public Missile createMissile(Missile.MissileType mMissileType, GameObject.GameObjectName gameName, int index = 0, float mX = 0.0f, float mY = 0.0f) { Missile missile = null; switch (mMissileType) { case Missile.MissileType.MissileRoot: missile = new MissileRoot(gameName, Sprite.SpriteName.NullObject, index, mX, mY, Missile.MissileType.MissileRoot); GameObjectNodeManager.add(missile, cPCSTree); break; case Missile.MissileType.StraightMissile: missile = new StraightMissile(gameName, Sprite.SpriteName.StraightMissile, index, mX, mY, Missile.MissileType.StraightMissile); break; case Missile.MissileType.Uninitilized: Debug.WriteLine("Missile Type is Uninitilized"); break; } this.cPCSTree.Insert(missile, this.cParent); // cSpriteBatch.addToBatch(missile.getProxySprite()); // cSpriteBatch.addToBatch(missile.getCollisionObj().cSpriteBox); missile.addSpriteToBatch(this.cSpriteBatch); missile.addCollisionToBatch(SpriteBatchManager.find(SpriteBatch.SpriteBatchName.Boxes)); return(missile); }
public Bomb createBomb(Bomb.BombType mBombType, GameObject.GameObjectName gameName, int index = 0, float mX = 0.0f, float mY = 0.0f) { Bomb bomb = null; switch (mBombType) { case Bomb.BombType.Flipping: bomb = new FlippingBomb(gameName, Sprite.SpriteName.Flipping, index, mX, mY, mBombType); break; case Bomb.BombType.ZigZag: bomb = new ZigZagBomb(gameName, Sprite.SpriteName.ZigZag, index, mX, mY, mBombType); break; case Bomb.BombType.Plunger: bomb = new PlungerBomb(gameName, Sprite.SpriteName.Plunger, index, mX, mY, mBombType); break; case Bomb.BombType.BombRoot: bomb = new BombRoot(gameName, Sprite.SpriteName.NullObject, index, mX, mY, mBombType); GameObjectNodeManager.add(bomb, cPCSTree); break; case Bomb.BombType.Uninitilized: Debug.WriteLine("Bomb Type is Uninitilized"); break; } activate(bomb); return(bomb); }
public Ship createShip(Ship.ShipType mShipType, GameObject.GameObjectName gameName, int index = 0, float mX = 0.0f, float mY = 0.0f) { Ship ship = null; switch (mShipType) { case Ship.ShipType.ShipRoot: ship = new ShipRoot(gameName, Sprite.SpriteName.NullObject, index, mX, mY); GameObjectNodeManager.add(ship, cPCSTree); break; case Ship.ShipType.CannonShip: ship = new CannonShip(gameName, Sprite.SpriteName.CannonShip, index, mX, mY); // ship = cannonShip; break; case Ship.ShipType.Uninitilized: Debug.WriteLine("Missile Type is Uninitilized"); break; } this.cPCSTree.Insert(ship, this.cParent); // cSpriteBatch.addToBatch(ship.getProxySprite()); // cSpriteBatch.addToBatch(ship.getCollisionObj().cSpriteBox); ship.addSpriteToBatch(this.cSpriteBatch); ship.addCollisionToBatch(SpriteBatchManager.find(SpriteBatch.SpriteBatchName.Boxes)); return(ship); }
public UFO createUFO(UFO.UFOType mUfoType, GameObject.GameObjectName gameName, int index = 0, float mX = 0.0f, float mY = 0.0f) { UFO ufo = null; switch (mUfoType) { case UFO.UFOType.UFORoot: ufo = new UFORoot(gameName, Sprite.SpriteName.NullObject, index, mX, mY, UFO.UFOType.UFORoot); GameObjectNodeManager.add(ufo, cPCSTree); break; case UFO.UFOType.AlienUFO: ufo = new AlienUFO(gameName, Sprite.SpriteName.AlienUFO, index, mX, mY, UFO.UFOType.AlienUFO); break; case UFO.UFOType.Uninitilized: Debug.WriteLine("ufo Type is Uninitilized"); break; } this.cPCSTree.Insert(ufo, this.cParent); ufo.addSpriteToBatch(this.cSpriteBatch); ufo.addCollisionToBatch(SpriteBatchManager.find(SpriteBatch.SpriteBatchName.Boxes)); return(ufo); }
public Alien createAlien(Alien.AlienType mAlienType, GameObject.GameObjectName gameName, int index = 0, float mX = 0.0f, float mY = 0.0f) { Alien alien = null; switch (mAlienType) { case Alien.AlienType.Crab: alien = new Crab(gameName, Sprite.SpriteName.Crab, index, mX, mY); break; case Alien.AlienType.Squid: alien = new Squid(gameName, Sprite.SpriteName.Squid, index, mX, mY); break; case Alien.AlienType.Octopus: alien = new Octopus(gameName, Sprite.SpriteName.Octopus, index, mX, mY); break; case Alien.AlienType.Column: alien = new Column(gameName, Sprite.SpriteName.NullObject, index, mX, mY); // columnCount++; // Debug.WriteLine(columnCount); break; case Alien.AlienType.AlienGrid: alien = new AlienGrid(gameName, Sprite.SpriteName.NullObject, index, mX, mY); GameObjectNodeManager.add(alien, cPCSTree); break; case Alien.AlienType.AlienExplosion: alien = new AlienExplode(gameName, Sprite.SpriteName.AlienExplosion, index, mX, mY); break; case Alien.AlienType.Uninitilized: Debug.WriteLine("Alien Type is Uninitilized"); break; } activate(alien); return(alien); }
public Wall createWall(Wall.WallType mWallType, GameObject.GameObjectName gameName, int index = 0, float x = 0.0f, float y = 0.0f, float width = 0.0f, float height = 0.0f) { Wall wall = null; switch (mWallType) { case Wall.WallType.WallTop: wall = new WallTop(gameName, index, Sprite.SpriteName.NullObject, x, y, width, height, Wall.WallType.WallTop); break; case Wall.WallType.WallDown: wall = new WallDown(gameName, index, Sprite.SpriteName.NullObject, x, y, width, height, Wall.WallType.WallDown); break; case Wall.WallType.WallLeft: wall = new WallLeft(gameName, index, Sprite.SpriteName.NullObject, x, y, width, height, Wall.WallType.WallLeft); break; case Wall.WallType.WallRight: wall = new WallRight(gameName, index, Sprite.SpriteName.NullObject, x, y, width, height, Wall.WallType.WallRight); break; case Wall.WallType.WallRoot: wall = new WallRoot(gameName, index, Sprite.SpriteName.NullObject, Wall.WallType.WallRoot); GameObjectNodeManager.add(wall, cPCSTree); break; case Wall.WallType.Uninitilized: Debug.WriteLine("Wall Type is Uninitilized"); break; } this.cPCSTree.Insert(wall, this.cParent); wall.addSpriteToBatch(this.cSpriteBatch); wall.addCollisionToBatch(SpriteBatchManager.find(SpriteBatch.SpriteBatchName.Boxes)); return(wall); }
public Shield createShield(Shield.ShieldType mShieldType, GameObject.GameObjectName gameName, int index = 0, float mX = 0.0f, float mY = 0.0f) { Shield shield = null; switch (mShieldType) { case Shield.ShieldType.ShieldBrick: shield = new ShieldBrick(gameName, Sprite.SpriteName.ShieldBrick, index, mX, mY); break; case Shield.ShieldType.ShieldColumn: shield = new ShieldColumn(gameName, Sprite.SpriteName.NullObject, index, mX, mY); break; case Shield.ShieldType.ShieldUnit: shield = new ShieldUnit(gameName, Sprite.SpriteName.NullObject, index, mX, mY); break; case Shield.ShieldType.ShieldGrid: shield = new ShieldGrid(gameName, index, Sprite.SpriteName.NullObject); GameObjectNodeManager.add(shield, cPCSTree); break; case Shield.ShieldType.Uninitilized: Debug.WriteLine("Shield Type is Uninitilized"); break; } this.cPCSTree.Insert(shield, this.cParent); // cSpriteBatch.addToBatch(shield.getProxySprite()); // cSpriteBatch.addToBatch(shield.getCollisionObj().cSpriteBox); shield.addSpriteToBatch(this.cSpriteBatch); shield.addCollisionToBatch(SpriteBatchManager.find(SpriteBatch.SpriteBatchName.Boxes)); return(shield); }