Пример #1
0
        public void SwitchState(SpaceInvaders pGame, GameStateManager.GameState nextState)
        {
            // Detach current state input observers
            pGame.DetachStateInputObservers();

            // Queue any Time Events for later
            TimeEvent pTimeEvent = TimerManager.Pop();

            while (pTimeEvent != null)
            {
                this.GetQueuedTimeEventManager().Enqueue(pTimeEvent.GetName(), pTimeEvent.GetCommand(), pTimeEvent.GetDeltaTime());
                pTimeEvent = TimerManager.Pop();
            }

            // Change game state
            pGame.SetGameState(nextState);

            // Load up TimerManager with next state's Time Events
            QueuedTimeEvent qte = pGame.GetStateQueuedTimeEventManager().Dequeue();

            while (qte != null)
            {
                TimerManager.Add(qte.GetTimeEventName(), qte.GetCommand(), qte.GetTimeEventDelta());

                // Get next queued event
                qte = pGame.GetStateQueuedTimeEventManager().Dequeue();
            }

            // Attach next state input observers
            pGame.AttachStateInputObservers();
        }
        protected override DLink DerivedCreateNode()
        {
            DLink pNode = new QueuedTimeEvent();

            Debug.Assert(pNode != null);

            return(pNode);
        }
        public void Enqueue(TimeEvent.Name inEventName, Command inCommand, float inTimeDelta)
        {
            QueuedTimeEvent pQueuedTimeEvent = (QueuedTimeEvent)BaseAdd();

            Debug.Assert(pQueuedTimeEvent != null);

            // Initialize QTE
            pQueuedTimeEvent.Set(inEventName, inCommand, inTimeDelta);
        }
        public QueuedTimeEvent Dequeue()
        {
            QueuedTimeEvent pNode = (QueuedTimeEvent)this.pActive;

            if (pNode != null)
            {
                BaseRemove(pNode);
            }

            // TODO Will this algorithm wipe the QTE before it is returned?
            // If so, may need to make a copy before wiping and return that?

            return(pNode);
        }
Пример #5
0
        public override void Execute(float deltaTime)
        {
            SpaceInvaders pGame = GameStateManager.GetGame();

            pGame.SetResetLevelFlag(false);

            // Ghost any remaining Shields
            ShieldGroup pShieldGroup = (ShieldGroup)GameStateManager.GetGame().GetStateCompositeManager().Find(Composite.CompositeName.ShieldGroup);

            ShieldFactory.DestroyShields(pShieldGroup);

            // Ghost any remaining Aliens (Only necessary for Game reset)
            AlienGrid pAlienGrid = (AlienGrid)GameStateManager.GetGame().GetStateCompositeManager().Find(Composite.CompositeName.AlienGrid);

            AlienFactory.DestroyAlienGrid(pAlienGrid);

            // Clear TimeEvents
            TimeEvent tEvent = TimerManager.Pop();

            while (tEvent != null)
            {
                // Kill any remaining TimerEvents
                tEvent = TimerManager.Pop();
            }

            // Recreate shields
            GameObject pShield;

            pShield = ShieldFactory.RecreateShield(110, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.RecreateShield(310, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.RecreateShield(510, 150);
            pShieldGroup.Add(pShield);
            pShield = ShieldFactory.RecreateShield(710, 150);
            pShieldGroup.Add(pShield);

            // Adjust Starting Speed
            float newStartingSpeed = pGame.GetStateLevelInitialAlienGridSpeed() - 0.05f;

            pGame.SetStateLevelInitialAlienGridSpeed(newStartingSpeed);
            pGame.SetStateAlienGridSpeed(newStartingSpeed);

            // Adjust Starting Position
            float newStartingYPosition = pGame.GetStateLevelInitialAlienGridYPosition() - 40.0f;

            pGame.SetStateLevelInitialAlienGridYPosition(newStartingYPosition);

            // Recreate AlienGrid
            AlienFactory.RecreateAlienGrid(pAlienGrid, newStartingSpeed, GameStateManager.GetGame().GetGameInitialGridXPosition(), newStartingYPosition);

            pGame.GetStateGameObjectManager().Print();
            pGame.GetStateSpriteBatchManager().Print();

            // Queue up Time Events
            QueuedTimeEventManager qtem = pGame.GetStateQueuedTimeEventManager();

            qtem.Enqueue(TimeEvent.Name.AlienGridMovementSound, new AlienGridMovementSound(), newStartingSpeed);
            qtem.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.SquidAlien), newStartingSpeed);
            qtem.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.CrabAlien), newStartingSpeed);
            qtem.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.JellyfishAlien), newStartingSpeed);

            // Load Time Events into TimerManager
            QueuedTimeEvent qte = pGame.GetStateQueuedTimeEventManager().Dequeue();

            while (qte != null)
            {
                TimerManager.Add(qte.GetTimeEventName(), qte.GetCommand(), qte.GetTimeEventDelta());
                qte = pGame.GetStateQueuedTimeEventManager().Dequeue();
            }
        }
        protected override void DerivedDestroyNode(DLink pLink)
        {
            QueuedTimeEvent pQueuedTimeEvent = (QueuedTimeEvent)pLink;

            pQueuedTimeEvent.Set(TimeEvent.Name.Uninitialized, null, -1.0f);
        }