예제 #1
0
        public WallManager()
        {
            WallFactory gameSpaceFactory = new WallFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes);

            this.pGameSpace = (GameSpace)gameSpaceFactory.Create(GameObject.Type.GameSpace, 0, 0, 0, 0);
            Debug.Assert(this.pGameSpace != null);

            WallFactory wallFactory = new WallFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, this.pGameSpace);

            this.pWallLeft = (WallLeft)wallFactory.Create(GameObject.Type.WallLeft, Constants.leftWallXPos, Constants.leftWallYPos,
                                                          Constants.leftWallWidth, Constants.leftWallHeight);
            Debug.Assert(this.pWallLeft != null);

            this.pWallRight = (WallRight)wallFactory.Create(GameObject.Type.WallRight, Constants.rightWallXPos, Constants.rightWallYPos,
                                                            Constants.rightWallWidth, Constants.rightWallHeight);
            Debug.Assert(this.pWallRight != null);

            this.pCeiling = (Ceiling)wallFactory.Create(GameObject.Type.Ceiling, Constants.ceilingXPos, Constants.ceilingYPos,
                                                        Constants.ceilingWidth, Constants.ceilingHeight);
            Debug.Assert(this.pCeiling != null);

            this.pFloor = (Floor)wallFactory.Create(GameObject.Type.Floor, Constants.floorXPos, Constants.floorYPos,
                                                    Constants.floorWidth, Constants.floorHeight);
            Debug.Assert(this.pFloor != null);
        }
예제 #2
0
 public static void initialize(BatchGroup.BatchType type = BatchGroup.BatchType.Collisions)
 {
     if (wfInstance == null)
     {
         wfInstance = new WallFactory(type);
     }
 }
예제 #3
0
        public void loadWalls()
        {
            WallFactory wallFactory = FactoryManager.getWallFactry();
            Wall        wallRoot    = wallFactory.createWall(Wall.WallType.WallRoot, GameObject.GameObjectName.WallRoot);

            wallFactory.setParent(wallRoot);
            // 0, 448, 900, 850, 30
            //wallFactory.createWall(Wall.WallType.WallTop, GameObject.GameObjectName.Wall, 0, 448, 900, 850, 10);
            wallFactory.createWall(Wall.WallType.WallTop, GameObject.GameObjectName.WallTop, 0, 446, 950, 892, 1);
            wallFactory.createWall(Wall.WallType.WallDown, GameObject.GameObjectName.WallDown, 0, 446, 1, 1000, 100);
            // wallFactory.createWall(Wall.WallType.WallRight, GameObject.GameObjectName.WallRight, 2, 892, 500, 1, 1020);
            wallFactory.createWall(Wall.WallType.WallRight, GameObject.GameObjectName.WallRight, 0, 860, 500, 1, 1024);
            wallFactory.createWall(Wall.WallType.WallLeft, GameObject.GameObjectName.WallLeft, 0, 20, 510, 1, 1024);
            //      wallFactory.createWall(Wall.WallType.WallRight, GameObject.GameObjectName.WallRight, 0, 625, 500, 50, 900);
            //    wallFactory.createWall(Wall.WallType.WallLeft, GameObject.GameObjectName.WallLeft, 0, 100, 500, 50, 900);
        }
예제 #4
0
        private FactoryManager()
        {
            SpriteBatch alienBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Aliens);
            PCSTree     alienPcsTree = new PCSTree();

            this.alienFactory = new AlienFactory(alienPcsTree, alienBatch);

            SpriteBatch bombBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Bombs);
            PCSTree     bombPcsTree = new PCSTree();

            this.bombFactory = new BombFactory(bombPcsTree, bombBatch);

            SpriteBatch missileBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Missiles);
            PCSTree     missilePcsTree = new PCSTree();

            this.missileFactory = new MissileFactory(missilePcsTree, missileBatch);


            SpriteBatch shieldBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Shields);
            PCSTree     shieldPcsTree = new PCSTree();

            this.shieldFactory = new ShieldFactory(shieldPcsTree, shieldBatch);

            SpriteBatch shipBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Ships);
            PCSTree     shipPcsTree = new PCSTree();

            this.shipFactory = new ShipFactory(shipPcsTree, shipBatch);

            SpriteBatch wallBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.Walls);
            PCSTree     wallPcsTree = new PCSTree();

            this.wallFactory = new WallFactory(wallPcsTree, wallBatch);


            SpriteBatch ufoBatch   = SpriteBatchManager.add(SpriteBatch.SpriteBatchName.UFOs);
            PCSTree     ufoPcsTree = new PCSTree();

            this.ufoFactory = new UFOFactory(ufoPcsTree, ufoBatch);

            sndEngine = new IrrKlang.ISoundEngine();
        }
예제 #5
0
        public override void loadContent(Scene pScene)
        {
            ManagerFactory managerFactory = new ManagerFactory();

            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------
            SpriteBatch pSB_Box         = SpriteBatchMan.Add(SpriteBatch.Name.Boxes);
            SpriteBatch pSB_ShieldBoxes = SpriteBatchMan.Add(SpriteBatch.Name.ShieldBoxes);

            SpriteBatchMan.Add(SpriteBatch.Name.Aliens);
            SpriteBatchMan.Add(SpriteBatch.Name.Walls);
            SpriteBatchMan.Add(SpriteBatch.Name.Bumps);
            SpriteBatch pSB_Ship    = SpriteBatchMan.Add(SpriteBatch.Name.Ships);
            SpriteBatch pSB_Missile = SpriteBatchMan.Add(SpriteBatch.Name.Missiles);
            SpriteBatch pSB_Shield  = SpriteBatchMan.Add(SpriteBatch.Name.Shields);
            SpriteBatch pSB_Bomb    = SpriteBatchMan.Add(SpriteBatch.Name.Bombs);

            SpriteBatchMan.Add(SpriteBatch.Name.PlainTexts);
            SpriteBatch pSB_Life      = SpriteBatchMan.Add(SpriteBatch.Name.Lifes);
            SpriteBatch pSB_Explosion = SpriteBatchMan.Add(SpriteBatch.Name.Explosions);
            SpriteBatch pSB_UFO       = SpriteBatchMan.Add(SpriteBatch.Name.UFO);

            //---------------------------------------------------------------------------------------------------------
            // Set Input
            //---------------------------------------------------------------------------------------------------------
            InputSubject pInputSubject;

            pInputSubject = InputMan.GetArrowLeftSubject();
            pInputSubject.attach(new MoveLeftObserver());

            pInputSubject = InputMan.GetArrowRightSubject();
            pInputSubject.attach(new MoveRightObserver());

            pInputSubject = InputMan.GetSpaceSubject();
            pInputSubject.attach(new ShootObserver());

            pInputSubject = InputMan.GetTSubject();
            pInputSubject.attach(new ToggleBoxObserver());

            //---------------------------------------------------------------------------------------------------------
            // Create Ship
            //---------------------------------------------------------------------------------------------------------
            // create ship life group
            ShipLifeGroup pShipLifeGroup = new ShipLifeGroup(GameObject.Name.ShipLifeGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pShipLifeGroup.activateGameSprite(pSB_Life);
            pShipLifeGroup.activateCollisionSprite(pSB_Box);
            GameObjectMan.Attach(pShipLifeGroup);

            ShipGroup pShipGroup = new ShipGroup(GameObject.Name.ShipGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pShipGroup.activateGameSprite(pSB_Ship);
            pShipGroup.activateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pShipGroup);

            ShipMan.CreateShipLifes();


            //---------------------------------------------------------------------------------------------------------
            // Create UFO
            //---------------------------------------------------------------------------------------------------------
            UFORoot pUFORoot  = new UFORoot(GameObject.Name.UFORoot, GameSprite.Name.NullObject, 0.0f, 0.0f);
            UFORoot pUFOGroup = new UFORoot(GameObject.Name.UFORoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pUFORoot.activateGameSprite(pSB_UFO);
            pUFORoot.activateCollisionSprite(pSB_Box);

            pUFOGroup.add(pUFORoot);
            GameObjectMan.Attach(pUFOGroup);

            //managerFactory.create(Manager.Name.UFOMan);


            //---------------------------------------------------------------------------------------------------------
            // Create Missile
            //---------------------------------------------------------------------------------------------------------
            MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pMissileGroup.activateGameSprite(pSB_Missile);
            pMissileGroup.activateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pMissileGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create Bombs
            //---------------------------------------------------------------------------------------------------------
            BombRoot pBombRoot = new BombRoot(GameObject.Name.BombGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pBombRoot.activateGameSprite(pSB_Bomb);
            pBombRoot.activateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pBombRoot);
            //managerFactory.create(Manager.Name.BombMan);

            //---------------------------------------------------------------------------------------------------------
            // Create walls
            //---------------------------------------------------------------------------------------------------------
            WallFactory wallFactory = new WallFactory(SpriteBatch.Name.Walls, SpriteBatch.Name.Boxes);

            GameObject pWallGroup = wallFactory.create(GameObject.Name.WallGroup, WallCategory.Type.WallGroup);

            pWallGroup.add(wallFactory.create(GameObject.Name.WallLeft, WallCategory.Type.Left, 5, 511, 10, 912));
            pWallGroup.add(wallFactory.create(GameObject.Name.WallRight, WallCategory.Type.Right, 891, 511, 10, 912));
            pWallGroup.add(wallFactory.create(GameObject.Name.WallTop, WallCategory.Type.Top, 448, 993, 896, 50));
            pWallGroup.add(wallFactory.create(GameObject.Name.WallBottom, WallCategory.Type.Bottom, 448, 30, 896, 50));

            GameObjectMan.Attach(pWallGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create bumps
            //---------------------------------------------------------------------------------------------------------
            BumpFactory bumpFactory = new BumpFactory(SpriteBatch.Name.Bumps, SpriteBatch.Name.Boxes);

            GameObject pBumpGroup = bumpFactory.create(GameObject.Name.BumpGroup, BumpCategory.Type.BumpGroup);

            pBumpGroup.add(bumpFactory.create(GameObject.Name.BumpLeft, BumpCategory.Type.Left, 10, 90, 25, 60));
            pBumpGroup.add(bumpFactory.create(GameObject.Name.BumpRight, BumpCategory.Type.Right, 886, 90, 25, 60));

            GameObjectMan.Attach(pBumpGroup);

            //---------------------------------------------------------------------------------------------------------
            // Create Aliens
            //---------------------------------------------------------------------------------------------------------
            //managerFactory.create(Manager.Name.AlienMan);

            AlienFactory alienFactory = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes);

            // create alien groups
            AlienGroup pAlienGroup = (AlienGroup)alienFactory.create(GameObject.Name.AlienGroup, AlienCategory.Type.Group);

            pAlienGroup.nextLevel();

            AlienGroup pAlienRoot = new AlienGroup(GameObject.Name.AlienGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);;

            pAlienRoot.add(pAlienGroup);
            GameObjectMan.Attach(pAlienRoot);

            //---------------------------------------------------------------------------------------------------------
            // create Shield
            //---------------------------------------------------------------------------------------------------------
            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.ShieldBoxes);

            ShieldRoot pShieldGroup = (ShieldRoot)SF.Create(ShieldCategory.Type.Root, GameObject.Name.ShieldRoot, 0.0f, 0.0f);

            pShieldGroup.storeShield();

            ShieldRoot pShieldRoot = new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pShieldRoot.add(pShieldGroup);
            GameObjectMan.Attach(pShieldRoot);


            //---------------------------------------------------------------------------------------------------------
            // Create explosion group
            //---------------------------------------------------------------------------------------------------------
            ExplosionGroup pExplosionGroup = new ExplosionGroup(GameObject.Name.ExplosionGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pExplosionGroup.activateGameSprite(pSB_Explosion);
            pExplosionGroup.activateCollisionSprite(pSB_Box);

            GameObjectMan.Attach(pExplosionGroup);

            //---------------------------------------------------------------------------------------------------------
            // Attach sprites to Sprite Batch
            //---------------------------------------------------------------------------------------------------------
            //pSB_Boxes.attach(BoxSprite.Name.Box1);

            // Create animation sprites
            AnimationSprite pAnimOctopus = new AnimationSprite(GameSprite.Name.Octopus);

            pAnimOctopus.attach(Image.Name.OctopusMovement);
            pAnimOctopus.attach(Image.Name.Octopus);
            pAnimOctopus.attach("fastinvader1.wav");
            pAnimOctopus.attach("fastinvader2.wav");
            pAnimOctopus.attach("fastinvader3.wav");
            pAnimOctopus.attach("fastinvader4.wav");
            TimerMan.Add(TimeEvent.Name.OctopusAnimation, pAnimOctopus, 0.75f);

            AnimationSprite pAnimCrab = new AnimationSprite(GameSprite.Name.Crab);

            pAnimCrab.attach(Image.Name.CrabMovement);
            pAnimCrab.attach(Image.Name.Crab);
            pAnimCrab.attach("fastinvader1.wav");
            pAnimCrab.attach("fastinvader2.wav");
            pAnimCrab.attach("fastinvader3.wav");
            pAnimCrab.attach("fastinvader4.wav");
            TimerMan.Add(TimeEvent.Name.CrabAnimation, pAnimCrab, 0.75f);

            AnimationSprite pAminSquid = new AnimationSprite(GameSprite.Name.Squid);

            pAminSquid.attach(Image.Name.SquidMovement);
            pAminSquid.attach(Image.Name.Squid);
            pAminSquid.attach("fastinvader1.wav");
            pAminSquid.attach("fastinvader2.wav");
            pAminSquid.attach("fastinvader3.wav");
            pAminSquid.attach("fastinvader4.wav");
            TimerMan.Add(TimeEvent.Name.SquidAnimation, pAminSquid, 0.75f);

            // Create Movement sprite
            MovementSprite pMovementSprite = new MovementSprite(pAlienGroup);

            TimerMan.Add(TimeEvent.Name.MovementAnimation, pMovementSprite, 0.5f);

            // Create drop bomb sprite
            DropBomb pDropBomb = new DropBomb(pAlienGroup);

            TimerMan.Add(TimeEvent.Name.DropBombAnination, pDropBomb, 1.5f);

            // Create UFOEvent sprite
            UFOEvent pUFOEvent = new UFOEvent();

            TimerMan.Add(TimeEvent.Name.MovementAnimation, pUFOEvent, UFOMan.getDeltaTime());

            //---------------------------------------------------------------------------------------------------------
            // Collision Pair
            //---------------------------------------------------------------------------------------------------------
            CollisionPair pColPair = CollisionPairMan.Add(CollisionPair.Name.Alien_Missile, pMissileGroup, pAlienGroup);

            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveAlienObserver());
            pColPair.attach(new PlaySoundObserver("invaderkilled.wav"));
            pColPair.attach(new AlienNumObserver(pAlienGroup, pShieldGroup));
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Missile_Wall, pMissileGroup, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Alien_Wall, pAlienGroup, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new AlienGroupObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Ship_Bump, pBumpGroup, pShipGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new ShipPositionObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldRoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveShieldObserver(GameObject.Name.Missile));
            pColPair.attach(new PlaySoundObserver("invaderkilled.wav"));
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveShieldObserver(GameObject.Name.Bomb));
            pColPair.attach(new PlaySoundObserver("invaderkilled.wav"));
            pColPair.attach(new RemoveBombObserver());
            pColPair.attach(new AlienReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Bomb_Wall, pBombRoot, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveBombObserver());
            pColPair.attach(new AlienReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, pMissileGroup);
            Debug.Assert(pColPair != null);
            pColPair.attach(new BombExplosionObsever());
            pColPair.attach(new AlienReadyObserver());
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.Bomb_Ship, pShipGroup, pBombRoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveBombObserver());
            pColPair.attach(new AlienReadyObserver());
            pColPair.attach(new RemoveShipObserver());
            pColPair.attach(new PlaySoundObserver("explosion.wav"));

            pColPair = CollisionPairMan.Add(CollisionPair.Name.UFO_Wall, pWallGroup, pUFORoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveUFOObserver());

            pColPair = CollisionPairMan.Add(CollisionPair.Name.UFO_Missile, pMissileGroup, pUFORoot);
            Debug.Assert(pColPair != null);
            pColPair.attach(new RemoveMissileObserver());
            pColPair.attach(new ShipReadyObserver());
            pColPair.attach(new UFOExplosionObserver());
            pColPair.attach(new PlaySoundObserver("explosion.wav"));

            //---------------------------------------------------------------------------------------------------------
            // Font
            //---------------------------------------------------------------------------------------------------------
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "SCORE<1>", Glyph.Name.Consolas36pt, 20, 1000);
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "HI-SCORE", Glyph.Name.Consolas36pt, 370, 1000);
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "SCORE<2>", Glyph.Name.Consolas36pt, 700, 1000);
            FontMan.Add(Font.Name.ScoreOne, SpriteBatch.Name.PlainTexts, pScene.getScoreOne().ToString("D4"), Glyph.Name.Consolas36pt, 50, 960);
            FontMan.Add(Font.Name.HighestScore, SpriteBatch.Name.PlainTexts, pScene.getHighestScore().ToString("D4"), Glyph.Name.Consolas36pt, 400, 960);
            FontMan.Add(Font.Name.ScoreTwo, SpriteBatch.Name.PlainTexts, pScene.getScoreTwo().ToString("D4"), Glyph.Name.Consolas36pt, 730, 960);
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "CREDIT", Glyph.Name.Consolas36pt, 700, 25);
            FontMan.Add(Font.Name.Texts, SpriteBatch.Name.PlainTexts, "00", Glyph.Name.Consolas36pt, 830, 25);
        }
        // strategy()
        public override void LoadContent()
        {
            pSpriteBatchMan = new SpriteBatchMan(1, 1);
            playLives       = 3;
            numOfAliens     = 55;
            //---------------------------------------------------------------------------------------------------------
            // Manager initialization
            //---------------------------------------------------------------------------------------------------------

            TimerMan.Create(3, 1);
            TextureMan.Create(2, 1);
            ImageMan.Create(5, 2);
            GameSpriteMan.Create(4, 2);
            BoxSpriteMan.Create(3, 1);
            ProxySpriteMan.Create(10, 1);
            if (GameObjectMan.pInstance != null)
            {
                GameObjectMan.Destroy();
            }
            GameObjectMan.Create(3, 1);
            ColPairMan.Create(1, 1);
            GlyphMan.Create(3, 1);
            FontMan.Create(1, 1);


            //---------------------------------------------------------------------------------------------------------
            // Sound Experiment
            //---------------------------------------------------------------------------------------------------------

            // start up the engine
            // SpaceInvaders.GetInstance().sndEngine = new IrrKlang.ISoundEngine();

            //---------------------------------------------------------------------------------------------------------
            // Load the Textures
            //---------------------------------------------------------------------------------------------------------

            TextureMan.Add(Texture.Name.Shields, "birds_N_shield.tga");
            TextureMan.Add(Texture.Name.Aliens, "aliensNew.tga");
            TextureMan.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga");
            FontMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt);
            //---------------------------------------------------------------------------------------------------------
            // Create Images
            //---------------------------------------------------------------------------------------------------------

            ImageMan.Add(Image.Name.CrabUp, Texture.Name.Aliens, 322.5f, 27.0f, 150.0f, 111.0f);
            ImageMan.Add(Image.Name.CrabDown, Texture.Name.Aliens, 324.0f, 180.0f, 150.0f, 114.0f);
            ImageMan.Add(Image.Name.OctopusOut, Texture.Name.Aliens, 54f, 28.5f, 168f, 111f);
            ImageMan.Add(Image.Name.OctopusIn, Texture.Name.Aliens, 54f, 180f, 168f, 111f);
            ImageMan.Add(Image.Name.SquidOut, Texture.Name.Aliens, 612f, 25.5f, 117f, 117f);
            ImageMan.Add(Image.Name.SquidIn, Texture.Name.Aliens, 612f, 180f, 117f, 117f);
            ImageMan.Add(Image.Name.Missile, Texture.Name.Shields, 73, 53, 5, 4);
            ImageMan.Add(Image.Name.Ship, Texture.Name.Shields, 10, 93, 30, 18);
            ImageMan.Add(Image.Name.Wall, Texture.Name.Shields, 40, 185, 20, 10);
            ImageMan.Add(Image.Name.BombStraight, Texture.Name.Shields, 111, 101, 5, 49);
            ImageMan.Add(Image.Name.BombZigZag, Texture.Name.Shields, 132, 100, 20, 50);
            ImageMan.Add(Image.Name.BombCross, Texture.Name.Shields, 219, 103, 19, 47);
            ImageMan.Add(Image.Name.Brick, Texture.Name.Shields, 20, 210, 10, 5);
            ImageMan.Add(Image.Name.BrickLeft_Top0, Texture.Name.Shields, 15, 180, 10, 5);
            ImageMan.Add(Image.Name.BrickLeft_Top1, Texture.Name.Shields, 15, 185, 10, 5);
            ImageMan.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Shields, 35, 215, 10, 5);
            ImageMan.Add(Image.Name.BrickRight_Top0, Texture.Name.Shields, 75, 180, 10, 5);
            ImageMan.Add(Image.Name.BrickRight_Top1, Texture.Name.Shields, 75, 185, 10, 5);
            ImageMan.Add(Image.Name.BrickRight_Bottom, Texture.Name.Shields, 55, 215, 10, 5);
            ImageMan.Add(Image.Name.UFO, Texture.Name.Aliens, 84, 505, 225, 96);
            ImageMan.Add(Image.Name.Splash, Texture.Name.Aliens, 573, 486, 183, 115);
            ImageMan.Add(Image.Name.TopSplash, Texture.Name.Aliens, 403, 487, 113, 113);
            ImageMan.Add(Image.Name.PlayerEnd, Texture.Name.Aliens, 558, 336, 222, 110);


            //---------------------------------------------------------------------------------------------------------
            // Create Sprites
            //---------------------------------------------------------------------------------------------------------


            GameSpriteMan.Add(GameSprite.Name.Crab, Image.Name.CrabUp, 500.0f, 300.0f, 18.0f, 18.0f);
            GameSpriteMan.Add(GameSprite.Name.Octopus, Image.Name.OctopusOut, 50, 200, 20, 20);
            GameSpriteMan.Add(GameSprite.Name.Squid, Image.Name.SquidOut, 300, 400, 16, 16);

            GameSpriteMan.Add(GameSprite.Name.Missile, Image.Name.Missile, 0, 0, 2, 10);
            pShip = GameSpriteMan.Add(GameSprite.Name.ShipImage, Image.Name.Ship, 40, 20, 30, 14);
            GameSpriteMan.Add(GameSprite.Name.Ship, Image.Name.Ship, 500, 100, 30, 14);
            GameSpriteMan.Add(GameSprite.Name.WallHorizontal, Image.Name.Wall, 448, 900, 850, 30);
            GameSpriteMan.Add(GameSprite.Name.WallVertical, Image.Name.Wall, 50, 448, 30, 950);
            GameSpriteMan.Add(GameSprite.Name.UFO, Image.Name.UFO, 50, 448, 20, 14);

            GameSpriteMan.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 200, 200, 10, 20);
            GameSpriteMan.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 100, 100, 5, 20);
            GameSpriteMan.Add(GameSprite.Name.BombDagger, Image.Name.BombCross, 100, 100, 10, 20);

            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);
            GameSpriteMan.Add(GameSprite.Name.Splash, Image.Name.Splash, 0, 0, 18, 18);
            GameSpriteMan.Add(GameSprite.Name.TopSplash, Image.Name.TopSplash, 0, 0, 20, 14);
            GameSpriteMan.Add(GameSprite.Name.PlayerEnd, Image.Name.PlayerEnd, 0, 0, 40, 20);


            //---------------------------------------------------------------------------------------------------------
            // Create BoxSprite
            //---------------------------------------------------------------------------------------------------------

            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);


            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------
            SpriteBatch pSB_Box     = pSpriteBatchMan.Add(SpriteBatch.Name.Boxes);
            SpriteBatch pSB_Aliens  = pSpriteBatchMan.Add(SpriteBatch.Name.Aliens);
            SpriteBatch pSB_Texts   = pSpriteBatchMan.Add(SpriteBatch.Name.Texts);
            SpriteBatch pSB_Shields = pSpriteBatchMan.Add(SpriteBatch.Name.Shields);
            SpriteBatch pSB_Walls   = pSpriteBatchMan.Add(SpriteBatch.Name.Walls);
            SpriteBatch pSB_UFOs    = pSpriteBatchMan.Add(SpriteBatch.Name.UFOs);
            SpriteBatch pSB_Bombs   = pSpriteBatchMan.Add(SpriteBatch.Name.Bombs);

            pSB_Aliens.Attach(pShip);
            pSB_Walls.display = false;
            pSB_Box.display   = false;


            //---------------------------------------------------------------------------------------------------------
            //Font
            //---------------------------------------------------------------------------------------------------------
            FontMan.Add(pSpriteBatchMan, Font.Name.Title, SpriteBatch.Name.Texts, "SCORE<1>  HIGH-SCORE  SCORE<2>", Glyph.Name.Consolas36pt, 200, 680);
            FontMan.Add(pSpriteBatchMan, Font.Name.ScoreOne, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 240, 650);
            FontMan.Add(pSpriteBatchMan, Font.Name.HighestScore, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 440, 650);
            FontMan.Add(pSpriteBatchMan, Font.Name.ScoreTwo, SpriteBatch.Name.Texts, "00", Glyph.Name.Consolas36pt, 650, 650);
            FontMan.Add(pSpriteBatchMan, Font.Name.PlayerLives, SpriteBatch.Name.Texts, "X" + playLives, Glyph.Name.Consolas36pt, 52, 20);

            //---------------------------------------------------------------------------------------------------------
            // Input
            //---------------------------------------------------------------------------------------------------------

            InputSubject pInputSubject;

            pInputSubject = InputMan.GetArrowRightSubject();
            pInputSubject.Attach(new MoveRightObserver());

            pInputSubject = InputMan.GetArrowLeftSubject();
            pInputSubject.Attach(new MoveLeftObserver());

            pInputSubject = InputMan.GetSpaceSubject();
            pInputSubject.Attach(new ShootObserver());

            Simulation.SetState(Simulation.State.Realtime);

            //---------------------------------------------------------------------------------------------------------
            // Bomb
            //---------------------------------------------------------------------------------------------------------

            BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            //pBombRoot.ActivateCollisionSprite(pSB_Box);



            GameObjectMan.Attach(pBombRoot);

            //---------------------------------------------------------------------------------------------------------
            // Walls
            //---------------------------------------------------------------------------------------------------------

            WallGroup pWallGroup = new WallGroup(GameObject.Name.WallGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pWallGroup.ActivateGameSprite(pSB_Walls);
            //pWallGroup.ActivateCollisionSprite(pSB_Box);

            WallFactory WF = new WallFactory(pSpriteBatchMan, SpriteBatch.Name.Walls, SpriteBatch.Name.Boxes, pWallGroup);

            WF.Create(WallCategory.Type.Bottom, GameObject.Name.WallBottom, 448, 20, 850, 30);
            WF.Create(WallCategory.Type.Top, GameObject.Name.WallTop, 448, 650, 850, 30);
            WF.Create(WallCategory.Type.Left, GameObject.Name.WallLeft, 50, 448, 30, 950);
            WF.Create(WallCategory.Type.Right, GameObject.Name.WallRight, 846, 448, 30, 950);


            GameObjectMan.Attach(pWallGroup);


            //---------------------------------------------------------------------------------------------------------
            // Missile
            //---------------------------------------------------------------------------------------------------------

            // Missile Root
            MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0.0f, 0.0f);

            pMissileGroup.ActivateGameSprite(pSB_Aliens);
            pMissileGroup.ActivateCollisionSprite(pSB_Box);
            GameObjectMan.Attach(pMissileGroup);



            //---------------------------------------------------------------------------------------------------------
            // Ship
            //---------------------------------------------------------------------------------------------------------

            ShipRoot pShipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);

            GameObjectMan.Attach(pShipRoot);
            pMissileGroup.ActivateGameSprite(pSB_Aliens);
            pMissileGroup.ActivateCollisionSprite(pSB_Box);

            ShipMan.Create(pSpriteBatchMan);

            //pShipRoot.Print();

            //---------------------------------------------------------------------------------------------------------
            // Shield
            //---------------------------------------------------------------------------------------------------------

            // Create the factory ... prototype
            Composite pShieldRoot = (Composite) new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 300.0f, 300.0f);

            GameObjectMan.Attach(pShieldRoot);
            pShieldRoot.ActivateCollisionSprite(pSB_Box);
            pShieldRoot.ActivateGameSprite(pSB_Shields);

            ShieldFactory SF          = new ShieldFactory(pSpriteBatchMan, SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot);
            float         brickWidth  = 10.0f;
            float         brickHeight = 5.0f;

            for (int i = 0; i < 4; i++)
            {
                float start_x = 150.0f + 180 * i;
                float start_y = 100.0f;
                float off_x   = 0;
                SF.SetParent(pShieldRoot);
                GameObject pShieldGrid = SF.Create(ShieldCategory.Type.Grid, GameObject.Name.ShieldGrid);

                {
                    int j = 0;

                    GameObject pColumn;

                    SF.SetParent(pShieldGrid);
                    pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);
                    SF.SetParent(pColumn);

                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 2 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 3 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 4 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 5 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 6 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x, start_y + 7 * brickHeight);
                    SF.Create(ShieldCategory.Type.LeftTop1, GameObject.Name.ShieldBrick, start_x, start_y + 8 * brickHeight);
                    SF.Create(ShieldCategory.Type.LeftTop0, GameObject.Name.ShieldBrick, start_x, start_y + 9 * brickHeight);

                    SF.SetParent(pShieldGrid);
                    pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                    SF.SetParent(pColumn);

                    off_x += brickWidth;
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                    SF.SetParent(pShieldGrid);
                    pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                    SF.SetParent(pColumn);

                    off_x += brickWidth;
                    SF.Create(ShieldCategory.Type.LeftBottom, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                    SF.SetParent(pShieldGrid);
                    pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                    SF.SetParent(pColumn);

                    off_x += brickWidth;
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                    SF.SetParent(pShieldGrid);
                    pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                    SF.SetParent(pColumn);

                    off_x += brickWidth;
                    SF.Create(ShieldCategory.Type.RightBottom, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                    SF.SetParent(pShieldGrid);
                    pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                    SF.SetParent(pColumn);

                    off_x += brickWidth;
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);

                    SF.SetParent(pShieldGrid);
                    pColumn = SF.Create(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn_0 + j++);

                    SF.SetParent(pColumn);

                    off_x += brickWidth;
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight);
                    SF.Create(ShieldCategory.Type.Brick, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight);
                    SF.Create(ShieldCategory.Type.RightTop1, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight);
                    SF.Create(ShieldCategory.Type.RightTop0, GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight);
                }
            }
            // load by column


            //pShieldRoot.Print();

            //Debug.WriteLine("-------------------");

            //ForwardIterator pFor = new ForwardIterator(pShieldRoot);

            //Component pNode = pFor.First();
            //while (!pFor.IsDone())
            //{
            //    pNode.DumpNode();

            //    pNode = pFor.Next();
            //}

            //Debug.WriteLine("-------------------");

            //ReverseIterator pRev = new ReverseIterator(pShieldRoot);

            //Component pNode2 = pRev.First();
            //while (!pRev.IsDone())
            //{
            //    pNode2.DumpNode();

            //    pNode2 = pRev.Next();
            //}

            //Debug.WriteLine("-------------------");


            //---------------------------------------------------------------------------------------------------------
            // display 55 aliens on the screen
            //---------------------------------------------------------------------------------------------------------

            //create the AlienRoot
            Composite    pAlienRoot = (Composite) new AlienRoot(GameObject.Name.AlienRoot, GameSprite.Name.NullObject, 0.0f, 0.0f);
            AlienFactory AF         = new AlienFactory(pSpriteBatchMan, SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes, pAlienRoot);

            GameObjectMan.Attach(pAlienRoot);

            GameObject pAlienGrid = AF.Create(AlienCategory.Type.AlienGrid, GameObject.Name.AlienRoot);

            //create the AlienCloumn
            GameObject pAlienColumn;

            for (int i = 0; i < 11; i++)
            {
                AF.SetParent(pAlienGrid);
                pAlienColumn = AF.Create(AlienCategory.Type.AlienColumn, GameObject.Name.AlienColumn);

                AF.SetParent(pAlienColumn);
                AF.Create(AlienCategory.Type.Squid, GameObject.Name.Squid, 300.0f + 25 * i, 550.0f);
                AF.Create(AlienCategory.Type.Crab, GameObject.Name.Crab, 300.0f + 25 * i, 525.0f);
                AF.Create(AlienCategory.Type.Crab, GameObject.Name.Crab, 300.0f + 25 * i, 500.0f);
                AF.Create(AlienCategory.Type.Octopus, GameObject.Name.Octopus, 300.0f + 25 * i, 475.0f);
                AF.Create(AlienCategory.Type.Octopus, GameObject.Name.Octopus, 300.0f + 25 * i, 450.0f);
            }


            //create AnimationSprite and attach 2 images to the animation sprite
            //and add them to the TimerManager
            //float time;

            AnimationSprite pAniSquid = new AnimationSprite(GameSprite.Name.Squid);

            pAniSquid.Attach(Image.Name.SquidIn);
            pAniSquid.Attach(Image.Name.SquidOut);
            TimerMan.Add(TimeEvent.Name.SquidAnimation, pAniSquid, 1F);
            AnimationSprite pAniCrab = new AnimationSprite(GameSprite.Name.Crab);

            pAniCrab.Attach(Image.Name.CrabDown);
            pAniCrab.Attach(Image.Name.CrabUp);
            TimerMan.Add(TimeEvent.Name.CrabAnimation, pAniCrab, 1F);
            AnimationSprite pAniOcto = new AnimationSprite(GameSprite.Name.Octopus);

            pAniOcto.Attach(Image.Name.OctopusIn);
            pAniOcto.Attach(Image.Name.OctopusOut);
            TimerMan.Add(TimeEvent.Name.OctopusAnimation, pAniOcto, 1F);
            Movement pAlienMove = new Movement(pAlienRoot, pSB_Bombs, pSB_Box, pBombRoot);

            TimerMan.Add(TimeEvent.Name.AlienGridMovement, pAlienMove, 1F);

            //---------------------------------------------------------------------------------------------------------
            // UFO
            //---------------------------------------------------------------------------------------------------------
            pUFOGroup = new UFOGroup(GameObject.Name.UFOGroup, GameSprite.Name.NullObject, 1.0f, 1.0f);
            GameObjectMan.Attach(pUFOGroup);
            UFODisplay pUFODisplay = new UFODisplay(pSpriteBatchMan, SpriteBatch.Name.UFOs, SpriteBatch.Name.Boxes, GameObject.Name.UFO, GameSprite.Name.UFO, pUFOGroup);

            TimerMan.Add(TimeEvent.Name.DisplayUFO, pUFODisplay, 40f);
            //UFODisplay pUFODisplayRight = new UFODisplay(SpriteBatch.Name.UFOs, SpriteBatch.Name.Boxes, GameObject.Name.UFO, GameSprite.Name.UFO, UFOCategory.Type.RightMovingUFO, pUFOGroup);
            //TimerMan.Add(TimeEvent.Name.DisplayUFO, pUFODisplayRight, 20f);


            //GameObject pUFO = new LeftUFO(GameObject.Name.UFO, GameSprite.Name.UFO, 800, 700);
            ////GameObjectMan.Attach(pUFO);
            //pUFO.ActivateGameSprite(pSB_UFOs);
            //pUFO.ActivateCollisionSprite(pSB_Box);
            // UFO pUFO=new UFO(GameObject.Name.UFO, GameSprite.Name.UFO,)
            //pUFOGroup.ActivateGameSprite(pSB_UFOs);
            //pUFOGroup.ActivateCollisionSprite(pSB_Box);
            //GameObjectMan.Attach(pUFOGroup);


            //---------------------------------------------------------------------------------------------------------
            // ColPair
            //---------------------------------------------------------------------------------------------------------
            ColPair pColPair;

            // associate in a collision pair

            //bomb vs ship(player)
            pColPair = ColPairMan.Add(ColPair.Name.Bombs_Player, pBombRoot, pShipRoot);
            pColPair.Attach(new CheckPlayerStatusObserver(pSpriteBatchMan));
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "explosion.wav"));
            pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.PlayerEnd, pSpriteBatchMan));
            pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipEndObserver());

            // Missile vs Wall

            pColPair = ColPairMan.Add(ColPair.Name.Missile_Wall, pMissileGroup, pWallGroup);
            Debug.Assert(pColPair != null);
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav"));
            //pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.TopSplash));

            // Bomb vs Bottom
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Wall, pBombRoot, pWallGroup);
            pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan));

            // Missile vs Shield
            pColPair = ColPairMan.Add(ColPair.Name.Misslie_Shield, pMissileGroup, pShieldRoot);
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new RemoveBrickObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());
            //pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "fastinvader1.wav"));
            // pColPair.Attach(new SndObserver(sndEngine, "fastinvader1.wav"));

            //bomb vs shield
            pColPair = ColPairMan.Add(ColPair.Name.Bomb_Shield, pBombRoot, pShieldRoot);
            pColPair.Attach(new RemoveBrickObserver(pSpriteBatchMan));
            pColPair.Attach(new RemoveBombObserver(pSpriteBatchMan));
            //pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "fastinvader1.wav"));

            //alien vs wall
            pColPair = ColPairMan.Add(ColPair.Name.Aleins_Wall, pAlienRoot, pWallGroup);
            pColPair.Attach(new GridObserver());

            //UFO vs wall
            pColPair = ColPairMan.Add(ColPair.Name.UFO_Wall, pUFOGroup, pWallGroup);
            pColPair.Attach(new RemoveUFOObserver(pSpriteBatchMan));

            //Aliens vs missile
            pColPair = ColPairMan.Add(ColPair.Name.Aliens_Missiles, pAlienRoot, pMissileGroup);
            //pColPair.Attach(new RemoveAlienObserver());
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav"));
            pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan));
            pColPair.Attach(new AddScoreObserver());

            //missile vs UFO
            pColPair = ColPairMan.Add(ColPair.Name.Missiles_UFOs, pMissileGroup, pUFOGroup);
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav"));
            pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan));
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());
            pColPair.Attach(new AddScoreObserver());

            //missile vs bomb
            pColPair = ColPairMan.Add(ColPair.Name.Bombs_Missiles, pBombRoot, pMissileGroup);
            pColPair.Attach(new SndObserver(SpaceInvaders.GetInstance().sndEngine, "shoot.wav"));
            pColPair.Attach(new SwitchToSplashObserver(GameSprite.Name.Splash, pSpriteBatchMan));
            pColPair.Attach(new RemoveMissileObserver(pSpriteBatchMan));
            pColPair.Attach(new ShipReadyObserver());


            ////aliengrid vs brickshields
            //pColPair = ColPairMan.Add(ColPair.Name.Aliens_Shields, pAlienRoot, pShieldRoot);
            //pColPair.Attach(new RemoveShieldsObserver());
        }
예제 #7
0
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            //---------------------------------------------------------------------------------------------------------
            // Setup Managers
            //---------------------------------------------------------------------------------------------------------

            TextureMan.Create(1, 1);
            ImageMan.Create(5, 2);
            GameSpriteMan.Create(4, 2);
            BoxSpriteMan.Create(3, 1);
            SpriteBatchMan.Create(3, 1);
            TimerMan.Create(3, 1);
            ProxyMan.Create(10, 1);
            GameObjectMan.Create(10, 5);
            ColPairMan.Create(3, 1);
            GlyphMan.Create(3, 1);
            FontMan.Create(1, 1);
            //---------------------------------------------------------------------------------------------------------
            // Sound Experiment
            //---------------------------------------------------------------------------------------------------------
            SoundMan.Create(5, 3);
            SoundMan.LoadAll();
            // play a sound file
            SoundMan.PlayMusic(Sound.Name.Snd_Theme);
            SoundMan.Find(Sound.Name.Snd_Theme).SetVolume(0.2f);

            //---------------------------------------------------------------------------------------------------------
            // Load the Textures
            //---------------------------------------------------------------------------------------------------------

            TextureMan.Add(Texture.Name.Birds, "Birds.tga");
            TextureMan.Add(Texture.Name.PacMan, "PacMan.tga");

            TextureMan.Add(Texture.Name.Consolas, "Consolas20pt.tga");
            TextureMan.Add(Texture.Name.Invader_3, "Invaders_3.tga");
            TextureMan.Add(Texture.Name.Invader_4, "Invaders_4.tga");
            TextureMan.LoadTexture();

            //---------------------------------------------------------------------------------------------------------
            // Create Images
            //---------------------------------------------------------------------------------------------------------

            // --- angry birds ---

            ImageMan.Add(Image.Name.RedBird, Texture.Name.Birds, 47, 41, 48, 46);
            ImageMan.Add(Image.Name.YellowBird, Texture.Name.Birds, 124, 34, 60, 56);
            ImageMan.Add(Image.Name.GreenBird, Texture.Name.Birds, 246, 135, 99, 72);
            ImageMan.Add(Image.Name.WhiteBird, Texture.Name.Birds, 139, 131, 84, 97);
            ImageMan.Add(Image.Name.BlueBird, Texture.Name.Birds, 301, 49, 33, 33);
            // --- Pacman Ghosts ---

            ImageMan.Add(Image.Name.RedGhost, Texture.Name.PacMan, 616, 148, 33, 33);
            ImageMan.Add(Image.Name.PinkGhost, Texture.Name.PacMan, 663, 148, 33, 33);
            ImageMan.Add(Image.Name.BlueGhost, Texture.Name.PacMan, 710, 148, 33, 33);
            ImageMan.Add(Image.Name.OrangeGhost, Texture.Name.PacMan, 757, 148, 33, 33);

            // --- Alians ---
            ImageMan.LoadImage();

            //---------------------------------------------------------------------------------------------------------
            // Create Sprites
            //---------------------------------------------------------------------------------------------------------

            // --- BoxSprites ---

            BoxSpriteMan.Add(550.0f, 500.0f, 50.0f, 150.0f, new Azul.Color(1.0f, 1.0f, 1.0f, 1.0f));
            BoxSpriteMan.Add(550.0f, 100.0f, 50.0f, 100.0f);

            GameSpriteMan.Add(GameSprite.Name.RedBird, Image.Name.RedBird, 50, 500, 50, 50);
            GameSpriteMan.Add(GameSprite.Name.YellowBird, Image.Name.YellowBird, 300, 400, 50, 50);
            GameSpriteMan.Add(GameSprite.Name.GreenBird, Image.Name.GreenBird, 400, 200, 50, 50);
            GameSpriteMan.Add(GameSprite.Name.WhiteBird, Image.Name.WhiteBird, 600, 200, 100, 100);
            GameSpriteMan.Add(GameSprite.Name.BlueBird, Image.Name.BlueBird, 50, 50, 50, 50);

            GameSpriteMan.Add(GameSprite.Name.RedGhost, Image.Name.RedGhost, 100, 300, 100, 100);
            GameSpriteMan.Add(GameSprite.Name.PinkGhost, Image.Name.PinkGhost, 300, 300, 100, 100);
            GameSpriteMan.Add(GameSprite.Name.BlueGhost, Image.Name.BlueGhost, 500, 300, 100, 100);
            GameSpriteMan.Add(GameSprite.Name.OrangeGhost, Image.Name.OrangeGhost, 700, 300, 100, 100);

            GameSpriteMan.LoadGameSprite();
            // Create SpriteBatch
            //---------------------------------------------------------------------------------------------------------

            SpriteBatch pSB_Texts   = SpriteBatchMan.Add(SpriteBatch.Name.Batch_Texts);
            SpriteBatch pSB_Birds   = SpriteBatchMan.Add(SpriteBatch.Name.Batch_AngryBirds);
            SpriteBatch pSB_Alieans = SpriteBatchMan.Add(SpriteBatch.Name.Batch_Aliens);
            SpriteBatch pSB_Box     = SpriteBatchMan.Add(SpriteBatch.Name.Batch_Boxes);

            //---------------------------------------------------------------------------------------------------------
            // Attach to Sprite Batch
            //---------------------------------------------------------------------------------------------------------


            pSB_Birds.Attach(GameSprite.Name.RedBird);
            pSB_Birds.Attach(GameSprite.Name.YellowBird);
            pSB_Birds.Attach(GameSprite.Name.GreenBird);
            pSB_Birds.Attach(GameSprite.Name.WhiteBird);


            //---------------------------------------------------------------------------------------------------------
            // Proxy
            //---------------------------------------------------------------------------------------------------------

            // create 10 proxies
            for (int i = 0; i < 10; i++)
            {
                ProxySprite pProxy = ProxyMan.Add(GameSprite.Name.YellowBird);
                pProxy.x = 50.0f + 70 * i;
                pProxy.y = 100.0f;
                pSB_Birds.Attach(pProxy);
            }
            //---------------------------------------------------------------------------------------------------------
            // Game Object
            //---------------------------------------------------------------------------------------------------------

            //---------------------------------------------------------------------------------------------------------
            // Create Birds
            //---------------------------------------------------------------------------------------------------------

            // create the factory

            BirdFactory BF    = new BirdFactory(SpriteBatch.Name.Batch_AngryBirds);
            BirdGrid    pGrid = (BirdGrid)BF.Create(GameObject.Name.BirdGrid, BirdCategory.Type.Grid);

            GameObjectMan.Attach(pGrid);
            BF.LoadAll(pGrid);


            AliensFactory af         = new AliensFactory(SpriteBatch.Name.Batch_Aliens);
            GameObject    pAlienGrid = af.Create(GameObject.Name.Aliens_Grid, AlienCategory.Type.Grid);

            GameObjectMan.Attach(pAlienGrid);
            af.LoadAll(pAlienGrid);

            //pAlienGrid.Print();

            //---------------------------------------------------------------------------------------------------------
            // Create Walls
            //---------------------------------------------------------------------------------------------------------

            // Wall Root
            WallFactory WF        = new WallFactory();
            WallGrid    pWallGrid = (WallGrid)WF.Create(GameObject.Name.Wall_Grid, WallCategory.Type.Wall_Grid, 0.0f, 0.0f);

            GameObjectMan.Attach(pWallGrid);

            WallLeft   pWallLeft   = (WallLeft)WF.Create(GameObject.Name.Wall_Left, WallCategory.Type.Wall_Left, 20, 280, 20, 500);
            WallRight  pWallRight  = (WallRight)WF.Create(GameObject.Name.Wall_Right, WallCategory.Type.Wall_Right, 780, 280, 20, 500);
            WallTop    pWallTop    = (WallTop)WF.Create(GameObject.Name.Wall_Top, WallCategory.Type.Wall_Top, 400, 530, 700, 20);
            WallBottom pWallBottom = (WallBottom)WF.Create(GameObject.Name.Wall_Bottom, WallCategory.Type.Wall_Bottom, 400, 20, 700, 20);

            // Add to the composite the children
            pWallGrid.Add(pWallRight);
            pWallGrid.Add(pWallLeft);
            pWallGrid.Add(pWallTop);
            pWallGrid.Add(pWallBottom);


            //---------------------------------------------------------------------------------------------------------
            // Create Missile
            //---------------------------------------------------------------------------------------------------------
            MissileFactory MF           = new MissileFactory(SpriteBatch.Name.Batch_Aliens);
            MissileGrid    pMissileGrid = (MissileGrid)MF.Create(GameObject.Name.Missile_Grid, MissileCategory.Type.Missile_Grid);

            GameObjectMan.Attach(pMissileGrid);

            Missile pMissile = (Missile)MF.Create(GameObject.Name.Missile, MissileCategory.Type.Missile, 405, 100);

            pMissileGrid.Add(pMissile);
            Debug.WriteLine("-------------------");


            //---------------------------------------------------------------------------------------------------------
            // ColPair
            //---------------------------------------------------------------------------------------------------------

            // associate in a collision pair
            ColPair pair = ColPairMan.Add(pMissileGrid, pAlienGrid);

            pair.Attach(new MissileHitAlienAnim());
            pair.Attach(new MissileHitAlienSnd());
            ColPairMan.Add(pWallGrid, pAlienGrid);
            ColPairMan.Add(pWallGrid, pMissileGrid);
            //---------------------------------------------------------------------------------------------------------
            // Font Experiment
            //---------------------------------------------------------------------------------------------------------
            GlyphMan.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas);

            FontMan.Add(Font.Name.TestMessage, SpriteBatch.Name.Batch_Texts, "ABC", Glyph.Name.Consolas36pt, 500, 500);
            FontMan.Add(Font.Name.TestOneOff, SpriteBatch.Name.Batch_Texts, "XYZ1234!#=+ZYX", Glyph.Name.Consolas36pt, 200, 200);
        }