示例#1
0
        private static void GenerateNewAlienGridColumn(Composite pCol, float x, float yStart, float yDelta = -40.0f)
        {
            pCol.ActivateSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.Alien));
            pCol.ActivateCollisionSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.CollisionBox));
            pCol.GetCollisionObject().GetCollisionSpriteBox().SetLineColor(1.0f, 1.0f, 1.0f);

            AlienFactory pAlienFactory = new AlienFactory(SpriteBatch.Name.Alien, SpriteBatch.Name.CollisionBox, pCol);

            pAlienFactory.Create(Alien.Type.Squid, x, yStart);
            pAlienFactory.Create(Alien.Type.Crab, x, yStart + (yDelta));
            pAlienFactory.Create(Alien.Type.Crab, x, yStart + (yDelta * 2));
            pAlienFactory.Create(Alien.Type.JellyFish, x, yStart + (yDelta * 3));
            pAlienFactory.Create(Alien.Type.JellyFish, x, yStart + (yDelta * 4));
        }
        //-----------------------------------------------------------------------------
        // Game::LoadContent()
        //		Allows you to load all content needed for your engine,
        //	    such as objects, graphics, etc.
        //-----------------------------------------------------------------------------
        public override void LoadContent()
        {
            // Set to current state for initialization
            GameStateManager.GetGame().SetGameState(GameStateManager.GameState.Player1);

            //---------------------------------------------------------------------------------------------------------
            // Initialize State-Scoped Managers
            //---------------------------------------------------------------------------------------------------------

            this.pSpriteBatchManager     = new SpriteBatchManager(3, 1);
            this.pGameObjectManager      = new GameObjectManager(300, 10);
            this.pDelayedObjectManager   = new DelayedObjectManager();
            this.pQueuedTimeEventManager = new QueuedTimeEventManager(50, 5);
            this.pGhostManager           = new GhostManager(50, 5);
            this.pCompositeManager       = new CompositeManager(20, 2);


            //---------------------------------------------------------------------------------------------------------
            // Create Colors
            //---------------------------------------------------------------------------------------------------------

            pGreenColor = new Azul.Color(0.1137f, 0.8196f, 0.2667f, 1.0f);

            //---------------------------------------------------------------------------------------------------------
            // Create SpriteBatches
            //---------------------------------------------------------------------------------------------------------
            pCollisionBox_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.CollisionBox);
            pCollisionBox_SpriteBatch.SetDraw(false);

            pWall_SpriteBatch         = this.pSpriteBatchManager.Add(SpriteBatch.Name.Wall);
            pAlien_SpriteBatch        = this.pSpriteBatchManager.Add(SpriteBatch.Name.Alien);
            pCoreCannon_SpriteBatch   = this.pSpriteBatchManager.Add(SpriteBatch.Name.CoreCannon);
            pMissile_SpriteBatch      = this.pSpriteBatchManager.Add(SpriteBatch.Name.Missile);
            pBomb_SpriteBatch         = this.pSpriteBatchManager.Add(SpriteBatch.Name.Bomb);
            pShield_SpriteBatch       = this.pSpriteBatchManager.Add(SpriteBatch.Name.Shield);
            pFlyingSaucer_SpriteBatch = this.pSpriteBatchManager.Add(SpriteBatch.Name.FlyingSaucer);
            pTexts_SpriteBatch        = this.pSpriteBatchManager.Add(SpriteBatch.Name.Player1Texts);

            //---------------------------------------------------------------------------------------------------------
            // Flying Saucer
            //---------------------------------------------------------------------------------------------------------

            FlyingSaucerRoot pFlyingSaucerRoot = new FlyingSaucerRoot(Composite.CompositeName.FlyingSaucerRoot, 0.0f, 0.0f);

            pFlyingSaucerRoot.ActivateSprite(pFlyingSaucer_SpriteBatch);
            pFlyingSaucerRoot.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            this.pGameObjectManager.Attach(pFlyingSaucerRoot);
            this.pCompositeManager.Attach(pFlyingSaucerRoot);

            DeployFlyingSaucerCommand pDeployFlyingSaucer = new DeployFlyingSaucerCommand();

            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DeployFlyingSaucer, pDeployFlyingSaucer, r.Next(30, 46));

            //---------------------------------------------------------------------------------------------------------
            // Core Cannon
            //---------------------------------------------------------------------------------------------------------

            CoreCannonGroup pCoreCannonGroup = new CoreCannonGroup(Composite.CompositeName.CoreCannonGroup, 0.0f, 0.0f);

            this.pGameObjectManager.Attach(pCoreCannonGroup);
            this.pCompositeManager.Attach(pCoreCannonGroup);
            this.pCoreCannonManager = new CoreCannonManager();
            this.pCoreCannonManager.ActivateCoreCannon();

            //---------------------------------------------------------------------------------------------------------
            // Sprite Animations
            //---------------------------------------------------------------------------------------------------------

            // Squid Alien
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.SquidAlien), 0.8f);

            // Crab Alien
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.CrabAlien), 0.8f);

            // JellyFish Alien
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.SpriteAnimation, SpriteAnimationManager.Find(SpriteAnimation.Name.JellyfishAlien), 0.8f);

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

            BombRoot pBombRoot = new BombRoot(Composite.CompositeName.BombRoot, 0.0f, 0.0f);

            pBombRoot.ActivateSprite(pBomb_SpriteBatch);
            //pBombRoot.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            this.pCompositeManager.Attach(pBombRoot);
            this.pGameObjectManager.Attach(pBombRoot);

            // Add initial drop bomb events
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DropBomb, new DropBombCommand(), 1.0f);
            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.DropBomb, new DropBombCommand(), 3.0f);

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

            MissileGroup pMissileGroup = new MissileGroup(Composite.CompositeName.MissileGroup, 0.0f, 0.0f);

            pMissileGroup.ActivateSprite(pMissile_SpriteBatch);
            pMissileGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            this.pGameObjectManager.Attach(pMissileGroup);
            this.pCompositeManager.Attach(pMissileGroup);

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

            // Wall Root
            pWallGroup = new WallGroup(GameObject.Name.ShieldGroup, Sprite.Name.NullSprite, 0.0f, 0.0f);
            pWallGroup.ActivateSprite(pWall_SpriteBatch);
            pWallGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            LeftWall pLeftWall = new LeftWall(GameObject.Name.LeftWall, Sprite.Name.NullSprite, 20, 425, 15, 800);

            pLeftWall.ActivateSprite(pWall_SpriteBatch);
            pLeftWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            RightWall pRightWall = new RightWall(GameObject.Name.RightWall, Sprite.Name.NullSprite, 875, 425, 15, 800);

            pRightWall.ActivateSprite(pWall_SpriteBatch);
            pRightWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            TopWall pTopWall = new TopWall(GameObject.Name.TopWall, Sprite.Name.NullSprite, 450, 825, 870, 15);

            pTopWall.ActivateSprite(pWall_SpriteBatch);
            pTopWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            BottomWall pBottomWall = new BottomWall(GameObject.Name.BottomWall, Sprite.Name.NullSprite, 450, 55, 870, 15);

            pBottomWall.ActivateSprite(pWall_SpriteBatch);
            pBottomWall.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            LeftBumper pLeftBumper = new LeftBumper(GameObject.Name.LeftBumper, Sprite.Name.NullSprite, 45, 100, 30, 50);

            pLeftBumper.ActivateSprite(pWall_SpriteBatch);
            pLeftBumper.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            RightBumper pRightBumper = new RightBumper(GameObject.Name.RightBumper, Sprite.Name.NullSprite, 850, 100, 30, 50);

            pRightBumper.ActivateSprite(pWall_SpriteBatch);
            pRightBumper.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            pWallGroup.Add(pLeftWall);
            pWallGroup.Add(pRightWall);
            pWallGroup.Add(pTopWall);
            pWallGroup.Add(pBottomWall);
            pWallGroup.Add(pLeftBumper);
            pWallGroup.Add(pRightBumper);

            this.pCompositeManager.Attach(pWallGroup);
            this.pGameObjectManager.Attach(pWallGroup);
            this.pGameObjectManager.Attach(pLeftWall);
            this.pGameObjectManager.Attach(pRightWall);
            this.pGameObjectManager.Attach(pTopWall);
            this.pGameObjectManager.Attach(pBottomWall);
            this.pGameObjectManager.Attach(pLeftBumper);
            this.pGameObjectManager.Attach(pRightBumper);

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

            //Shield Root
            ShieldGroup pShieldGroup = new ShieldGroup(Composite.CompositeName.ShieldGroup, 0.0f, 0.0f);

            pShieldGroup.ActivateSprite(pShield_SpriteBatch);
            pShieldGroup.ActivateCollisionSprite(pCollisionBox_SpriteBatch);

            GameObject pShield;

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

            this.pGameObjectManager.Attach(pShieldGroup);
            this.pCompositeManager.Attach(pShieldGroup);


            //---------------------------------------------------------------------------------------------------------
            // Create Alien Grid Composite
            //---------------------------------------------------------------------------------------------------------

            this.levelInitialAlienGridSpeed = SpaceInvadersGameState.gameInitialAlienGridSpeed;
            this.currAlienGridSpeed         = SpaceInvadersGameState.gameInitialAlienGridSpeed;

            this.currLevelInitialAlienGridY = SpaceInvadersGameState.gameInitialAlienGridY;

            pAlienGrid = (Composite)AlienFactory.CreateAlienGrid(SpaceInvadersGameState.gameInitialAlienGridX, currLevelInitialAlienGridY);

            // Add Initial AlienGridMovementSound Event
            AlienGridMovementSound pAlienGridMovementSound = new AlienGridMovementSound();

            this.pQueuedTimeEventManager.Enqueue(TimeEvent.Name.AlienGridMovementSound, pAlienGridMovementSound, levelInitialAlienGridSpeed);

            //---------------------------------------------------------------------------------------------------------
            // Associate Collision Pairs
            //---------------------------------------------------------------------------------------------------------

            // Alien vs Missile
            CollisionPair pAlienMissileColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Missile, pAlienGrid, pMissileGroup);

            Debug.Assert(pAlienMissileColPair != null);
            pAlienMissileColPair.Attach(new ShipReadyObserver());
            pAlienMissileColPair.Attach(new RemoveMissileObserver());
            pAlienMissileColPair.Attach(new RemoveAlienObserver());
            pAlienMissileColPair.Attach(new AddPlayerPointsObserver(Player.Name.Player1));
            pAlienMissileColPair.Attach(new InvaderKilledSoundObserver());

            // FlyingSaucer vs Missile
            CollisionPair pFlyingSaucerMissileColPair = CollisionPairManager.Add(CollisionPair.Name.FlyingSaucer_Missile, pFlyingSaucerRoot, pMissileGroup);

            Debug.Assert(pFlyingSaucerMissileColPair != null);
            pFlyingSaucerMissileColPair.Attach(new ShipReadyObserver());
            pFlyingSaucerMissileColPair.Attach(new RemoveMissileObserver());
            pFlyingSaucerMissileColPair.Attach(new RemoveFlyingSaucerObserver());
            pFlyingSaucerMissileColPair.Attach(new ExplosionSoundObserver());

            // FlyingSaucer vs Wall
            CollisionPair pFlyingSaucerWallColPair = CollisionPairManager.Add(CollisionPair.Name.FlyingSaucer_Wall, pFlyingSaucerRoot, pWallGroup);

            Debug.Assert(pFlyingSaucerWallColPair != null);
            pFlyingSaucerWallColPair.Attach(new RemoveFlyingSaucerObserver());

            // Alien vs Wall
            CollisionPair pAlienWallColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Wall, pAlienGrid, pWallGroup);

            Debug.Assert(pAlienWallColPair != null);
            pAlienWallColPair.Attach(new GridWallCollisionObserver());

            // Alien vs Shield
            CollisionPair pAlienShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Shield, pAlienGrid, pShieldGroup);

            Debug.Assert(pAlienShieldColPair != null);
            pAlienShieldColPair.Attach(new RemoveShieldBrickObserver());

            // Missile vs Wall
            CollisionPair pMissileWallColPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Wall, pMissileGroup, pWallGroup);

            Debug.Assert(pMissileWallColPair != null);
            pMissileWallColPair.Attach(new ShipReadyObserver());
            pMissileWallColPair.Attach(new RemoveMissileObserver());

            // Missile vs Shield
            CollisionPair pMissileShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldGroup);

            Debug.Assert(pMissileShieldColPair != null);
            pMissileShieldColPair.Attach(new ShipReadyObserver());
            pMissileShieldColPair.Attach(new RemoveMissileObserver());
            pMissileShieldColPair.Attach(new RemoveShieldBrickObserver());

            // Bomb vs Shield
            CollisionPair pBombShieldColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldGroup);

            Debug.Assert(pBombShieldColPair != null);
            pBombShieldColPair.Attach(new RemoveBombObserver());
            pBombShieldColPair.Attach(new RemoveShieldBrickObserver());

            // Bomb vs Wall
            CollisionPair pBombWallColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Wall, pBombRoot, pWallGroup);

            Debug.Assert(pBombWallColPair != null);
            pBombWallColPair.Attach(new RemoveBombObserver());

            // CoreCannon vs Bumpers
            CollisionPair pCoreCannonWallColPair = CollisionPairManager.Add(CollisionPair.Name.CoreCannon_Wall, pCoreCannonGroup, pWallGroup);

            Debug.Assert(pCoreCannonWallColPair != null);
            pCoreCannonWallColPair.Attach(new CoreCannonBumperCollisionObserver());

            // Bomb vs Missile
            CollisionPair pBombMissileColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, pMissileGroup);

            Debug.Assert(pBombMissileColPair != null);
            pBombMissileColPair.Attach(new ShipReadyObserver());
            pBombMissileColPair.Attach(new RemoveBombObserver());
            pBombMissileColPair.Attach(new RemoveMissileObserver());

            // Bomb vs CoreCannon
            CollisionPair pBombShipColPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Ship, pBombRoot, pCoreCannonGroup);

            Debug.Assert(pBombShipColPair != null);
            pBombShipColPair.Attach(new PlayerDeathObserver(Player.Name.Player1));
            pBombShipColPair.Attach(new RemoveBombObserver());
            pBombShipColPair.Attach(new ExplosionSoundObserver());

            //---------------------------------------------------------------------------------------------------------
            // Fonts
            //---------------------------------------------------------------------------------------------------------
            FontManager.Add(Font.Name.Player1Lives, pTexts_SpriteBatch, "LIVES " + GameStateManager.GetGame().GetPlayer(Player.Name.Player1).GetNumLives().ToString(), Glyph.Name.Consolas36pt, 50, 50);
        }
示例#3
0
        public static GameObject RecreateShield(float start_x = 0.0f, float start_y = 0.0f)
        {
            GhostManager      pGhostManager      = GameStateManager.GetGame().GetStateGhostManager();
            GameObjectManager pGameObjectManager = GameStateManager.GetGame().GetStateGameObjectManager();

            Composite pShieldRoot = (Composite)pGhostManager.Find(GameObject.Name.ShieldRoot);

            pGhostManager.Detach(pShieldRoot);

            GameStateManager.GetGame().GetStateGameObjectManager().Attach(pShieldRoot);
            pShieldRoot.ActivateSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.Shield));
            pShieldRoot.ActivateCollisionSprite(GameStateManager.GetGame().GetStateSpriteBatchManager().Find(SpriteBatch.Name.CollisionBox));

            ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shield, SpriteBatch.Name.CollisionBox, pShieldRoot);

            // load by column

            GameObject pColumn;

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

            float off_x       = 0;
            float brickWidth  = 12.0f;
            float brickHeight = 6.0f;

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            SF.SetParent(pShieldRoot);
            pColumn = SF.Recreate(ShieldCategory.Type.Column, GameObject.Name.ShieldColumn);

            SF.SetParent(pColumn);

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

            return(pShieldRoot);
        }