public static Ship ActivateShip() { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); // create ship Ship pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, 440, 90); pShipMan.pShip = pShip; // attach sprite to correct sprite batch SpriteBatch pSB_Ships = SpriteBatchMan.Find(SpriteBatch.Name.Ships); pSB_Ships.attach(pShip.getProxySprite()); // attach ship to ship group GameObject pShipGroup = GameObjectMan.Find(GameObject.Name.ShipGroup); Debug.Assert(pShipGroup != null); // add to GameObject pShipGroup.add(pShipMan.pShip); pShip.activateCollisionSprite(SpriteBatchMan.Find(SpriteBatch.Name.Boxes)); return(pShipMan.pShip); }
public void createLifes() { this.pLifeGroup = (ShipLifeGroup)GameObjectMan.Find(GameObject.Name.ShipLifeGroup); SpriteBatch pSB_Lifes = SpriteBatchMan.Find(SpriteBatch.Name.Lifes); SpriteBatch pSB_Boxes = SpriteBatchMan.Find(SpriteBatch.Name.Boxes); Ship pShip; float startX = 40.0f; float startY = 30.0f; float gap = 60.0f; for (int i = 0; i < this.lifeRemain; i++) { pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, startX, startY); pShip.activateGameSprite(pSB_Lifes); pShip.activateCollisionSprite(pSB_Boxes); this.pLifeGroup.add(pShip); startX += gap; } }