Пример #1
0
 public static Vector2 GetCollisionCenter(Node node)
 {
     Bounds2 bounds = new Bounds2 ();
     node.GetlContentLocalBounds (ref bounds);
     Vector2 center = node.LocalToWorld (bounds.Center);
     return center;
 }
Пример #2
0
 public EnemySpawnEvent(double triggerTime, Enemy.EnemyType enemyType, Node parentLayer, PlayerCreature player)
 {
     this.triggerTime = triggerTime;
     this.enemyType = enemyType;
     this.parent = parentLayer;
     this.player = player;
 }
Пример #3
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 // METHODS ---------------------------------------------------------------------------------
 public void Destroy()
 {
     parent = null;
     this.UnscheduleAll();
     this.RemoveAllChildren(true);
     this.Parent.RemoveChild(this, true);
 }
Пример #4
0
 // METHODS ----------------------------------------------------------------------
 public void ApplyUI( Node pNode, int pVariant )
 {
     if (pNode is SpriteBase) {
         (pNode as SpriteBase).Color = uiPalette[pVariant];
     } else {
         (pNode as Label).Color = uiPalette[pVariant];
     }
 }
 protected IconPopupManager()
 {
     icon = Support.SpriteFromFile("/Application/assets/images/icons/icons.png");
     iconSize = (icon as SpriteTile).CalcSizeInPixels();
     //			icon.Pivot = Vector2.One;
     #if DEBUG
     Console.WriteLine(GetType().ToString() + " created" );
     #endif
 }
Пример #6
0
        public override void CollideFrom(GameEntity owner, Node collider)
        {
            base.CollideTo(owner, collider);

            Type type = owner.GetType();
            if (type == typeof(EnemyTurtle))
            {
                //collied enemy
            }
        }
Пример #7
0
        public MainScene()
        {
            this.ScheduleUpdate ();

            SceneCamera = (Camera2D)Camera;
            SceneCamera.SetViewFromHeightAndCenter (_screenSize.Y, _screenSize / 2.0f);
            //_background = new Layer (SceneCamera, 0.1f, 0.1f);
            //_main = new Layer (SceneCamera);
            _main = new Node ();
            /*
            _physics = new PhysicsScene();
            _physics.InitScene();
            */

            _playerCreature = new PlayerCreature ();
            _playerCreature.sprite.Position = Camera.CalcBounds ().Center;
            //		_player.PositionAll = SceneCamera.CalcBounds().Center;

            /*
            _block = new PhysicalSpriteUV(new TextureInfo("/Application/assets/floor.png"), _physics);
            _block.PositionAll = new Vector2(SceneCamera.CalcBounds().Center.X + 10, SceneCamera.CalcBounds().Center.Y - 100);
            _physics.sceneBodies[_block.BodyIndex].SetBodyStatic();

            _physics.restitutionCoeff = 0.9f;
            _physics.sceneMax = new Vector2(10000, 10000);
            _physics.sceneMin = new Vector2(-10000, -10000);
            */
            //AddChild (new SpriteUV(new TextureInfo("/Application/king_water_drop.png")));
            //_main.AddChild (_player);

            var background = new SpriteUV (new TextureInfo ("/Application/assets/background.png"));
            background.Quad.S = background.TextureInfo.TextureSizef;
            background.CenterSprite ();
            //_physics.Gravity = new Vector2(0.0f, -98f);
            background.Position = SceneCamera.CalcBounds ().Center;
            //_background.AddChild(background);
            //AddChild(_background);
            //AddChild(_block);
            AddChild (_main);
            _main.AddChild (background);
            _main.AddChild (_playerCreature.sprite);

            _enemies = new ArrayList ();

            // enemy sprite test code
            var fish0 = new FishEnemy (new Vector2 (30.0f, 30.0f), _playerCreature);
            var fish1 = new FishEnemy (new Vector2 (15.0f, 15.0f), _playerCreature);
            var fish2 = new FishEnemy (new Vector2 (100.0f, 70.0f), _playerCreature);

            _enemies.Add (fish0);
            _enemies.Add (fish1);
            _enemies.Add (fish2);

            //	_main.AddChild (FishEnemy.spriteList);
        }
Пример #8
0
        public override void CollideTo(GameEntity owner, Node collider)
        {
            base.CollideTo(owner, collider);

            Type type = owner.GetType();
            if (type == typeof(EnemyBase))
            {
            //				Logger.Debug("[PlayerBullet] Collied to Enemy");
                Destroy();
            }
        }
 // CONSTRUCTORS ----------------------------------------------------------
 public NodeCrystallonEntity(Scene pScene, GamePhysics pGamePhysics, PhysicsShape pShape = null)
     : base(pScene, pGamePhysics)
 {
     _node = new Node();
     if (pShape != null) {
         _body = _physics.RegisterPhysicsBody(pShape, 0.1f, 0.01f, _node.Position);
     } else {
         _body = null;
     }
     Scheduler.Instance.Schedule(_node, Update, 0, false, 0);
 }
Пример #10
0
        public override void CollideTo(GameEntity owner, Node collider)
        {
            base.CollideTo(owner, collider);

            Type type = owner.GetType();
            if (type == typeof(EnemyTurtle))
            {
                Logger.Debug("[PlayerBullet] Collied to Enemy");
                CollisionDatas.RemoveAll( (x) => x.owner==this );
                Velocity *= 0.3f;
                SetAnimation(BodySprite, "Explosion");
            }
        }
Пример #11
0
        public EventManager(Node parent, PlayerCreature player)
        {
            _eventList = new List<Event>();

            EnemySpawnEvent enemySpawn0 = new EnemySpawnEvent(1.0f, Enemy.EnemyType.ENEMY_TYPE_FISH, parent, player);
            EnemySpawnEvent enemySpawn1 = new EnemySpawnEvent(5.0f, Enemy.EnemyType.ENEMY_TYPE_FISH, parent, player);
            EnemySpawnEvent enemySpawn2 = new EnemySpawnEvent(15.0f, Enemy.EnemyType.ENEMY_TYPE_FISH, parent, player);

            _eventList.Add(enemySpawn0);
            _eventList.Add(enemySpawn1);
            _eventList.Add(enemySpawn2);

            _currentIndex = 0;
            _startTime = Director.Instance.DirectorTime;
        }
        protected void SpawnIcons(ICrystallonEntity pParent, Dictionary<string,int> pQualities, Vector4 pColor)
        {
            icon = null;

            Sequence sequence = new Sequence();

            foreach( string key in pQualities.Keys) {
                if (icon != null) {
                    continue;
                }
                if(key=="Orientation") {
                    continue;
                }
                switch(key){
                case("Color"):
                    icon = ColorIcon.Instance;
                    break;
                default:
                    int ix = (int)EnumHelper.FromString<Crystallography.Icons>(key);
                    icon = Support.TiledSpriteFromFile("/Application/assets/images/icons/icons.png", 4, 2 );
                    (icon as SpriteTile).TileIndex1D = ix;
                    (icon as SpriteBase).RegisterPalette((int)FMath.Floor(GameScene.Random.NextFloat()*3));
                    break;
                }
            }

            icon.Position = pParent.Parent.Parent.Position.Xy - iconSize/2.0f;
            if(icon.Parent != null){
                icon.Parent.RemoveChild(icon, false);
            }
            GameScene.Layers[2].AddChild(icon);

            sequence.Add( new DelayTime(0.1f));
            sequence.Add( new CallFunc( () => {icon.Visible = false;}));
            sequence.Add (new DelayTime(0.05f));
            sequence.Add( new CallFunc( () => {icon.Visible = true;}));
            sequence.Add( new DelayTime(0.1f));
            sequence.Add( new CallFunc( () => {icon.Visible = false;}));
            sequence.Add (new DelayTime(0.05f));
            sequence.Add( new CallFunc( () => {icon.Visible = true;}));
            sequence.Add( new DelayTime(0.75f));
            sequence.Add( new CallFunc( () => {icon.Visible = false;}));
            sequence.Add(new CallFunc( () => {
                icon.Visible = true;
                GameScene.Layers[2].RemoveChild(icon, true);
            }));
            icon.RunAction(sequence);
        }
Пример #13
0
        /// <summary>Add an action to the ActionManager.</summary>
        public void AddAction( ActionBase action, Node target /*, bool paused = false*/ )
        {
            // remove action from whatever list it is currently in
            RemoveAction( action );

            // add node to the set of nodes that have actions,
            // new the node ActionBase list if necessary
            if ( !m_nodes.Contains( target ) )
            {
                m_nodes.Add( target );
                if ( target.m_action_entries == null )
                    target.m_action_entries = new List< ActionBase >();
            }

            // add it to the new list
            action.set_target( target );
            target.m_action_entries.Add( action );
        }
Пример #14
0
 private static Node Initialize()
 {
     _instance = new Node();
     SpriteTile[] pieces = {
         Support.TiledSpriteFromFile("/Application/assets/images/icons/icons.png", 4, 2),
         Support.TiledSpriteFromFile("/Application/assets/images/icons/icons.png", 4, 2),
         Support.TiledSpriteFromFile("/Application/assets/images/icons/icons.png", 4, 2)
     };
     pieces[0].Position = new Vector2(-2.0f, 19.0f);
     pieces[1].Position = new Vector2(23.0f, -21.0f);
     pieces[2].Position = new Vector2(-25.0f, -21.0f);
     for (int i = 0; i < pieces.Length; i++) {
         pieces[i].TileIndex1D = 1;
         pieces[i].RegisterPalette(i);
         _instance.AddChild(pieces[i]);
     }
     return _instance;
 }
Пример #15
0
        //        protected Label inside;
        public ScorePopup(Node pParent, int pPoints)
            : base(pPoints.ToString(), map)
        {
            parent = pParent;
            if (pPoints < 10) {
                offset = DoubleDigitOffset;
            } else {
                offset = SingleDigitOffset;
            }
            //			velocity = Vector2.Zero;
            Position = parent.LocalToWorld(parent.Position) + offset;
            //			this.RegisterPalette(0);
            Color = Support.ExtractColor("333330");
            Pivot = new Vector2(0.5f, 0.5f);
            //			HeightScale = 1.0f;

            //			inside = new Label() {
            //				Text = pPoints.ToString(),
            //				FontMap = map,
            //				Pivot = Vector2.One/2.0f,
            ////				Position = Vector2.One
            ////				Scale = new Vector2(0.9f, 0.9f)
            //			};
            //			inside.Color = LevelManager.Instance.BackgroundColor;
            //			this.AddChild(inside);

            Sequence sequence = new Sequence();
            sequence.Add( new DelayTime( 0.1f ) );
            GameScene.Layers[2].AddChild(this);
            sequence.Add( new CallFunc( () => {
                Scheduler.Instance.ScheduleUpdateForTarget(this,0,false);
            } ) );
            this.RunAction(sequence);

            #if DEBUG
            Console.WriteLine (GetType().ToString() + " created" );
            #endif
        }
Пример #16
0
        public override void CollideFrom(GameEntity owner, Node collider)
        {
            base.CollideFrom(owner, collider);

            var enemyKiller = owner as EnemyKiller;
            if (enemyKiller!=null)
            {
            //				Logger.Debug("[PlayerBullet] Collied from PlayerBullet");
                CollisionDatas.RemoveAll( (x) => x.owner==this );
                Velocity *= 0.0f;

                //spawn pieces
                {
                    int nextKillerGen = enemyKiller.Generation + 1;
                    int pieceCount = GlobalParams.EnemyPieceCount;
                    for(int i=0; i<pieceCount; i++) {
                        var pos = Position;
                        var targetPos = pos + Game.Instance.Random.NextVector2( GlobalParams.EnemyPieceMoveLength );
                        var enemyPiece = new EnemyPiece(
                            pos,
                            targetPos,
                            GlobalParams.EnemyPieceLifeTime
                        );
                        enemyPiece.Generation = nextKillerGen;
                        Game.Instance.AddQueue.Add(enemyPiece);
                    }
                }

                //add score
                Game.Instance.ScoreManager.AddScore(2, enemyKiller.Generation);

                Game.Instance.EnemySpawner.EnemyDeadCountTotal ++ ;

                Game.Instance.RemoveQueue.Add(this);
            }
        }
Пример #17
0
 internal void invalidate()
 {
     m_node = null;
     m_func = null;
 }
Пример #18
0
 void schedule_internal( Node target, DSchedulerFunc func, float interval, int priority )
 {
     Entry entry = add_entry( target, func, interval );
     m_groups[ max_priority + priority ].Add( entry );
 }
Пример #19
0
        void invalidate_entry( Node node, DSchedulerFunc func )
        {
            if ( !m_nodes.Contains( node ) )
                return;	// no such node

            foreach ( Entry entry in node.m_scheduler_entries )
            {
                if ( entry.m_func == func )
                    entry.invalidate();
            }
        }
Пример #20
0
        void invalidate_all_entries( Node node )
        {
            if ( !m_nodes.Contains( node ) )
                return;

            invalidate_all_entries( ref node.m_scheduler_entries );
        }
Пример #21
0
        Entry add_entry( Node node, DSchedulerFunc func, float interval )
        {
            Entry entry = new Entry()
            {
                m_node = node,
                m_func = func,
                m_interval = interval,
            };

            if ( !m_nodes.Contains( node ) )
                m_nodes.Add( node );

            if ( node.m_scheduler_entries == null )
                node.m_scheduler_entries = new List< Entry >();

            node.m_scheduler_entries.Add( entry );

            return entry;
        }
Пример #22
0
 /// <summary>
 /// Remove a function from the scheduler.
 /// </summary>
 /// <param name="target">The target node for the removed function.</param>
 /// <param name="func">The function to remove.</param>
 public void Unschedule( Node target, DSchedulerFunc func )
 {
     invalidate_entry( target, func );
 }
Пример #23
0
 /// <summary>
 /// Schedule a Node's Update function to be called everyframe.
 /// </summary>
 /// <param name="target">The target node.</param>
 /// <param name="priority">Priority of the Update function in the scheduler.</param>
 /// <param name="paused">The scheduler paused stated for that node.</param>
 public void ScheduleUpdateForTarget( Node target, int priority, bool paused )
 {
     schedule_internal( target, target.Update, 0.0f, priority );
     target.SchedulerPaused = paused;
 }
Пример #24
0
 /// <summary>
 /// Register a Node function in the scheduler.
 /// </summary>
 /// <param name="target">The target node for the scheduled function.</param>
 /// <param name="func">The scheduled function.</param>
 /// <param name="interval">Period at which the function should be called (in seconds). Zero means "everyframe".</param>
 /// <param name="paused">Set the scheduler paused state for that node.</param>
 public void Schedule( Node target, DSchedulerFunc func, float interval, bool paused, int priority = DefaultPriority )
 {
     schedule_internal( target, func, interval, priority );
     target.SchedulerPaused = paused;
 }
Пример #25
0
        void remove_action_from_target_if( Node target, DRemoveCondition cond )
        {
            List< ActionBase > actions = target.m_action_entries;

            if ( actions == null )
                return;

            for ( int i=0; i< actions.Count; ++i )
            {
                if ( cond( actions[i] ) )
                {
                    actions[i].Stop();
                    actions[i].set_target( null ); // "remove" Action from m_action_entries => nullify its target node
                    actions.RemoveAt( i );
                    break;
                }
            }

            if ( actions.Count == 0 )
                m_nodes.Remove( target );
        }
Пример #26
0
        // Remove all actions involving Node 'target'. If 'update_node_set' is true, remove
        // node from m_nodes.
        public void remove_all_actions_from_target( Node target, bool update_node_set )
        {
            List< ActionBase > actions = target.m_action_entries;

            if ( actions != null )
            {
                foreach ( ActionBase action in actions )
                {
                    action.Stop();
                    action.set_target( null ); // "remove" Action from m_action_entries => nullify its target node
                }

                actions.Clear();
            }

            if ( update_node_set && m_nodes.Contains( target ) )
                m_nodes.Remove( target );
        }
Пример #27
0
 /// <summary>
 /// Remove all functions related to a given node from the scheduler.
 /// </summary>
 public void UnscheduleAll( Node target )
 {
     invalidate_all_entries( target );
 }
Пример #28
0
 /// <summary>
 /// Remove a Node's Update function from the scheduler.
 /// </summary>
 public void UnscheduleUpdateForTarget( Node target )
 {
     Unschedule( target, target.Update );
 }
Пример #29
0
        private void Initialize()
        {
            FontMap map = FontManager.Instance.GetMap( FontManager.Instance.GetInGame("Bariol", 25, "Bold") );
            FontMap bigMap = FontManager.Instance.GetMap( FontManager.Instance.GetInGame("Bariol", 44, "Bold") );

            // CREATE PAUSE MENU
            pausePanel = new PausePanel(_scene);
            _scene.DialogLayer.AddChild(pausePanel);
            pausePanel.Hide();

            // CREATE THE HUD BAR AT THE TOP OF THE SCREEN
            GameHudBar = new Node(){
                Position = new Vector2(0.0f, 473.0f)
            };
            this.AddChild(GameHudBar);

            HudBarMask = Support.UnicolorSprite("white", 255, 255, 255, 255);
            HudBarMask.Color = LevelManager.Instance.BackgroundColor;
            HudBarMask.Scale = new Vector2(60.0f, 4.4375f);
            GameHudBar.AddChild(HudBarMask);

            // CREATE THE LEVEL TITLE HUD
            levelTitle = new LevelTitleMkTwo() {
                SlideInDirection = SlideDirection.RIGHT,
                SlideOutDirection = SlideDirection.LEFT,
                Offset = new Vector2(0.0f, 0.0f),
            //				Lifetime = 4.0f
            };
            this.AddChild(levelTitle, -1);

            // CREATE THE END-OF-LEVEL DROP-DOWN PANEL
            if (GameScene.currentLevel == 999) {
                // INFINITE MODE VERSION
                _nextLevelPanel = new InfiniteModeEndPanel(){
                    Offset = new Vector2(Director.Instance.GL.Context.Screen.Width-248.0f, 0.0f),

                };
            } else {
                // PUZZLE/TUTORIAL MODE VERSION
                _nextLevelPanel = new NextLevelPanel(){
                    Offset = new Vector2(510.0f, 0.0f),

                };
            }
            GameHudBar.AddChild(_nextLevelPanel, -1);

            // CREATE MESSAGE PANEL
            _messagePanel = new MessagePanel(920.0f, 148.0f ){
                SourceObject = this,
                Offset = new Vector2(20.0f, 0.0f),
                Position = new Vector2(0.0f, -148.0f),
                Lifetime = 0.0f
            };
            this.AddChild(_messagePanel);
            _messagePanel.body = GamePhysics.Instance.RegisterPhysicsBody(GamePhysics.Instance.SceneShapes[4], float.MaxValue, 0.0f, _messagePanel.Position / GamePhysics.PtoM);
            _messagePanel.AdHocDraw += () => {
                _messagePanel.body.Position = _messagePanel.Position / GamePhysics.PtoM;
            };

            // SCORE STUFF
            //			ScoreIcon = Support.SpriteFromFile("/Application/assets/images/handIcon.png");
            ScoreIcon = Support.SpriteFromAtlas("crystallonUI", "handIcon.png");
            ScoreIcon.Position = new Vector2(184.0f, 16.0f);
            ScoreIcon.RegisterPalette(1);
            GameHudBar.AddChild(ScoreIcon);

            ScoreTitleText = new Label("score", map);
            ScoreTitleText.Position = new Vector2(287, 25.0f);
            ScoreTitleText.RegisterPalette(1);

            BlueBox = Support.UnicolorSprite("white", 255,255,255,255);
            BlueBox.Scale = new Vector2(6.25f, 4.4375f);
            BlueBox.Position = new Vector2(354.0f, 0.0f);
            BlueBox.RegisterPalette(2);

            ScoreText = new Label("", bigMap) {
                Position = SCORE_TEXT_POS
            };
            ScoreText.RegisterPalette(1);
            GameHudBar.AddChild(ScoreText);

            // CUBE STUFF
            //			CubeIcon = Support.SpriteFromFile("/Application/assets/images/stopIcon.png");
            CubeIcon = Support.SpriteFromAtlas("crystallonUI", "stopIcon.png");
            CubeIcon.Position = new Vector2(20.0f,16.0f);
            CubeIcon.RegisterPalette(2);
            GameHudBar.AddChild(CubeIcon);

            CubesTitleText = new Label("cubes", map);
            CubesTitleText.Position = new Vector2(63.0f, 25.0f);
            CubesTitleText.RegisterPalette(2);

            RedBox = Support.UnicolorSprite("white", 255,255,255,255);
            RedBox.Position = new Vector2(130.0f, 0.0f);
            RedBox.Scale = new Vector2(6.25f, 4.4375f);
            RedBox.RegisterPalette(1);

            CubeText = new Label("", bigMap){
                Position = CUBES_TEXT_POS
            };
            CubeText.RegisterPalette(2);
            GameHudBar.AddChild(CubeText);

            // TIMER & STRIKES STUFF
            GameTimer = new TimerEntity();
            if (GameScene.currentLevel == 999) {	// ------------------- IF CHALLENGE MODE
                if(GameScene.gameTimeLimit > 0.0f) {
                    GameTimer.Position = new Vector2(348.0f, 16.0f);	// ----- ADD THE TIME BAR
                    GameHudBar.AddChild(GameTimer);
                } else {
                    BonusBar = new BonusTimer() {
            //						Position = new Vector2(348.0f, 44.0f)
                        Position = new Vector2(348.0f, 16.0f)
                    };
                    GameHudBar.AddChild(BonusBar);
                }

                Strikes = new StrikeHud() {
                    Position = new Vector2(395.0f, 44.0f)
                };
                GameHudBar.AddChild(Strikes);
            }

            // PAUSE BUTTON
            PauseButton = new BetterButton("/Application/assets/images/UI/BetterButtonTransparent.png", 115.0f, 71.0f) {
                Text = "",
            //				Icon = Support.SpriteFromFile("Application/assets/images/UI/pause.png"),
                Icon = Support.SpriteFromAtlas("crystallonUI", "pause.png"),
            //				Position = new Vector2(845.0f, 473.0f),
                Position = new Vector2(845.0f, 0.0f)
            };
            //			this.AddChild(PauseButton);
            GameHudBar.AddChild(PauseButton);
            PauseButton.background.RegisterPalette(2);
            PauseButton.background.Scale = new Vector2(115.0f/32.0f, 71.0f/16.0f);
            PauseButton.Icon.RegisterPalette(2);
            PauseButton.ButtonUpAction += HandlePauseButtonButtonUpAction;

            // HIT ME BUTTON
            HitMeButton = new BetterButton("/Application/assets/images/UI/BetterButtonTransparent.png", 115.0f, 71.0f) {
                Text = "",
            //				Icon = Support.SpriteFromFile("Application/assets/images/UI/plus.png"),
                Icon = Support.SpriteFromAtlas("crystallonUI", "plus.png"),
            //				Position = new Vector2(720.0f, 473.0f),
                Position = new Vector2(720.0f, 0.0f)
            };
            HitMeButton.On(!LevelManager.Instance.HitMeDisabled);
            //			this.AddChild(HitMeButton);
            GameHudBar.AddChild(HitMeButton);
            HitMeButton.background.RegisterPalette(1);
            HitMeButton.background.Scale = new Vector2(115.0f/32.0f, 71.0f/16.0f);
            HitMeButton.Icon.RegisterPalette(1);
            HitMeButton.ButtonUpAction += HandleHitMeButtonButtonUpAction;

            HudBarLine = Support.UnicolorSprite("white", 255, 255, 255, 255);
            HudBarLine.RegisterPalette(0);
            HudBarLine.Scale = new Vector2(60.0f, 0.125f);
            GameHudBar.AddChild(HudBarLine);

            _initialized = true;
        }
Пример #30
0
        // 初期化
        public void Initialize()
        {
            // GameEngine2D 画面クリアー色の設定
            Director.Instance.GL.Context.SetClearColor (Colors.Grey20);

            // 画面解像度情報
            //			ScreenSize = new Vector2i (854, 480);
            ScreenSize = new Vector2i (960, 544);

            // 効果音の設定
            var soundObj = new Sound ("/Application/assets/se.wav");
            Sound = soundObj.CreatePlayer ();

            // BGMの設定
            bgm = new Bgm ("/Application/assets/bgm.mp3");
            player = bgm.CreatePlayer ();
            player.Loop = true; // リピート再生する
            // BGMの再生
            player.Play ();

            // シーン生成(ノードのルートになる)
            var scene = new Sce.PlayStation.HighLevel.GameEngine2D.Scene ();

            // 2Dゲーム向けにカメラを設定
            scene.Camera.SetViewFromViewport ();

            // GameEngine2Dを実行
            Director.Instance.RunWithScene (scene, true);

            Pause = false;

            World = new Node ();
            //	Interface = new Node ();
            // シーンにWorldを追加する
            scene.AddChild (World);
            // シーンにInterface(UIで利用する)を追加する
            //	scene.AddChild (Interface);

            // 背景登録
            for (int y = 0; y < 7; y++) {
                for (int x = 0; x < 6; x++) {
                    var backGround = new BackGround (new Vector2 (x * 192, y * 128));
                    World.AddChild (backGround);
                }
            }

            // 自機(プレイヤー)登録
            Player = new Player (new Vector2 (Game.Instance.ScreenSize.X/2, 100));
            World.AddChild (Player);
            // 敵機(ボス)登録
            Boss = new Boss (new Vector2 (Game.Instance.ScreenSize.X/2, 250));
            World.AddChild (Boss);
            // UI登録
            UI = new UI ();
            //Interface.AddChild (UI);
            scene.AddChild (UI);
            // 当たり判定処理の生成
            HitTest = new HitTest ();
            // 登録キュー
            AddQueue = new List<GameEntity> ();
            // 削除キュー
            RemoveQueue = new List<GameEntity> ();
        }