager); FontManager.Add(Font.Name.Header, SpriteBatch.Name.Texts, "SCORE<1> HI-SCORE SCORE<2>", 20f, SpaceInvaders.ScreenHeight - 20f, 15f, 25f); FontManager.Add(Font.Name.Player1Score, SpriteBatch.Name.Texts, "0000", 65f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f); FontManager.Add(Font.Name.Player2Score, SpriteBatch.Name.Texts, "0000", SpaceInvaders.ScreenWidth - 156f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f); FontManager.Add(Font.Name.HiScore, SpriteBatch.Name.Texts, "0000", 380f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f); FontManager.Add(Font.Name.Lives, SpriteBatch.Name.Texts, "3", 40f, 40f, 15f, 25f); //--------------------------------------------------------------------------------------------------------- // Create Walls //--------------------------------------------------------------------------------------------------------- // Wall Root WallGroup pWallGroup = new WallGroup(GameObject.Name.WallGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pWallGroup.ActivateGameSprite(pAliensBatch);//even need this? pWallGroup.ActivateCollisionSprite(pBoxBatch); WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.NullObject, SpaceInvaders.ScreenWidth - 15, SpaceInvaders.ScreenHeight / 2, 20, SpaceInvaders.ScreenHeight - 110); pWallRight.ActivateCollisionSprite(pBoxBatch); WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.NullObject, 20, SpaceInvaders.ScreenHeight / 2, 20, SpaceInvaders.ScreenHeight - 110); pWallLeft.ActivateCollisionSprite(pBoxBatch); WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.NullObject, 450, SpaceInvaders.ScreenHeight - 70, SpaceInvaders.ScreenWidth - 10, 30); pWallTop.ActivateCollisionSprite(pBoxBatch); WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.Ground, 450, 60, SpaceInvaders.ScreenWidth - 10, 5); pWallBottom.ActivateGameSprite(pAliensBatch); pWallBottom.ActivateCollisionSprite(pBoxBatch); // Add to the composite the children pWallGroup.Add(pWallRight); pWallGroup.Add(pWallLeft); pWallGroup.Add(pWallTop); pWallGroup.Add(pWallBottom); GameObjectManager.Attach(pWallGroup); //--------------------------------------------------------------------------------------------------------- // Create Bomb Root //--------------------------------------------------------------------------------------------------------- BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pBombRoot.ActivateGameSprite(pAliensBatch);//change? even need this? pBombRoot.ActivateCollisionSprite(pBoxBatch); GameObjectManager.Attach(pBombRoot); DropBombEvent pBombEvent = new DropBombEvent(); TimerManager.Add(TimeEvent.Name.DropBomb, pBombEvent, 3.0f); //--------------------------------------------------------------------------------------------------------- // Create Missile Root //--------------------------------------------------------------------------------------------------------- // Missile Root MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pMissileGroup.ActivateGameSprite(pAliensBatch);//change? even need this? pMissileGroup.ActivateCollisionSprite(pBoxBatch); GameObjectManager.Attach(pMissileGroup); //--------------------------------------------------------------------------------------------------------- // Create Ship Root //--------------------------------------------------------------------------------------------------------- ShipRoot pShipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pShipRoot.ActivateGameSprite(pAliensBatch);//change? even need this? pShipRoot.ActivateCollisionSprite(pBoxBatch); GameObjectManager.Attach(pShipRoot); ShipManager.ActivateShip(); ShipManager.ActivateMissile(); //--------------------------------------------------------------------------------------------------------- // Create UFO and UFO Root //--------------------------------------------------------------------------------------------------------- UFORoot pUFORoot = new UFORoot(GameObject.Name.UFORoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pUFORoot.ActivateGameSprite(pAliensBatch);//change? even need this? pUFORoot.ActivateCollisionSprite(pBoxBatch); GameObjectManager.Attach(pUFORoot); OrangeSaucer pUFO = new OrangeSaucer(GameObject.Name.OrangeSaucer, GameSprite.Name.OrangeSaucer, 20f, SpaceInvaders.ScreenHeight - 110f); pUFO.ActivateGameSprite(pAliensBatch);//change? even need this? pUFO.ActivateCollisionSprite(pBoxBatch); pUFORoot.Add(pUFO); pUFO.Remove(); SpawnUFOEvent pUFOEvent = new SpawnUFOEvent(); TimerManager.Add(TimeEvent.Name.UFOSpawn, pUFOEvent, RandomManager.RandomInt(15, 45)); //--------------------------------------------------------------------------------------------------------- // Create Aliens //--------------------------------------------------------------------------------------------------------- AlienFactory AF = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes); AlienGrid pAlienGrid = (AlienGrid)AF.Create(GameObject.Name.AlienGrid); for (int i = 0; i < 11; i++) { GameObject pCol = AF.Create(GameObject.Name.AlienColumn); GameObject pGameObject; pGameObject = AF.Create(GameObject.Name.PurpleOctopus, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 364f); pCol.Add(pGameObject); pGameObject = AF.Create(GameObject.Name.PurpleOctopus, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 298f); pCol.Add(pGameObject); pGameObject = AF.Create(GameObject.Name.BlueCrab, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 232f); pCol.Add(pGameObject); pGameObject = AF.Create(GameObject.Name.BlueCrab, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 166f); pCol.Add(pGameObject); pGameObject = AF.Create(GameObject.Name.GreenSquid, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 100f); pCol.Add(pGameObject); pAlienGrid.Add(pCol); } GameObjectManager.Attach(pAlienGrid); pAlienGrid.Attach(new MoveAlienSoundObserver()); pAlienGrid.Attach(new MoveAlienGridObserver()); AlienGridMoveEvent pGridMoveEvent = new AlienGridMoveEvent(); TimerManager.Add(TimeEvent.Name.MoveAlienGrid, pGridMoveEvent, pAlienGrid.GetMoveRate()); //--------------------------------------------------------------------------------------------------------- // Timer Animations //--------------------------------------------------------------------------------------------------------- // Create an animation sprite AnimationSprite pAnimOctopus = new AnimationSprite(GameSprite.Name.PurpleOctopus); AnimationSprite pAnimCrab = new AnimationSprite(GameSprite.Name.BlueCrab); AnimationSprite pAnimSquid = new AnimationSprite(GameSprite.Name.GreenSquid); // attach several images to cycle pAnimOctopus.Attach(Image.Name.OctopusA); pAnimOctopus.Attach(Image.Name.OctopusB); pAnimCrab.Attach(Image.Name.AlienA); pAnimCrab.Attach(Image.Name.AlienB); pAnimSquid.Attach(Image.Name.SquidA); pAnimSquid.Attach(Image.Name.SquidB); // add AnimationSprite to timer TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimOctopus, pAlienGrid.GetMoveRate()); TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimCrab, pAlienGrid.GetMoveRate()); TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimSquid, pAlienGrid.GetMoveRate()); //--------------------------------------------------------------------------------------------------------- // Shield //--------------------------------------------------------------------------------------------------------- // Create the factory Composite pShieldRoot = (Composite) new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); GameObjectManager.Attach(pShieldRoot); ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot); float start_x = 160.0f; float start_y = 200.0f; float off_x; float brickWidth = 12.0f; float brickHeight = 7.0f; GameObject pShieldGrid; GameObject pShieldCol; for (int i = 0; i < 4; i++) { off_x = 0; SF.SetParent(pShieldRoot); pShieldGrid = SF.Create(GameObject.Name.ShieldGrid); //------Col1 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick_LeftTop1, start_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick_LeftTop0, start_x, start_y + 9 * brickHeight); //-------Col2 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col3 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick_LeftBottom, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col4 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col5 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick_RightBottom, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col6 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col7 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick_RightTop1, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick_RightTop0, start_x + off_x, start_y + 9 * brickHeight); start_x += 170; } //--------------------------------------------------------------------------------------------------------- // Create Null Ship Lives //--------------------------------------------------------------------------------------------------------- ScenePlay.ShipLives = 3; PlayerLivesComposite pNullObjs = new PlayerLivesComposite(); Ship pNullShip1 = new Ship(GameObject.Name.Null_Object, GameSprite.Name.Ship, 120.0f, 40.0f); pNullShip1.ActivateGameSprite(pNullBatch); pNullObjs.Add(pNullShip1); Ship pNullShip2 = new Ship(GameObject.Name.Null_Object, GameSprite.Name.Ship, 180.0f, 40.0f); pNullShip2.ActivateGameSprite(pNullBatch); pNullObjs.Add(pNullShip2); GameObjectManager.Attach(pNullObjs); //--------------------------------------------------------------------------------------------------------- // Create CollisionPairs //--------------------------------------------------------------------------------------------------------- //Why does the order that left/right wall are added matter??????? reverse order breaks game CollisionPair pShipWallRightPair = CollisionPairManager.Add(CollisionPair.Name.Ship_Wall_Right, pShipRoot, pWallRight); Debug.Assert(pShipWallRightPair != null); CollisionPair pShipWallLeftPair = CollisionPairManager.Add(CollisionPair.Name.Ship_Wall_Left, pShipRoot, pWallLeft); Debug.Assert(pShipWallLeftPair != null); CollisionPair pAlienMissilePair = CollisionPairManager.Add(CollisionPair.Name.Alien_Missile, pMissileGroup, pAlienGrid); Debug.Assert(pAlienMissilePair != null); CollisionPair pMissileWallPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Wall_Top, pMissileGroup, pWallTop); Debug.Assert(pMissileWallPair != null); CollisionPair pAlienWallPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Wall, pAlienGrid, pWallGroup); Debug.Assert(pAlienWallPair != null); CollisionPair pAlienWallBottomPair = CollisionPairManager.Add(CollisionPair.Name.Alien_WallBottom, pAlienGrid, pWallBottom); Debug.Assert(pAlienWallBottomPair != null); CollisionPair pBombWallPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Wall_Bottom, pBombRoot, pWallBottom); Debug.Assert(pBombWallPair != null); CollisionPair pBombShieldPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldRoot); Debug.Assert(pBombShieldPair != null); CollisionPair pMissileShieldPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldRoot); Debug.Assert(pMissileShieldPair != null); CollisionPair pBombShipPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Ship, pBombRoot, ShipManager.GetShip()); Debug.Assert(pBombShipPair != null); CollisionPair pBombMissilePair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, ShipManager.GetMissile()); Debug.Assert(pBombMissilePair != null); CollisionPair pAlienShieldPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Shield, pShieldRoot, pAlienGrid); Debug.Assert(pAlienShieldPair != null); CollisionPair pUFOMissilePair = CollisionPairManager.Add(CollisionPair.Name.UFO_Missile, pMissileGroup, pUFORoot); Debug.Assert(pUFOMissilePair != null); //TODO consolidate these news pShipWallLeftPair.Attach(new ShipStopLeftObserver()); pShipWallRightPair.Attach(new ShipStopRightObserver()); pMissileWallPair.Attach(new ShipRemoveMissileObserver()); pAlienMissilePair.Attach(new ShipRemoveMissileObserver()); pAlienMissilePair.Attach(new RemoveAlienObserver()); pAlienMissilePair.Attach(new DeadAlienSoundObserver()); pAlienMissilePair.Attach(new AddP1PointsObserver()); pAlienMissilePair.Attach(new IncreaseAlienSpeedObserver()); pAlienWallPair.Attach(new GridObserver()); pBombWallPair.Attach(new RemoveBombObserver()); pBombShieldPair.Attach(new RemoveBombObserver()); pBombShieldPair.Attach(new RemoveBrickObserver()); pMissileShieldPair.Attach(new ShipRemoveMissileObserver()); pMissileShieldPair.Attach(new RemoveBrickObserver()); pBombShipPair.Attach(new RemoveBombObserver()); pBombShipPair.Attach(new RemoveShipObserver()); pBombShipPair.Attach(new DeadShipSoundObserver()); pBombShipPair.Attach(new RemoveLifeObserver()); pBombShipPair.Attach(new ChangeStateObserver()); pBombMissilePair.Attach(new RemoveBombObserver()); pBombMissilePair.Attach(new ShipRemoveMissileObserverAltPair()); pAlienShieldPair.Attach(new RemoveBrickObserver()); pUFOMissilePair.Attach(new RemoveUFOObserver()); pUFOMissilePair.Attach(new ShipRemoveMissileObserver()); pUFOMissilePair.Attach(new AddP1PointsObserver()); pUFOMissilePair.Attach(new DeadUFOSoundObserver()); pAlienWallBottomPair.Attach(new DeadShipSoundObserver()); pAlienWallBottomPair.Attach(new RemoveAllP1LivesObserver()); }
public override void Initialize() { Random pRandom = new Random(); //--------------------------------------------------------------------------------------------------------- // Images //--------------------------------------------------------------------------------------------------------- ImageMan.Add(Image.Name.BlueAlien, Texture.Name.Aliens, new Azul.Rect(341, 337, 65, 64)); ImageMan.Add(Image.Name.BlueAlien2, Texture.Name.Aliens, new Azul.Rect(464, 65, 64, 63)); ImageMan.Add(Image.Name.GreenAlien, Texture.Name.Aliens, new Azul.Rect(27, 337, 79, 64)); ImageMan.Add(Image.Name.GreenAlien2, Texture.Name.Aliens, new Azul.Rect(253, 64, 84, 65)); ImageMan.Add(Image.Name.RedAlien, Texture.Name.Aliens, new Azul.Rect(647, 200, 72, 65)); ImageMan.Add(Image.Name.RedAlien2, Texture.Name.Aliens, new Azul.Rect(26, 201, 94, 65)); ImageMan.Add(Image.Name.Explosion, Texture.Name.Aliens, new Azul.Rect(488, 488, 75, 48)); ImageMan.Add(Image.Name.Explosion_Ground, Texture.Name.Aliens, new Azul.Rect(328, 489, 84, 48)); ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens, new Azul.Rect(120, 489, 98, 49)); ImageMan.Add(Image.Name.Missile, Texture.Name.Aliens, new Azul.Rect(267, 501, 9, 34)); ImageMan.Add(Image.Name.Ship, Texture.Name.Birds2, new Azul.Rect(9, 92, 31, 19)); ImageMan.Add(Image.Name.Wall, Texture.Name.Birds, new Azul.Rect(40, 185, 20, 10)); ImageMan.Add(Image.Name.WallBottom, Texture.Name.Birds, new Azul.Rect(40, 185, 20, 1)); ImageMan.Add(Image.Name.BombStraight, Texture.Name.Birds, new Azul.Rect(110, 100, 7, 49)); ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Birds, new Azul.Rect(132, 100, 20, 50)); ImageMan.Add(Image.Name.BombCross, Texture.Name.Birds, new Azul.Rect(219, 103, 19, 47)); ImageMan.Add(Image.Name.Brick, Texture.Name.Birds, new Azul.Rect(20, 210, 10, 5)); ImageMan.Add(Image.Name.BrickLeft_Top0, Texture.Name.Birds, new Azul.Rect(15, 180, 10, 5)); ImageMan.Add(Image.Name.BrickLeft_Top1, Texture.Name.Birds, new Azul.Rect(15, 185, 10, 5)); ImageMan.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Birds, new Azul.Rect(35, 215, 10, 5)); ImageMan.Add(Image.Name.BrickRight_Top0, Texture.Name.Birds, new Azul.Rect(75, 180, 10, 5)); ImageMan.Add(Image.Name.BrickRight_Top1, Texture.Name.Birds, new Azul.Rect(75, 185, 10, 5)); ImageMan.Add(Image.Name.BrickRight_Bottom, Texture.Name.Birds, new Azul.Rect(55, 215, 10, 5)); //--------------------------------------------------------------------------------------------------------- // Game Sprites //--------------------------------------------------------------------------------------------------------- GameSpriteMan.Add(GameSprite.Name.BlueAlien, Image.Name.BlueAlien, 100, 150, 30, 30); GameSpriteMan.Add(GameSprite.Name.RedAlien, Image.Name.RedAlien, 200, 150, 30, 30); GameSpriteMan.Add(GameSprite.Name.GreenAlien, Image.Name.GreenAlien, 300, 150, 30, 30); GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 120, 489, 70, 25); GameSpriteMan.Add(GameSprite.Name.Explosion_Ground, Image.Name.Explosion_Ground, 328, 489, 30, 20); GameSpriteMan.Add(GameSprite.Name.Explosion, Image.Name.Explosion, 120, 489, 30, 20); GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, -100, -100, 3, 12); GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 500, 100, 50, 20); GameSpriteMan.Add(GameSprite.Name.ShipInactive, Image.Name.Ship, 500, 100, 50, 20); GameSpriteMan.Add(GameSprite.Name.Wall, Image.Name.Wall, 448, 900, 850, 30); GameSpriteMan.Add(GameSprite.Name.WallBottom, Image.Name.WallBottom, 448, 900, 850, 1); GameSpriteMan.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 200, 200, 8, 25); GameSpriteMan.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 110, 100, 8, 25); GameSpriteMan.Add(GameSprite.Name.BombDagger, Image.Name.BombCross, 100, 100, 8, 25); 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); 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); this.poSpriteBatchMan = new SpriteBatchMan(3, 1); SpriteBatchMan.SetActive(this.poSpriteBatchMan); this.poGameObjectMan = new GameObjectMan(10, 2); GameObjectMan.SetActive(this.poGameObjectMan); this.poInputMan = new InputMan(); InputMan.SetActive(this.poInputMan); this.poTimerMan = new TimerMan(); TimerMan.SetActive(this.poTimerMan); //--------------------------------------------------------------------------------------------------------- // SpriteBatches //--------------------------------------------------------------------------------------------------------- SpriteBatch pSB_Box = SpriteBatchMan.Add(SpriteBatch.Name.Boxes, 100, false); SpriteBatch pSB_Texts = SpriteBatchMan.Add(SpriteBatch.Name.Texts, 100, true); SpriteBatch pSB_Shields = SpriteBatchMan.Add(SpriteBatch.Name.Shields, 100, true); SpriteBatch pSB_Aliens = SpriteBatchMan.Add(SpriteBatch.Name.Aliens, 100, true); SpriteBatch pSB_Bombs = SpriteBatchMan.Add(SpriteBatch.Name.Bombs, 100, true); //--------------------------------------------------------------------------------------------------------- // Ship //--------------------------------------------------------------------------------------------------------- ShipRoot pShipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); GameObjectMan.Attach(pShipRoot); Ship pShip = ShipMan.CreateShip(); //--------------------------------------------------------------------------------------------------------- // Player //--------------------------------------------------------------------------------------------------------- Player pPlayer = PlayerMan.GetCurrentPlayer(pShip); pShip.SetPlayer(pPlayer); //--------------------------------------------------------------------------------------------------------- // Aliens //--------------------------------------------------------------------------------------------------------- AlienFactory aF = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes); // Do this somewhere else .. int yPos = 475; if (pPlayer.nCurrLevel == 2) { yPos -= 40; } AlienGrid pGrid = aF.CreateGrid(200, yPos); float pGridDelta = 0.2f; if (pPlayer.nCurrLevel == 2) { pGridDelta = 0.3f; } //--------------------------------------------------------------------------------------------------------- // Missile //--------------------------------------------------------------------------------------------------------- MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pMissileGroup.ActivateGameSprite(pSB_Aliens); GameObjectMan.Attach(pMissileGroup); //--------------------------------------------------------------------------------------------------------- // Bomb //--------------------------------------------------------------------------------------------------------- BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pBombRoot.ActivateCollisionSprite(pSB_Box); pBombRoot.ActivateGameSprite(pSB_Bombs); GameObjectMan.Attach(pBombRoot); //--------------------------------------------------------------------------------------------------------- // Input //--------------------------------------------------------------------------------------------------------- InputSubject pInputSubject; pInputSubject = InputMan.GetArrowRightSubject(); pInputSubject.Attach(new MoveRightObserver(pShip)); pInputSubject = InputMan.GetArrowLeftSubject(); pInputSubject.Attach(new MoveLeftObserver(pShip)); pInputSubject = InputMan.GetSpaceSubject(); pInputSubject.Attach(new ShootObserver(pShip)); pInputSubject = InputMan.GetPeriodSubject(); pInputSubject.Attach(new ToggleRenderBoxSpriteObserver()); pInputSubject = InputMan.GetCommaSubject(); pInputSubject.Attach(new ToggleShieldBricksObserver()); //--------------------------------------------------------------------------------------------------------- // Walls //--------------------------------------------------------------------------------------------------------- WallGroup pWallGroup = new WallGroup(GameObject.Name.WallGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pWallGroup.ActivateGameSprite(pSB_Aliens); WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.Wall, 400, 750, 700, 15); pWallTop.ActivateCollisionSprite(pSB_Aliens); WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.WallBottom, 400, 30, 850, 1); pWallBottom.ActivateCollisionSprite(pSB_Box); pWallBottom.ActivateGameSprite(pSB_Aliens); WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.Wall, 0, 300, 15, 600); pWallLeft.ActivateCollisionSprite(pSB_Box); WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.Wall, 800, 300, 15, 600); pWallRight.ActivateCollisionSprite(pSB_Box); pWallGroup.Add(pWallTop); pWallGroup.Add(pWallBottom); pWallGroup.Add(pWallRight); pWallGroup.Add(pWallLeft); GameObjectMan.Attach(pWallGroup); //--------------------------------------------------------------------------------------------------------- // Shield //--------------------------------------------------------------------------------------------------------- ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot1); Composite pShieldRoot1 = SF.CreateShield(50.0f, 100.0f); GameObjectMan.Attach(pShieldRoot1); SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot2); Composite pShieldRoot2 = SF.CreateShield(200.0f, 100.0f); GameObjectMan.Attach(pShieldRoot2); SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot3); Composite pShieldRoot3 = SF.CreateShield(500.0f, 100.0f); GameObjectMan.Attach(pShieldRoot3); SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, GameObject.Name.ShieldRoot4); Composite pShieldRoot4 = SF.CreateShield(650.0f, 100.0f); GameObjectMan.Attach(pShieldRoot4); //--------------------------------------------------------------------------------------------------------- // Collision Observers //--------------------------------------------------------------------------------------------------------- ColPair pColPair; // Missile vs Wall pColPair = ColPairMan.Add(ColPair.Name.Missile_Wall, pMissileGroup, pWallGroup); pColPair.Attach(new RemoveMissileObserver()); pColPair.Attach(new ShipReadyObserver(pShip)); // Bomb vs Bottom pColPair = ColPairMan.Add(ColPair.Name.Bomb_Wall, pBombRoot, pWallGroup); pColPair.Attach(new RemoveBombObserver()); // Bomb vs Missile pColPair = ColPairMan.Add(ColPair.Name.Bomb_Missile, pBombRoot, pMissileGroup); pColPair.Attach(new RemoveMissileAndBombObserver()); pColPair.Attach(new ShipReadyObserver(pShip)); // Bomb vs Shields pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield1, pBombRoot, pShieldRoot1); pColPair.Attach(new RemoveBombObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield2, pBombRoot, pShieldRoot2); pColPair.Attach(new RemoveBombObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield3, pBombRoot, pShieldRoot3); pColPair.Attach(new RemoveBombObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield4, pBombRoot, pShieldRoot4); pColPair.Attach(new RemoveBombObserver()); pColPair.Attach(new RemoveBrickObserver()); // Missile vs Shields pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield1, pMissileGroup, pShieldRoot1); pColPair.Attach(new RemoveMissileObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair.Attach(new ShipReadyObserver(pShip)); pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield2, pMissileGroup, pShieldRoot2); pColPair.Attach(new RemoveMissileObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair.Attach(new ShipReadyObserver(pShip)); pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield3, pMissileGroup, pShieldRoot3); pColPair.Attach(new RemoveMissileObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair.Attach(new ShipReadyObserver(pShip)); pColPair = ColPairMan.Add(ColPair.Name.Missile_Shield4, pMissileGroup, pShieldRoot4); pColPair.Attach(new RemoveMissileObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair.Attach(new ShipReadyObserver(pShip)); // Alien Grid vs Shields pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield1, pGrid, pShieldRoot1); pColPair.Attach(new RemoveBrickObserver()); pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield2, pGrid, pShieldRoot2); pColPair.Attach(new RemoveBrickObserver()); pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield3, pGrid, pShieldRoot3); pColPair.Attach(new RemoveBrickObserver()); pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_Shield4, pGrid, pShieldRoot4); pColPair.Attach(new RemoveBrickObserver()); // Missile vs Alien pColPair = ColPairMan.Add(ColPair.Name.Alien_Missile, pMissileGroup, pGrid); pColPair.Attach(new RemoveMissileObserver()); pColPair.Attach(new RemoveAlienObserver()); pColPair.Attach(new ShipReadyObserver(pShip)); // Alien Grid vs WallLeft pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallLeft, pGrid, pWallLeft); pColPair.Attach(new AlienGridWallLeftObserver(pGridDelta)); // Alien Grid vs WallRight pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallRight, pGrid, pWallRight); pColPair.Attach(new AlienGridWallRightObserver(pGridDelta)); // Alien Grid vs WallBottom pColPair = ColPairMan.Add(ColPair.Name.AlienGrid_WallBottom, pGrid, pWallBottom); pColPair.Attach(new AlienGridWallBottomObserver()); // Ship vs Bomb pColPair = ColPairMan.Add(ColPair.Name.ShipBomb, pShipRoot, pBombRoot); pColPair.Attach(new BombObserver()); //--------------------------------------------------------------------------------------------------------- // Alien Animations //--------------------------------------------------------------------------------------------------------- RedAlienAnimationCommand pRedAlienAnimation = new RedAlienAnimationCommand(GameSprite.Name.RedAlien); pRedAlienAnimation.Attach(Image.Name.RedAlien); pRedAlienAnimation.Attach(Image.Name.RedAlien2); TimerMan.Add(TimeEvent.Name.RedAlienAnimation, pRedAlienAnimation, 1.0f); BlueAlienAnimationCommand pBlueAlienAnimation = new BlueAlienAnimationCommand(GameSprite.Name.BlueAlien); pBlueAlienAnimation.Attach(Image.Name.BlueAlien); pBlueAlienAnimation.Attach(Image.Name.BlueAlien2); TimerMan.Add(TimeEvent.Name.BlueAlienAnimation, pBlueAlienAnimation, 1.0f); GreenAlienAnimationCommand pGreenAlienAnimation = new GreenAlienAnimationCommand(GameSprite.Name.GreenAlien); pGreenAlienAnimation.Attach(Image.Name.GreenAlien); pGreenAlienAnimation.Attach(Image.Name.GreenAlien2); TimerMan.Add(TimeEvent.Name.GreenAlienAnimation, pGreenAlienAnimation, 1.0f); //--------------------------------------------------------------------------------------------------------- // Alien Bomb Spawns //--------------------------------------------------------------------------------------------------------- BombSpawnEvent pBombSpawn = new BombSpawnEvent(pPlayer.nCurrLevel, pRandom); TimerMan.Add(TimeEvent.Name.BombSpawn, pBombSpawn, pRandom.Next(1, 10)); //--------------------------------------------------------------------------------------------------------- // Scene Play Sound //--------------------------------------------------------------------------------------------------------- ScenePlaySoundCommand pScenePlaySound = new ScenePlaySoundCommand(); pScenePlaySound.Attach(Sound.Name.Invader1); pScenePlaySound.Attach(Sound.Name.Invader2); pScenePlaySound.Attach(Sound.Name.Invader3); pScenePlaySound.Attach(Sound.Name.Invader4); TimerMan.Add(TimeEvent.Name.ScenePlaySound, pScenePlaySound, 1.5f); //--------------------------------------------------------------------------------------------------------- // UFO //--------------------------------------------------------------------------------------------------------- float value = pRandom.Next(10, 60); SpawnUFOCommand pUFO = new SpawnUFOCommand(pRandom, pWallLeft, pWallRight); TimerMan.Add(TimeEvent.Name.UFO, pUFO, value); //--------------------------------------------------------------------------------------------------------- // Texts //--------------------------------------------------------------------------------------------------------- Texture pTexture = TextureMan.Add(Texture.Name.Consolas36pt, "Consolas20pt.tga"); GlyphMan.AddXml(Glyph.Name.Consolas20pt, "Consolas20pt.xml", Texture.Name.Consolas20pt); Font pFont = FontMan.Add(Font.Name.Credits00, SpriteBatch.Name.Texts, "CREDIT 00", Glyph.Name.Consolas20pt, 700, 15); pFont.SetColor(1.0f, 1.0f, 1.0f); pFont = FontMan.Add(Font.Name.Score1, SpriteBatch.Name.Texts, "SCORE <1>", Glyph.Name.Consolas20pt, 150, 585); pFont.SetColor(1.0f, 1.0f, 1.0f); Player pPlayer1 = PlayerMan.GetPlayer(1); string pPlayer1Score; if (pPlayer1 != null) { pPlayer1Score = pPlayer1.nPoints.ToString(); } else { pPlayer1Score = "0"; } pFont = FontMan.Add(Font.Name.Score1Value, SpriteBatch.Name.Texts, pPlayer1Score, Glyph.Name.Consolas20pt, 150, 550); pFont.SetColor(1.0f, 1.0f, 1.0f); pFont = FontMan.Add(Font.Name.HighScore, SpriteBatch.Name.Texts, "HIGH SCORE", Glyph.Name.Consolas20pt, 400, 585); pFont.SetColor(1.0f, 1.0f, 1.0f); HighScore hS = new HighScore(); pFont = FontMan.Add(Font.Name.HighScores, SpriteBatch.Name.Texts, hS.GetScore().ToString(), Glyph.Name.Consolas20pt, 400, 550); pFont.SetColor(1.0f, 1.0f, 1.0f); pFont = FontMan.Add(Font.Name.Score2, SpriteBatch.Name.Texts, "SCORE <2>", Glyph.Name.Consolas20pt, 650, 585); pFont.SetColor(1.0f, 1.0f, 1.0f); Player pPlayer2 = PlayerMan.GetPlayer(2); string pPlayer2Score; if (pPlayer2 != null) { pPlayer2Score = pPlayer2.nPoints.ToString(); } else { pPlayer2Score = "0"; } pFont = FontMan.Add(Font.Name.Score2Value, SpriteBatch.Name.Texts, pPlayer2Score, Glyph.Name.Consolas20pt, 650, 550); pFont.SetColor(1.0f, 1.0f, 1.0f); // Life Totals pFont = FontMan.Add(Font.Name.NumLives1, SpriteBatch.Name.Texts, pPlayer.nLives.ToString(), Glyph.Name.Consolas20pt, 15, 15); pFont.SetColor(1.0f, 1.0f, 1.0f); pShip = ShipMan.CreateInactiveShip(75, 15); pShip = ShipMan.CreateInactiveShip(150, 15); }