public override void LoadContent() { // ----------------------------------------------------------------------------- // ---------------------- Sound Setup ------------------------------------------ // ----------------------------------------------------------------------------- SoundManager.Add(Sound.Name.Fastinvader1, "fastinvader1.wav"); SoundManager.Add(Sound.Name.Fastinvader2, "fastinvader2.wav"); SoundManager.Add(Sound.Name.Fastinvader3, "fastinvader3.wav"); SoundManager.Add(Sound.Name.Fastinvader4, "fastinvader4.wav"); SoundManager.Add(Sound.Name.Shoot, "shoot.wav"); SoundManager.Add(Sound.Name.Explosion, "explosion.wav"); SoundManager.Add(Sound.Name.InvaderKilled, "invaderkilled.wav"); SoundManager.Add(Sound.Name.UFO_HighPitch, "ufo_highpitch.wav"); SoundManager.Add(Sound.Name.UFO_LowPitch, "ufo_lowpitch.wav"); // ----------------------------------------------------------------------------- // ------------------- Load the Textures --------------------------------------- // ----------------------------------------------------------------------------- TextureManager.Add(Texture.Name.SpaceInvaders, "SpaceInvaders.tga"); TextureManager.Add(Texture.Name.Invaders, "birds_N_shield.tga"); Texture pTexture = TextureManager.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga"); GlyphManager.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt); // ----------------------------------------------------------------------------- // -------------------- Creating Images ---------------------------------------- // ----------------------------------------------------------------------------- ImageManager.Add(Image.Name.OctopusA, Texture.Name.SpaceInvaders, 3, 3, 12, 8); ImageManager.Add(Image.Name.OctopusB, Texture.Name.SpaceInvaders, 18, 3, 12, 8); ImageManager.Add(Image.Name.AlienA, Texture.Name.SpaceInvaders, 33, 3, 11, 8); ImageManager.Add(Image.Name.AlienB, Texture.Name.SpaceInvaders, 47, 3, 11, 8); ImageManager.Add(Image.Name.SquidA, Texture.Name.SpaceInvaders, 61, 3, 8, 8); ImageManager.Add(Image.Name.SquidB, Texture.Name.SpaceInvaders, 72, 3, 8, 8); ImageManager.Add(Image.Name.AlienExplosion, Texture.Name.SpaceInvaders, 83, 3, 13, 8); ImageManager.Add(Image.Name.Saucer, Texture.Name.SpaceInvaders, 99, 3, 16, 8); ImageManager.Add(Image.Name.SaucerExplosion, Texture.Name.SpaceInvaders, 118, 3, 21, 8); ImageManager.Add(Image.Name.Ship, Texture.Name.SpaceInvaders, 3, 14, 13, 8); ImageManager.Add(Image.Name.ShipExplosionA, Texture.Name.SpaceInvaders, 19, 14, 16, 8); ImageManager.Add(Image.Name.ShipExplosionB, Texture.Name.SpaceInvaders, 38, 14, 16, 8); ImageManager.Add(Image.Name.Missile, Texture.Name.SpaceInvaders, 3, 29, 1, 4); ImageManager.Add(Image.Name.MissileExplosion, Texture.Name.SpaceInvaders, 7, 25, 8, 8); ImageManager.Add(Image.Name.Wall, Texture.Name.Invaders, 40, 185, 20, 10); ImageManager.Add(Image.Name.BombStraight, Texture.Name.Invaders, 111, 101, 5, 49); ImageManager.Add(Image.Name.BombZigZagA, Texture.Name.SpaceInvaders, 18, 26, 3, 7); ImageManager.Add(Image.Name.BombZigZagB, Texture.Name.SpaceInvaders, 24, 26, 3, 7); ImageManager.Add(Image.Name.BombZigZagC, Texture.Name.SpaceInvaders, 30, 26, 3, 7); ImageManager.Add(Image.Name.BombZigZagD, Texture.Name.SpaceInvaders, 36, 26, 3, 7); ImageManager.Add(Image.Name.BombDaggerA, Texture.Name.SpaceInvaders, 42, 27, 3, 6); ImageManager.Add(Image.Name.BombDaggerB, Texture.Name.SpaceInvaders, 48, 27, 3, 6); ImageManager.Add(Image.Name.BombDaggerC, Texture.Name.SpaceInvaders, 54, 27, 3, 6); ImageManager.Add(Image.Name.BombDaggerD, Texture.Name.SpaceInvaders, 60, 27, 3, 6); ImageManager.Add(Image.Name.BombRollingA, Texture.Name.SpaceInvaders, 65, 26, 3, 7); ImageManager.Add(Image.Name.BombRollingB, Texture.Name.SpaceInvaders, 70, 26, 3, 7); ImageManager.Add(Image.Name.BombRollingC, Texture.Name.SpaceInvaders, 75, 26, 3, 7); ImageManager.Add(Image.Name.BombRollingD, Texture.Name.SpaceInvaders, 80, 26, 3, 7); ImageManager.Add(Image.Name.BombExplosion, Texture.Name.SpaceInvaders, 86, 25, 6, 8); ImageManager.Add(Image.Name.Brick, Texture.Name.Invaders, 20, 210, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Top0, Texture.Name.Invaders, 15, 180, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Top1, Texture.Name.Invaders, 15, 185, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Invaders, 35, 215, 10, 5); ImageManager.Add(Image.Name.BrickRight_Top0, Texture.Name.Invaders, 75, 180, 10, 5); ImageManager.Add(Image.Name.BrickRight_Top1, Texture.Name.Invaders, 75, 185, 10, 5); ImageManager.Add(Image.Name.BrickRight_Bottom, Texture.Name.Invaders, 55, 215, 10, 5); // ----------------------------------------------------------------------------- // ---------------------- Creating GameSprites --------------------------------- // ----------------------------------------------------------------------------- float dim = 33.0f; float sm = dim; float md = dim * 1.15f; float lg = dim * 1.30f; GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.SquidA, 200, 400, sm, sm); GameSpriteManager.Add(GameSprite.Name.Alien, Image.Name.AlienA, 200, 200, md, md); GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.OctopusA, 200, 300, lg, lg); GameSpriteManager.Add(GameSprite.Name.Saucer, Image.Name.Saucer, 300, 250, 60, 30); GameSpriteManager.Add(GameSprite.Name.SaucerExplosion, Image.Name.SaucerExplosion, 300, 250, 60, 30); GameSpriteManager.Add(GameSprite.Name.AlienExplosion, Image.Name.AlienExplosion, -10, -10, dim, dim); // Utility for ship state movement float projWidth = 8.0f; float projHeight = 16.0f; GameSpriteManager.Add(GameSprite.Name.Missile, Image.Name.Missile, 0, 0, 0.5f * projWidth, 0.75f * projHeight); GameSpriteManager.Add(GameSprite.Name.MissileExplosion, Image.Name.MissileExplosion, 0, 0, 0.7f * dim, 0.7f * dim); GameSpriteManager.Add(GameSprite.Name.Ship, Image.Name.Ship, 400, 100, 60, 21); GameSpriteManager.Add(GameSprite.Name.ShipExplosionA, Image.Name.ShipExplosionA, 400, 100, 90, 31); GameSpriteManager.Add(GameSprite.Name.ShipExplosionB, Image.Name.ShipExplosionB, 400, 100, 90, 31); GameSpriteManager.Add(GameSprite.Name.Wall, Image.Name.Wall, 448, 100, 850, 4); GameSpriteManager.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 100, 100, projWidth, projHeight); GameSpriteManager.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZagA, 200, 200, projWidth, projHeight); GameSpriteManager.Add(GameSprite.Name.BombDagger, Image.Name.BombDaggerA, 100, 100, projWidth, projHeight); GameSpriteManager.Add(GameSprite.Name.BombRolling, Image.Name.BombRollingA, 100, 100, projWidth, projHeight); GameSpriteManager.Add(GameSprite.Name.BombExplosion, Image.Name.BombExplosion, 100, 100, 0.5f * dim, 0.7f * dim); float brick_w = 12.0f; float brick_h = 6.0f; GameSpriteManager.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_LeftTop0, Image.Name.BrickLeft_Top0, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_RightTop0, Image.Name.BrickRight_Top0, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, brick_w, brick_h); GameSpriteManager.Add(GameSprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, brick_w, brick_h); // ----------------------------------------------------------------------------- // ---------------------- Create Sprite Node Batches --------------------------- // ----------------------------------------------------------------------------- SpriteNodeBatch pBatch_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts, 2); SpriteNodeBatch pBatch_Player = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Players, 5); SpriteNodeBatch pBatch_TheSwarm = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.TheSwarm, 10); SpriteNodeBatch pBatch_Explosions = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Explosions, 20); SpriteNodeBatch pBatch_Shields = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Shields, 200); SpriteNodeBatch pBatch_Boxes = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Boxes, 400); pBatch_Boxes.SetDrawStatus(false); Debug.WriteLine("Finished : Loading Sprite Batches"); // ----------------------------------------------------------------------------- // ---------------------- Instantiate Local GameObject Manager ----------------- // ----------------------------------------------------------------------------- // Moved to CreateManagers() // ----------------------------------------------------------------------------- // ---------------------- Font Setup ------------------------------------------ // ----------------------------------------------------------------------------- Font pFont; int topTextLine = 980; pFont = FontManager.Add(Font.Name.Score1_Title, SpriteNodeBatch.Name.Texts, "SCORE<1>", Glyph.Name.Consolas36pt, 100, topTextLine); pFont = FontManager.Add(Font.Name.HighScore_Title, SpriteNodeBatch.Name.Texts, "HI-SCORE<1>", Glyph.Name.Consolas36pt, 350, topTextLine); pFont = FontManager.Add(Font.Name.Score2_Title, SpriteNodeBatch.Name.Texts, "SCORE<2>", Glyph.Name.Consolas36pt, 650, topTextLine); int scoreTextLine = 940; int x_shift = 40; pFont = FontManager.Add(Font.Name.Score1, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 100 + x_shift, scoreTextLine); pFont = FontManager.Add(Font.Name.HighScore, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 350 + x_shift, scoreTextLine); pFont = FontManager.Add(Font.Name.Score2, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 650 + x_shift, scoreTextLine); FontManager.Add(Font.Name.LifeCount, SpriteNodeBatch.Name.Texts, "3", Glyph.Name.Consolas36pt, 100, 50); // ----------------------------------------------------------------------------- // ---------------------- Create Bomb GameObjects ------------------------------- // ----------------------------------------------------------------------------- BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pBombRoot.ActivateCollisionSprite(pBatch_Boxes); GameObjectManager.Attach(pBombRoot); // ----------------------------------------------------------------------------- // ---------------------- Create Explosion GameObjects ------------------------------- // ----------------------------------------------------------------------------- ExplosionFactory EF = new ExplosionFactory(SpriteNodeBatch.Name.Explosions, SpriteNodeBatch.Name.Boxes); GameObject pExplosionRoot = EF.Build(GameObject.Name.ExplosionRoot, 0.0f, 0.0f); // ----------------------------------------------------------------------------- // ---------------------- Create Grids of Nested GameObjects ------------------- // ----------------------------------------------------------------------------- GameObject pWallGroup; GameObject pSwarmGrid; GameObject pUFOGrid; GameObject pShieldRoot; MissileGroup pMissileGroup = CreateMissleGroup(pBatch_Player, pBatch_Boxes); GameObject pBumperGroup = CreateBumperGroup(pBatch_Player, pBatch_Boxes); pWallGroup = CreateWalls(pBatch_TheSwarm, pBatch_Boxes); Debug.WriteLine("Finished : Creating the walls"); AlienFactory AF = new AlienFactory(SpriteNodeBatch.Name.TheSwarm, SpriteNodeBatch.Name.Boxes); pSwarmGrid = AF.Build(GameObject.Name.AlienGrid); AF.swarmAnimation(pSwarmGrid); Debug.WriteLine("Finished : Creating the Swarm"); pUFOGrid = AF.Build(GameObject.Name.UFOGrid); AF.UFOAnimation(pUFOGrid); Debug.WriteLine("Finished : Creating the UfO Boss"); Debug.WriteLine("Create Animations Gamesprites"); pShieldRoot = new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); ShieldFactory SF = new ShieldFactory(SpriteNodeBatch.Name.Shields, SpriteNodeBatch.Name.Boxes, pShieldRoot); pShieldRoot = SF.Build(GameObject.Name.ShieldRoot); // ----------------------------------------------------------------------------- // ---------------------- Create Ship GameObject ---------------------- // ----------------------------------------------------------------------------- ShipRoot pShipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); GameObjectManager.Attach(pShipRoot); ShipMan.Create(); Debug.WriteLine("Finished : Creating the ShipRoot and Ship"); // ----------------------------------------------------------------------------- // ---------------------- Collision Pairs -------------------------------------- // ----------------------------------------------------------------------------- // Alien vs Missile CollPair pAttackAliens = CollPairManager.Add(CollPair.Name.Alien_Missle, pMissileGroup, pSwarmGrid); Debug.Assert(pAttackAliens != null); pAttackAliens.Attach(new ShipReadyObserver()); pAttackAliens.Attach(new RemoveMissileObserver()); pAttackAliens.Attach(new RemoveAlienObserver()); pAttackAliens.Attach(new SoundObserverKillAlien()); pAttackAliens.Attach(new ExplosionSpriteObserver(GameSprite.Name.AlienExplosion)); // Alien vs Shild CollPair pAlienHitShield = CollPairManager.Add(CollPair.Name.Alien_Shield, pSwarmGrid, pShieldRoot); pAlienHitShield.Attach(new RemoveBrickObserver()); pAlienHitShield.Attach(new SoundObserverExplosion()); // AlienGrid vs Left/Right Wall CollPair pHitWall = CollPairManager.Add(CollPair.Name.Alien_SideWalls, pSwarmGrid, pWallGroup); Debug.Assert(pHitWall != null); pHitWall.Attach(new GridObserver()); //// AlienGrid vs Bottom Wall //CollPair pBottomWall = CollPairManager.Add(CollPair.Name.Alien_BottomWall, pSwarmGrid, pWallGroup); //Debug.Assert(pHitWall != null); //pBottomWall.Attach(new GameOverObserver()); // Bumper vs Ship CollPair pHitBumper = CollPairManager.Add(CollPair.Name.Bumper_Ship, pBumperGroup, pShipRoot); pHitBumper.Attach(new BumperObserver()); // Bomb vs Ship CollPair pHitShip = CollPairManager.Add(CollPair.Name.Bomb_Ship, pBombRoot, pShipRoot); pHitShip.Attach(new RemoveBombObserver()); pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion)); pHitShip.Attach(new SoundObserverExplosion()); pHitShip.Attach(new ShipTakeDamageObserver()); // triggers GAMEOVER pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.ShipExplosionA)); pHitShip.Attach(new ExplosionSpriteObserver(GameSprite.Name.ShipExplosionB, 0.4f)); //pHitShip.Attach(new GameOverObserver()); // Bomb vs Bottom CollPair pHitBottom = CollPairManager.Add(CollPair.Name.Bomb_WallBottom, pBombRoot, pWallGroup); pHitBottom.Attach(new RemoveBombObserver()); pHitBottom.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion)); // Bomb vs Missile CollPair pBombvsMissile = CollPairManager.Add(CollPair.Name.Bomb_Missile, pBombRoot, pMissileGroup); pBombvsMissile.Attach(new ShipReadyObserver()); pBombvsMissile.Attach(new RemoveBombObserver()); pBombvsMissile.Attach(new RemoveMissileObserver()); pBombvsMissile.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion)); pBombvsMissile.Attach(new SoundObserverExplosion()); // Bomb vs Shield CollPair pHitBombShield = CollPairManager.Add(CollPair.Name.Bomb_Shield, pBombRoot, pShieldRoot); pHitBombShield.Attach(new RemoveBombObserver()); pHitBombShield.Attach(new RemoveBrickObserver()); pHitBombShield.Attach(new SoundObserverExplosion()); pHitBombShield.Attach(new ExplosionSpriteObserver(GameSprite.Name.BombExplosion)); // Missile vs Top-Wall CollPair pHitTopWall = CollPairManager.Add(CollPair.Name.Missile_WallTop, pMissileGroup, pWallGroup); Debug.Assert(pHitTopWall != null); pHitTopWall.Attach(new ShipReadyObserver()); pHitTopWall.Attach(new RemoveMissileObserver()); //ShipRemoveMissileObserver() pHitTopWall.Attach(new ExplosionSpriteObserver(GameSprite.Name.MissileExplosion)); // Missile vs Shield CollPair pColPair = CollPairManager.Add(CollPair.Name.Missile_Shield, pMissileGroup, pShieldRoot); pColPair.Attach(new ShipReadyObserver()); pColPair.Attach(new RemoveMissileObserver()); pColPair.Attach(new RemoveBrickObserver()); pColPair.Attach(new SoundObserverExplosion()); // UFO vs WallGroup CollPair pUFOvsWall = CollPairManager.Add(CollPair.Name.Saucer_Wall, pUFOGrid, pWallGroup); pUFOvsWall.Attach(new GridObserverUFO()); // UFO vs Missile CollPair pUFOvsMissile = CollPairManager.Add(CollPair.Name.Missile_UFO, pMissileGroup, pUFOGrid); pUFOvsMissile.Attach(new ShipReadyObserver()); pUFOvsMissile.Attach(new RemoveMissileObserver()); pUFOvsMissile.Attach(new RemoveUFOObserver()); pUFOvsMissile.Attach(new SoundObserverKillAlien()); pUFOvsMissile.Attach(new ExplosionSpriteObserver(GameSprite.Name.SaucerExplosion)); Debug.WriteLine("Finished : Loading Collision Pairs"); // ----------------------------------------------------------------------------- // ---------------------- Test Input Handles ----------------------------------- // ----------------------------------------------------------------------------- // Creation moved to createManagers() InputSubject pInputSubject; pInputSubject = InputManager.GetArrowRightSubject(); pInputSubject.Attach(new MoveRightObserver()); pInputSubject = InputManager.GetArrowLeftSubject(); pInputSubject.Attach(new MoveLeftObserver()); pInputSubject = InputManager.GetSpaceSubject(); pInputSubject.Attach(new ShootObserver()); pInputSubject = InputManager.GetBkeySubject(); pInputSubject.Attach(new RenderCollisionBoxesObserver()); Simulation.SetState(Simulation.State.Realtime); Debug.WriteLine("Finished : Loading Input Subject"); }
//----------------------------------------------------------------------------- // 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); }
private FontManager() : base() { FontManager.pActiveMan = null; FontManager.poNodeCompare = new Font(); }
//----------------------------------------------------------------------------- // Game::LoadContent() // Allows you to load all content needed for your engine, // such as objects, graphics, etc. //----------------------------------------------------------------------------- public override void LoadContent() { // Initialize Game State Attributes hiScore = 0; numCredits = 0; twoPlayerMode = false; player1 = new Player(Player.Name.Player1); player2 = new Player(Player.Name.Player2); //--------------------------------------------------------------------------------------------------------- // Manager initialization //--------------------------------------------------------------------------------------------------------- TextureManager.Create(3, 1); ImageManager.Create(10, 2); SpriteManager.Create(10, 2); SpriteBoxManager.Create(20, 2); SpriteProxyManager.Create(50, 5); SpriteAnimationManager.Create(10, 2); TimerManager.Create(50, 10); CollisionPairManager.Create(10, 2); GlyphManager.Create(3, 1); FontManager.Create(5, 1); SoundEngineManager.Create(); //--------------------------------------------------------------------------------------------------------- // Initialize Game-Scoped Non-Singleton Managers //--------------------------------------------------------------------------------------------------------- this.pGameSpriteBatchManager = new SpriteBatchManager(3, 1); //--------------------------------------------------------------------------------------------------------- // Create Colors //--------------------------------------------------------------------------------------------------------- pRedColor = new Azul.Color(0.9019f, 0.0784f, 0.0784f, 1.0f); pGreenColor = new Azul.Color(0.1137f, 0.8196f, 0.2667f, 1.0f); //--------------------------------------------------------------------------------------------------------- // Load the Textures //--------------------------------------------------------------------------------------------------------- TextureManager.Add(Texture.Name.Aliens, "Aliens.tga"); TextureManager.Add(Texture.Name.Shield, "Shield.tga"); TextureManager.Add(Texture.Name.Consolas20pt, "Consolas20pt.tga"); TextureManager.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga"); //--------------------------------------------------------------------------------------------------------- // Load the Fonts //--------------------------------------------------------------------------------------------------------- FontManager.AddXml(Glyph.Name.Consolas20pt, "Consolas20pt.xml", Texture.Name.Consolas20pt); FontManager.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt); //--------------------------------------------------------------------------------------------------------- // Create Images //--------------------------------------------------------------------------------------------------------- // Aliens ImageManager.Add(Image.Name.OpenJellyfishAlien, Texture.Name.Aliens, 47.0f, 23.0f, 185.0f, 121.0f); ImageManager.Add(Image.Name.ClosedJellyfishAlien, Texture.Name.Aliens, 51.0f, 178.0f, 178.0f, 120.0f); ImageManager.Add(Image.Name.OpenCrabAlien, Texture.Name.Aliens, 316.0f, 24.0f, 167.0f, 119.0f); ImageManager.Add(Image.Name.ClosedCrabAlien, Texture.Name.Aliens, 316.0f, 179.0f, 167.0f, 119.0f); ImageManager.Add(Image.Name.OpenSquidAlien, Texture.Name.Aliens, 608.0f, 25.0f, 127.0f, 120.0f); ImageManager.Add(Image.Name.ClosedSquidAlien, Texture.Name.Aliens, 611.0f, 178.0f, 122.0f, 119.0f); ImageManager.Add(Image.Name.FlyingSaucer, Texture.Name.Aliens, 80.0f, 500.0f, 223.0f, 105.0f); // Shields ImageManager.Add(Image.Name.Brick, Texture.Name.Shield, 174, 110, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Top0, Texture.Name.Shield, 153, 94, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Top1, Texture.Name.Shield, 153, 99, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Shield, 173, 129, 10, 5); ImageManager.Add(Image.Name.BrickRight_Top0, Texture.Name.Shield, 213, 94, 10, 5); ImageManager.Add(Image.Name.BrickRight_Top1, Texture.Name.Shield, 213, 99, 10, 5); ImageManager.Add(Image.Name.BrickRight_Bottom, Texture.Name.Shield, 193, 129, 10, 5); // Bombs ImageManager.Add(Image.Name.BombStraight, Texture.Name.Aliens, 378, 798, 15, 98); ImageManager.Add(Image.Name.BombZigZag, Texture.Name.Aliens, 574, 643, 42, 99); ImageManager.Add(Image.Name.BombCross, Texture.Name.Aliens, 112, 798, 42, 84); // Other ImageManager.Add(Image.Name.CoreCannon, Texture.Name.Aliens, 51.0f, 332.0f, 192.0f, 120.0f); ImageManager.Add(Image.Name.Missle, Texture.Name.Aliens, 419.0f, 699.0f, 16.0f, 58.0f); //--------------------------------------------------------------------------------------------------------- // Create Sprites //--------------------------------------------------------------------------------------------------------- // Aliens SpriteManager.Add(Sprite.Name.JellyfishAlien, Image.Name.OpenJellyfishAlien, 100.0f, 0.0f, 48.0f, 33.0f); SpriteManager.Add(Sprite.Name.CrabAlien, Image.Name.OpenCrabAlien, 100.0f, 200.0f, 45.0f, 30.0f); SpriteManager.Add(Sprite.Name.SquidAlien, Image.Name.OpenSquidAlien, 300.0f, 200.0f, 33.0f, 30.0f); SpriteManager.Add(Sprite.Name.FlyingSaucer, Image.Name.FlyingSaucer, 400.0f, 500.0f, 58.0f, 28.0f, pRedColor); SpriteManager.Add(Sprite.Name.GiantCrabAlien, Image.Name.OpenCrabAlien, 100.0f, 200.0f, 180.0f, 120.0f, pGreenColor); // Shields SpriteManager.Add(Sprite.Name.Brick, Image.Name.Brick, 50, 25, 12, 6); SpriteManager.Add(Sprite.Name.Brick_LeftTop0, Image.Name.BrickLeft_Top0, 50, 25, 12, 6); SpriteManager.Add(Sprite.Name.Brick_LeftTop1, Image.Name.BrickLeft_Top1, 50, 25, 12, 6); SpriteManager.Add(Sprite.Name.Brick_LeftBottom, Image.Name.BrickLeft_Bottom, 50, 25, 12, 6); SpriteManager.Add(Sprite.Name.Brick_RightTop0, Image.Name.BrickRight_Top0, 50, 25, 12, 6); SpriteManager.Add(Sprite.Name.Brick_RightTop1, Image.Name.BrickRight_Top1, 50, 25, 12, 6); SpriteManager.Add(Sprite.Name.Brick_RightBottom, Image.Name.BrickRight_Bottom, 50, 25, 12, 6); // Bombs SpriteManager.Add(Sprite.Name.BombZigZag, Image.Name.BombZigZag, 200, 200, 10, 20); SpriteManager.Add(Sprite.Name.BombStraight, Image.Name.BombStraight, 100, 100, 5, 20); SpriteManager.Add(Sprite.Name.BombCross, Image.Name.BombCross, 100, 100, 10, 20); // Other SpriteManager.Add(Sprite.Name.CoreCannon, Image.Name.CoreCannon, 400.0f, 40.0f, 50.0f, 30.0f, pGreenColor); SpriteManager.Add(Sprite.Name.Missile, Image.Name.Missle, 400.0f, 70.0f, 4.0f, 14.0f); //--------------------------------------------------------------------------------------------------------- // Sprite Animations //--------------------------------------------------------------------------------------------------------- // Squid Alien SpriteAnimation pSquidAnimation = SpriteAnimationManager.Add(SpriteAnimation.Name.SquidAlien, Sprite.Name.SquidAlien); pSquidAnimation.Attach(Image.Name.ClosedSquidAlien); pSquidAnimation.Attach(Image.Name.OpenSquidAlien); // Crab Alien SpriteAnimation pCrabAnimation = SpriteAnimationManager.Add(SpriteAnimation.Name.CrabAlien, Sprite.Name.CrabAlien); pCrabAnimation.Attach(Image.Name.ClosedCrabAlien); pCrabAnimation.Attach(Image.Name.OpenCrabAlien); // JellyFish Alien SpriteAnimation pJellyfishAnimation = SpriteAnimationManager.Add(SpriteAnimation.Name.JellyfishAlien, Sprite.Name.JellyfishAlien); pJellyfishAnimation.Attach(Image.Name.ClosedJellyfishAlien); pJellyfishAnimation.Attach(Image.Name.OpenJellyfishAlien); //--------------------------------------------------------------------------------------------------------- // Create Game-Scoped SpriteBatches //--------------------------------------------------------------------------------------------------------- pGameTexts_SpriteBatch = this.pGameSpriteBatchManager.Add(SpriteBatch.Name.GameTexts); FontManager.Add(Font.Name.Player1ScoreTitle, pGameTexts_SpriteBatch, "SCORE <1>", Glyph.Name.Consolas36pt, 50, 825); FontManager.Add(Font.Name.Player2ScoreTitle, pGameTexts_SpriteBatch, "SCORE <2>", Glyph.Name.Consolas36pt, 650, 825); FontManager.Add(Font.Name.HighScoreTitle, pGameTexts_SpriteBatch, "HI-SCORE", Glyph.Name.Consolas36pt, 350, 825); FontManager.Add(Font.Name.Player1Score, pGameTexts_SpriteBatch, GameStateManager.GetGame().GetPlayer(Player.Name.Player1).GetPoints().ToString("D4"), Glyph.Name.Consolas36pt, 80, 775); FontManager.Add(Font.Name.Player2Score, pGameTexts_SpriteBatch, GameStateManager.GetGame().GetPlayer(Player.Name.Player2).GetPoints().ToString("D4"), Glyph.Name.Consolas36pt, 680, 775); FontManager.Add(Font.Name.HighScore, pGameTexts_SpriteBatch, GameStateManager.GetGame().GetHiScore().ToString("D4"), Glyph.Name.Consolas36pt, 380, 775); FontManager.Add(Font.Name.GameCredits, pGameTexts_SpriteBatch, "CREDIT " + GameStateManager.GetGame().GetNumCredits(), Glyph.Name.Consolas36pt, 650, 50); //--------------------------------------------------------------------------------------------------------- // Load State-specific content //--------------------------------------------------------------------------------------------------------- GameStateManager.GetState(GameStateManager.GameState.Attract).LoadContent(); GameStateManager.GetState(GameStateManager.GameState.Player1).LoadContent(); GameStateManager.GetState(GameStateManager.GameState.Player2).LoadContent(); GameStateManager.GetState(GameStateManager.GameState.End).LoadContent(); // Game State -- Initialize in Attract mode this.pGameState = GameStateManager.GetState(GameStateManager.GameState.Attract); this.AttachStateInputObservers(); }
public override void LoadContent() { SpriteNodeBatch pSB_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts); Texture pTexture = TextureManager.Add(Texture.Name.Consolas36pt, "Consolas36pt.tga"); GlyphManager.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt); TextureManager.Add(Texture.Name.SpaceInvaders, "SpaceInvaders.tga"); ImageManager.Add(Image.Name.SquidA, Texture.Name.SpaceInvaders, 61, 3, 8, 8); ImageManager.Add(Image.Name.AlienA, Texture.Name.SpaceInvaders, 33, 3, 11, 8); ImageManager.Add(Image.Name.OctopusA, Texture.Name.SpaceInvaders, 3, 3, 12, 8); ImageManager.Add(Image.Name.Saucer, Texture.Name.SpaceInvaders, 99, 3, 16, 8); //---------------------------------------------------------------------------------- // Print Space Invaders Title Scene //---------------------------------------------------------------------------------- Font pFont; int topTextLine = 980; pFont = FontManager.Add(Font.Name.Score1_Title, SpriteNodeBatch.Name.Texts, "SCORE<1>", Glyph.Name.Consolas36pt, 100, topTextLine); pFont = FontManager.Add(Font.Name.HighScore_Title, SpriteNodeBatch.Name.Texts, "HI-SCORE<1>", Glyph.Name.Consolas36pt, 350, topTextLine); pFont = FontManager.Add(Font.Name.Score2_Title, SpriteNodeBatch.Name.Texts, "SCORE<2>", Glyph.Name.Consolas36pt, 650, topTextLine); int scoreTextLine = 940; int x_shift = 40; pFont = FontManager.Add(Font.Name.Score1, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 100 + x_shift, scoreTextLine); pFont = FontManager.Add(Font.Name.HighScore, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 350 + x_shift, scoreTextLine); pFont = FontManager.Add(Font.Name.Score2, SpriteNodeBatch.Name.Texts, "0000", Glyph.Name.Consolas36pt, 650 + x_shift, scoreTextLine); int playTextLine = topTextLine - 200; pFont = FontManager.Add(Font.Name.Play, SpriteNodeBatch.Name.Texts, "PLAY", Glyph.Name.Consolas36pt, 400, playTextLine); pFont = FontManager.Add(Font.Name.GameTitle, SpriteNodeBatch.Name.Texts, "SPACE INVADERS", Glyph.Name.Consolas36pt, 300, playTextLine - 60); int advTableTop = topTextLine - 430; pFont = FontManager.Add(Font.Name.ScoreTable, SpriteNodeBatch.Name.Texts, "*SCORE ADVANCE TABLE*", Glyph.Name.Consolas36pt, 200, advTableTop); int leftAlignPoints = 335; float size = 36.0f; GameSpriteManager.Add(GameSprite.Name.Saucer, Image.Name.Saucer, leftAlignPoints, advTableTop - 50, 60, 30); pFont = FontManager.Add(Font.Name.UFO_Points, SpriteNodeBatch.Name.Texts, " =? MYSTERY", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 50); GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.SquidA, leftAlignPoints, advTableTop - 100, size, size); pFont = FontManager.Add(Font.Name.Squid_Points, SpriteNodeBatch.Name.Texts, " =30 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 100); GameSpriteManager.Add(GameSprite.Name.Alien, Image.Name.AlienA, leftAlignPoints, advTableTop - 150, size, size); pFont = FontManager.Add(Font.Name.Alien_Points, SpriteNodeBatch.Name.Texts, " =20 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 150); GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.OctopusA, leftAlignPoints, advTableTop - 200, size, size); pFont = FontManager.Add(Font.Name.Octopus_Points, SpriteNodeBatch.Name.Texts, " =10 POINTS", Glyph.Name.Consolas36pt, leftAlignPoints, advTableTop - 200); pFont.SetColor(0.1f, 0.9f, 0.1f); // ----------------------------------------------------------------------------- // ---------------------- Create Sprite Node Batches --------------------------- // ----------------------------------------------------------------------------- //SpriteNodeBatch pBatch_Texts = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Texts, 2); //SpriteNodeBatch pBatch_Player = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Players, 5); //SpriteNodeBatch pBatch_TheSwarm = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.TheSwarm, 10); //SpriteNodeBatch pBatch_Shields = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Shields, 200); SpriteNodeBatch pSB_Invaders = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Invaders, 100); SpriteNodeBatch pBatch_Boxes = SpriteNodeBatchManager.Add(SpriteNodeBatch.Name.Boxes, 400); pBatch_Boxes.SetDrawStatus(false); AlienFactory AF = new AlienFactory(SpriteNodeBatch.Name.Invaders, SpriteNodeBatch.Name.Boxes); AlienColumn pAlienCol = (AlienColumn)AF.Create(GameObject.Name.Column_0, AlienCategory.Type.Column); GameObject pGameObj; pGameObj = AF.Create(GameObject.Name.Saucer, AlienCategory.Type.Saucer, leftAlignPoints - 9, advTableTop - 50); pAlienCol.Add(pGameObj); pGameObj = AF.Create(GameObject.Name.Squid, AlienCategory.Type.Squid, leftAlignPoints, advTableTop - 100); pAlienCol.Add(pGameObj); pGameObj = AF.Create(GameObject.Name.Alien, AlienCategory.Type.Alien, leftAlignPoints, advTableTop - 150); pAlienCol.Add(pGameObj); pGameObj = AF.Create(GameObject.Name.Octopus, AlienCategory.Type.Octopus, leftAlignPoints, advTableTop - 200); pAlienCol.Add(pGameObj); GameObjectManager.Attach(pAlienCol); }
public override void Initialize() { //--------------------------------------------------------------------------------------------------------- // Create SpriteBatch //--------------------------------------------------------------------------------------------------------- this.poSpriteBatchManager = new SpriteBatchManager(3, 1); SpriteBatchManager.SetActive(this.poSpriteBatchManager); SpriteBatch pSB_Texts = SpriteBatchManager.Add(SpriteBatch.Name.Texts, 4); SpriteBatch pSB_Aliens = SpriteBatchManager.Add(SpriteBatch.Name.Aliens, 1); //--------------------------------------------------------------------------------------------------------- // Game Objects //--------------------------------------------------------------------------------------------------------- OrangeSaucer pSaucer = new OrangeSaucer(GameObject.Name.Null_Object, GameSprite.Name.OrangeSaucer, 325, SpaceInvaders.ScreenHeight - 575f); pSaucer.ActivateGameSprite(pSB_Aliens); GreenSquid pSquid = new GreenSquid(GameObject.Name.Null_Object, GameSprite.Name.GreenSquid, 325, SpaceInvaders.ScreenHeight - 650f); pSquid.ActivateGameSprite(pSB_Aliens); BlueCrab pCrab = new BlueCrab(GameObject.Name.Null_Object, GameSprite.Name.BlueCrab, 325, SpaceInvaders.ScreenHeight - 725f); pCrab.ActivateGameSprite(pSB_Aliens); PurpleOctopus pOcto = new PurpleOctopus(GameObject.Name.Null_Object, GameSprite.Name.PurpleOctopus, 325, SpaceInvaders.ScreenHeight - 800f); pOcto.ActivateGameSprite(pSB_Aliens); //--------------------------------------------------------------------------------------------------------- // Create Texts //--------------------------------------------------------------------------------------------------------- this.poFontManager = new FontManager(3, 1); FontManager.SetActive(this.poFontManager); FontManager.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "PLAY", 380f, SpaceInvaders.ScreenHeight - 250f, 15f, 25f); FontManager.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "SPACE INVADERS", 255f, SpaceInvaders.ScreenHeight - 350f, 15f, 25f); FontManager.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "*SCORE ADVANCE TABLE*", 200f, SpaceInvaders.ScreenHeight - 500f, 15f, 25f); FontManager.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "=? MYSTERY", 350f, SpaceInvaders.ScreenHeight - 575f, 15f, 25f); FontManager.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "=30 POINTS", 350f, SpaceInvaders.ScreenHeight - 650f, 15f, 25f); FontManager.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "=20 POINTS", 350f, SpaceInvaders.ScreenHeight - 725f, 15f, 25f); FontManager.Add(Font.Name.TestMessage, SpriteBatch.Name.Texts, "=10 POINTS", 350f, SpaceInvaders.ScreenHeight - 800f, 15f, 25f); FontManager.Add(Font.Name.Header, SpriteBatch.Name.Texts, "SCORE<1> HI-SCORE SCORE<2>", 20f, SpaceInvaders.ScreenHeight - 20f, 15f, 25f); FontManager.Add(Font.Name.HiScore, SpriteBatch.Name.Texts, "0000 0000 0000", 65f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f); //--------------------------------------------------------------------------------------------------------- // Input //--------------------------------------------------------------------------------------------------------- this.poInputManager = new InputManager(); InputManager.SetActive(this.poInputManager); InputSubject pInputSubject = InputManager.GetSpaceSubject(); pInputSubject.Attach(new SelectPlayObserver()); }
public override void Draw(Game pGame) { FontManager.DrawString("PUSH", 400.0f, 650.0f); FontManager.DrawString("1 - for 1 Player", 310.0f, 590.0f); //FontManager.DrawString("2 - for 2 Player", 310.0f, 530.0f); }
public static void LoadFonts() { //----------------------------------------------- //Font, Glyph Load FontManager.AddXml(Glyph.Name.SpaceInvadersMono4, "SpaceInvadersMono4.xml", Texture.Name.SpaceInvadersMono4); }
public override void Transition() { SpriteBatchManager.SetActive(this.poSpriteBatchManager); InputManager.SetActive(this.poInputManager); FontManager.SetActive(this.poFontManager); }
public override void Initialize() { this.poGameObjectManager = new GameObjectManager(3, 1); GameObjectManager.SetActive(this.poGameObjectManager); this.poTimerManager = new TimerManager(3, 1); TimerManager.SetActive(this.poTimerManager); this.poCollisionPairManager = new CollisionPairManager(3, 1); CollisionPairManager.SetActive(this.poCollisionPairManager); //--------------------------------------------------------------------------------------------------------- // Create SpriteBatch //--------------------------------------------------------------------------------------------------------- this.poSpriteBatchManager = new SpriteBatchManager(3, 1); SpriteBatchManager.SetActive(this.poSpriteBatchManager); SpriteBatch pAliensBatch = SpriteBatchManager.Add(SpriteBatch.Name.Aliens, 1); SpriteBatch pBoxBatch = SpriteBatchManager.Add(SpriteBatch.Name.Boxes, 2); SpriteBatch pShieldsBatch = SpriteBatchManager.Add(SpriteBatch.Name.Shields, 3); SpriteBatch pNullBatch = SpriteBatchManager.Add(SpriteBatch.Name.NullObjects, 4); SpriteBatch pTexts = SpriteBatchManager.Add(SpriteBatch.Name.Texts, 5); pBoxBatch.SetDrawBool(false); //--------------------------------------------------------------------------------------------------------- // Input //--------------------------------------------------------------------------------------------------------- this.poInputManager = new InputManager(); InputManager.SetActive(this.poInputManager); InputSubject pInputSubject; pInputSubject = InputManager.GetArrowRightSubject(); pInputSubject.Attach(new MoveRightObserver()); pInputSubject = InputManager.GetArrowLeftSubject(); pInputSubject.Attach(new MoveLeftObserver()); pInputSubject = InputManager.GetSpaceSubject(); pInputSubject.Attach(new ShootObserver()); pInputSubject.Attach(new ShootSoundObserver()); pInputSubject = InputManager.GetCKeySubject(); pInputSubject.Attach(new ToggleCollisionBoxObserver()); Simulation.SetState(Simulation.State.Realtime); //--------------------------------------------------------------------------------------------------------- // Create Texts //--------------------------------------------------------------------------------------------------------- this.poFontManager = new FontManager(3, 1); FontManager.SetActive(this.poFontManager); FontManager.Add(Font.Name.Header, SpriteBatch.Name.Texts, "SCORE<1> HI-SCORE SCORE<2>", 20f, SpaceInvaders.ScreenHeight - 20f, 15f, 25f); FontManager.Add(Font.Name.Player1Score, SpriteBatch.Name.Texts, "0000", 65f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f); FontManager.Add(Font.Name.Player2Score, SpriteBatch.Name.Texts, "0000", SpaceInvaders.ScreenWidth - 156f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f); FontManager.Add(Font.Name.HiScore, SpriteBatch.Name.Texts, "0000", 380f, SpaceInvaders.ScreenHeight - 70f, 15f, 25f); FontManager.Add(Font.Name.Lives, SpriteBatch.Name.Texts, "3", 40f, 40f, 15f, 25f); //--------------------------------------------------------------------------------------------------------- // Create Walls //--------------------------------------------------------------------------------------------------------- // Wall Root WallGroup pWallGroup = new WallGroup(GameObject.Name.WallGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pWallGroup.ActivateGameSprite(pAliensBatch);//even need this? pWallGroup.ActivateCollisionSprite(pBoxBatch); WallRight pWallRight = new WallRight(GameObject.Name.WallRight, GameSprite.Name.NullObject, SpaceInvaders.ScreenWidth - 15, SpaceInvaders.ScreenHeight / 2, 20, SpaceInvaders.ScreenHeight - 110); pWallRight.ActivateCollisionSprite(pBoxBatch); WallLeft pWallLeft = new WallLeft(GameObject.Name.WallLeft, GameSprite.Name.NullObject, 20, SpaceInvaders.ScreenHeight / 2, 20, SpaceInvaders.ScreenHeight - 110); pWallLeft.ActivateCollisionSprite(pBoxBatch); WallTop pWallTop = new WallTop(GameObject.Name.WallTop, GameSprite.Name.NullObject, 450, SpaceInvaders.ScreenHeight - 70, SpaceInvaders.ScreenWidth - 10, 30); pWallTop.ActivateCollisionSprite(pBoxBatch); WallBottom pWallBottom = new WallBottom(GameObject.Name.WallBottom, GameSprite.Name.Ground, 450, 60, SpaceInvaders.ScreenWidth - 10, 5); pWallBottom.ActivateGameSprite(pAliensBatch); pWallBottom.ActivateCollisionSprite(pBoxBatch); // Add to the composite the children pWallGroup.Add(pWallRight); pWallGroup.Add(pWallLeft); pWallGroup.Add(pWallTop); pWallGroup.Add(pWallBottom); GameObjectManager.Attach(pWallGroup); //--------------------------------------------------------------------------------------------------------- // Create Bomb Root //--------------------------------------------------------------------------------------------------------- BombRoot pBombRoot = new BombRoot(GameObject.Name.BombRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pBombRoot.ActivateGameSprite(pAliensBatch);//change? even need this? pBombRoot.ActivateCollisionSprite(pBoxBatch); GameObjectManager.Attach(pBombRoot); DropBombEvent pBombEvent = new DropBombEvent(); TimerManager.Add(TimeEvent.Name.DropBomb, pBombEvent, 3.0f); //--------------------------------------------------------------------------------------------------------- // Create Missile Root //--------------------------------------------------------------------------------------------------------- // Missile Root MissileGroup pMissileGroup = new MissileGroup(GameObject.Name.MissileGroup, GameSprite.Name.NullObject, 0.0f, 0.0f); pMissileGroup.ActivateGameSprite(pAliensBatch);//change? even need this? pMissileGroup.ActivateCollisionSprite(pBoxBatch); GameObjectManager.Attach(pMissileGroup); //--------------------------------------------------------------------------------------------------------- // Create Ship Root //--------------------------------------------------------------------------------------------------------- ShipRoot pShipRoot = new ShipRoot(GameObject.Name.ShipRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pShipRoot.ActivateGameSprite(pAliensBatch);//change? even need this? pShipRoot.ActivateCollisionSprite(pBoxBatch); GameObjectManager.Attach(pShipRoot); ShipManager.ActivateShip(); ShipManager.ActivateMissile(); //--------------------------------------------------------------------------------------------------------- // Create UFO and UFO Root //--------------------------------------------------------------------------------------------------------- UFORoot pUFORoot = new UFORoot(GameObject.Name.UFORoot, GameSprite.Name.NullObject, 0.0f, 0.0f); pUFORoot.ActivateGameSprite(pAliensBatch);//change? even need this? pUFORoot.ActivateCollisionSprite(pBoxBatch); GameObjectManager.Attach(pUFORoot); OrangeSaucer pUFO = new OrangeSaucer(GameObject.Name.OrangeSaucer, GameSprite.Name.OrangeSaucer, 20f, SpaceInvaders.ScreenHeight - 110f); pUFO.ActivateGameSprite(pAliensBatch);//change? even need this? pUFO.ActivateCollisionSprite(pBoxBatch); pUFORoot.Add(pUFO); pUFO.Remove(); SpawnUFOEvent pUFOEvent = new SpawnUFOEvent(); TimerManager.Add(TimeEvent.Name.UFOSpawn, pUFOEvent, RandomManager.RandomInt(15, 45)); //--------------------------------------------------------------------------------------------------------- // Create Aliens //--------------------------------------------------------------------------------------------------------- AlienFactory AF = new AlienFactory(SpriteBatch.Name.Aliens, SpriteBatch.Name.Boxes); AlienGrid pAlienGrid = (AlienGrid)AF.Create(GameObject.Name.AlienGrid); for (int i = 0; i < 11; i++) { GameObject pCol = AF.Create(GameObject.Name.AlienColumn); GameObject pGameObject; pGameObject = AF.Create(GameObject.Name.PurpleOctopus, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 364f); pCol.Add(pGameObject); pGameObject = AF.Create(GameObject.Name.PurpleOctopus, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 298f); pCol.Add(pGameObject); pGameObject = AF.Create(GameObject.Name.BlueCrab, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 232f); pCol.Add(pGameObject); pGameObject = AF.Create(GameObject.Name.BlueCrab, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 166f); pCol.Add(pGameObject); pGameObject = AF.Create(GameObject.Name.GreenSquid, 50.0f + 66 * i, SpaceInvaders.ScreenHeight - 100f); pCol.Add(pGameObject); pAlienGrid.Add(pCol); } GameObjectManager.Attach(pAlienGrid); pAlienGrid.Attach(new MoveAlienSoundObserver()); pAlienGrid.Attach(new MoveAlienGridObserver()); AlienGridMoveEvent pGridMoveEvent = new AlienGridMoveEvent(); TimerManager.Add(TimeEvent.Name.MoveAlienGrid, pGridMoveEvent, pAlienGrid.GetMoveRate()); //--------------------------------------------------------------------------------------------------------- // Timer Animations //--------------------------------------------------------------------------------------------------------- // Create an animation sprite AnimationSprite pAnimOctopus = new AnimationSprite(GameSprite.Name.PurpleOctopus); AnimationSprite pAnimCrab = new AnimationSprite(GameSprite.Name.BlueCrab); AnimationSprite pAnimSquid = new AnimationSprite(GameSprite.Name.GreenSquid); // attach several images to cycle pAnimOctopus.Attach(Image.Name.OctopusA); pAnimOctopus.Attach(Image.Name.OctopusB); pAnimCrab.Attach(Image.Name.AlienA); pAnimCrab.Attach(Image.Name.AlienB); pAnimSquid.Attach(Image.Name.SquidA); pAnimSquid.Attach(Image.Name.SquidB); // add AnimationSprite to timer TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimOctopus, pAlienGrid.GetMoveRate()); TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimCrab, pAlienGrid.GetMoveRate()); TimerManager.Add(TimeEvent.Name.SpriteAnimation, pAnimSquid, pAlienGrid.GetMoveRate()); //--------------------------------------------------------------------------------------------------------- // Shield //--------------------------------------------------------------------------------------------------------- // Create the factory Composite pShieldRoot = (Composite) new ShieldRoot(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, 0.0f, 0.0f); GameObjectManager.Attach(pShieldRoot); ShieldFactory SF = new ShieldFactory(SpriteBatch.Name.Shields, SpriteBatch.Name.Boxes, pShieldRoot); float start_x = 160.0f; float start_y = 200.0f; float off_x; float brickWidth = 12.0f; float brickHeight = 7.0f; GameObject pShieldGrid; GameObject pShieldCol; for (int i = 0; i < 4; i++) { off_x = 0; SF.SetParent(pShieldRoot); pShieldGrid = SF.Create(GameObject.Name.ShieldGrid); //------Col1 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick_LeftTop1, start_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick_LeftTop0, start_x, start_y + 9 * brickHeight); //-------Col2 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col3 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick_LeftBottom, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col4 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col5 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick_RightBottom, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col6 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 9 * brickHeight); //-------Col7 SF.SetParent(pShieldGrid); pShieldCol = SF.Create(GameObject.Name.ShieldColumn); SF.SetParent(pShieldCol); off_x += brickWidth; SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 0 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 1 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 2 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 3 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 4 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 5 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 6 * brickHeight); SF.Create(GameObject.Name.ShieldBrick, start_x + off_x, start_y + 7 * brickHeight); SF.Create(GameObject.Name.ShieldBrick_RightTop1, start_x + off_x, start_y + 8 * brickHeight); SF.Create(GameObject.Name.ShieldBrick_RightTop0, start_x + off_x, start_y + 9 * brickHeight); start_x += 170; } //--------------------------------------------------------------------------------------------------------- // Create Null Ship Lives //--------------------------------------------------------------------------------------------------------- ScenePlay2.ShipLives = 3; PlayerLivesComposite pNullObjs = new PlayerLivesComposite(); Ship pNullShip1 = new Ship(GameObject.Name.Null_Object, GameSprite.Name.Ship, 120.0f, 40.0f); pNullShip1.ActivateGameSprite(pNullBatch); pNullObjs.Add(pNullShip1); Ship pNullShip2 = new Ship(GameObject.Name.Null_Object, GameSprite.Name.Ship, 180.0f, 40.0f); pNullShip2.ActivateGameSprite(pNullBatch); pNullObjs.Add(pNullShip2); GameObjectManager.Attach(pNullObjs); //--------------------------------------------------------------------------------------------------------- // Create CollisionPairs //--------------------------------------------------------------------------------------------------------- //Why does the order that left/right wall are added matter??????? reverse order breaks game CollisionPair pShipWallRightPair = CollisionPairManager.Add(CollisionPair.Name.Ship_Wall_Right, pShipRoot, pWallRight); Debug.Assert(pShipWallRightPair != null); CollisionPair pShipWallLeftPair = CollisionPairManager.Add(CollisionPair.Name.Ship_Wall_Left, pShipRoot, pWallLeft); Debug.Assert(pShipWallLeftPair != null); CollisionPair pAlienMissilePair = CollisionPairManager.Add(CollisionPair.Name.Alien_Missile, pMissileGroup, pAlienGrid); Debug.Assert(pAlienMissilePair != null); CollisionPair pMissileWallPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Wall_Top, pMissileGroup, pWallTop); Debug.Assert(pMissileWallPair != null); CollisionPair pAlienWallPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Wall, pAlienGrid, pWallGroup); Debug.Assert(pAlienWallPair != null); CollisionPair pAlienWallBottomPair = CollisionPairManager.Add(CollisionPair.Name.Alien_WallBottom, pAlienGrid, pWallBottom); Debug.Assert(pAlienWallBottomPair != null); CollisionPair pBombWallPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Wall_Bottom, pBombRoot, pWallBottom); Debug.Assert(pBombWallPair != null); CollisionPair pBombShieldPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Shield, pBombRoot, pShieldRoot); Debug.Assert(pBombShieldPair != null); CollisionPair pMissileShieldPair = CollisionPairManager.Add(CollisionPair.Name.Missile_Shield, pMissileGroup, pShieldRoot); Debug.Assert(pMissileShieldPair != null); CollisionPair pBombShipPair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Ship, pBombRoot, ShipManager.GetShip()); Debug.Assert(pBombShipPair != null); CollisionPair pBombMissilePair = CollisionPairManager.Add(CollisionPair.Name.Bomb_Missile, pBombRoot, ShipManager.GetMissile()); Debug.Assert(pBombMissilePair != null); CollisionPair pAlienShieldPair = CollisionPairManager.Add(CollisionPair.Name.Alien_Shield, pShieldRoot, pAlienGrid); Debug.Assert(pAlienShieldPair != null); CollisionPair pUFOMissilePair = CollisionPairManager.Add(CollisionPair.Name.UFO_Missile, pMissileGroup, pUFORoot); Debug.Assert(pUFOMissilePair != null); //TODO consolidate these news pShipWallLeftPair.Attach(new ShipStopLeftObserver()); pShipWallRightPair.Attach(new ShipStopRightObserver()); pMissileWallPair.Attach(new ShipRemoveMissileObserver()); pAlienMissilePair.Attach(new ShipRemoveMissileObserver()); pAlienMissilePair.Attach(new RemoveAlienObserver()); pAlienMissilePair.Attach(new DeadAlienSoundObserver()); pAlienMissilePair.Attach(new AddP2PointsObserver()); pAlienMissilePair.Attach(new IncreaseAlienSpeedObserver()); pAlienWallPair.Attach(new GridObserver()); pBombWallPair.Attach(new RemoveBombObserver()); pBombShieldPair.Attach(new RemoveBombObserver()); pBombShieldPair.Attach(new RemoveBrickObserver()); pMissileShieldPair.Attach(new ShipRemoveMissileObserver()); pMissileShieldPair.Attach(new RemoveBrickObserver()); pBombShipPair.Attach(new RemoveBombObserver()); pBombShipPair.Attach(new RemoveShipObserver()); pBombShipPair.Attach(new DeadShipSoundObserver()); pBombShipPair.Attach(new RemoveP2LifeObserver()); pBombShipPair.Attach(new ChangeP2StateObserver()); pBombMissilePair.Attach(new RemoveBombObserver()); pBombMissilePair.Attach(new ShipRemoveMissileObserverAltPair()); pAlienShieldPair.Attach(new RemoveBrickObserver()); pUFOMissilePair.Attach(new RemoveUFOObserver()); pUFOMissilePair.Attach(new ShipRemoveMissileObserver()); pUFOMissilePair.Attach(new AddP2PointsObserver()); pUFOMissilePair.Attach(new DeadUFOSoundObserver()); pAlienWallBottomPair.Attach(new DeadShipSoundObserver()); pAlienWallBottomPair.Attach(new RemoveAllP2LivesObserver()); }
public static void AddXml(String assetName, FontName fontName, TextureName texName) { System.Xml.XmlTextReader reader = new XmlTextReader(assetName); int key = -1; int x = -1; int y = -1; int width = -1; int height = -1; while (reader.Read()) { switch (reader.NodeType) { case XmlNodeType.Element: if (reader.GetAttribute("key") != null) { key = Convert.ToInt32(reader.GetAttribute("key")); } else if (reader.Name == "x") { while (reader.Read()) { if (reader.NodeType == XmlNodeType.Text) { x = Convert.ToInt32(reader.Value); break; } } } else if (reader.Name == "y") { while (reader.Read()) { if (reader.NodeType == XmlNodeType.Text) { y = Convert.ToInt32(reader.Value); break; } } } else if (reader.Name == "width") { while (reader.Read()) { if (reader.NodeType == XmlNodeType.Text) { width = Convert.ToInt32(reader.Value); break; } } } else if (reader.Name == "height") { while (reader.Read()) { if (reader.NodeType == XmlNodeType.Text) { height = Convert.ToInt32(reader.Value); break; } } } break; case XmlNodeType.EndElement: if (reader.Name == "character") { FontManager.Add(fontName, key, texName, x, y, width, height); } break; } } }
public static void Dump() { FontManager fontMan = FontManager.GetInstance(); fontMan.BaseDump(); }
//----------------------------------------------------------------------------- // Game::LoadContent() // Allows you to load all content needed for your engine, // such as objects, graphics, etc. //----------------------------------------------------------------------------- public override void LoadContent() { //--------------------------------------------------------------------------------------------------------- // Manager initialization //--------------------------------------------------------------------------------------------------------- TextureManager.Create(1, 1); ImageManager.Create(5, 2); GameSpriteManager.Create(4, 2); BoxSpriteManager.Create(3, 1); SpriteBatchManager.Create(3, 1); ProxySpriteManager.Create(10, 1); TimerManager.Create(3, 1); GameObjectManager.Create(3, 1); CollisionPairManager.Create(3, 1); InputManager.Create(); SoundManager.Create(); GlyphManager.Create(3, 1); FontManager.Create(3, 1); ScoreManager.Create(); //--------------------------------------------------------------------------------------------------------- // Load the Textures //--------------------------------------------------------------------------------------------------------- TextureManager.Add(Texture.Name.Aliens, "aliens14x14.tga"); TextureManager.Add(Texture.Name.Shield, "birds_N_shield.tga"); TextureManager.Add(Texture.Name.Consolas36pt, "consolas36pt.tga"); FontManager.AddXml(Glyph.Name.Consolas36pt, "Consolas36pt.xml", Texture.Name.Consolas36pt); //--------------------------------------------------------------------------------------------------------- // Create Images //--------------------------------------------------------------------------------------------------------- ImageManager.Add(Image.Name.Octopus0, Texture.Name.Aliens, 56, 28, 168, 112); ImageManager.Add(Image.Name.Octopus1, Texture.Name.Aliens, 56, 182, 168, 112); ImageManager.Add(Image.Name.Crab1, Texture.Name.Aliens, 322, 182, 154, 112); ImageManager.Add(Image.Name.Crab0, Texture.Name.Aliens, 322, 28, 154, 112); ImageManager.Add(Image.Name.Squid0, Texture.Name.Aliens, 616, 28, 112, 112); ImageManager.Add(Image.Name.Squid1, Texture.Name.Aliens, 616, 182, 112, 112); ImageManager.Add(Image.Name.UFO, Texture.Name.Aliens, 84, 504, 224, 98); ImageManager.Add(Image.Name.Missile, Texture.Name.Aliens, 378, 798, 14, 98); ImageManager.Add(Image.Name.Player, Texture.Name.Aliens, 57, 336, 182, 112); ImageManager.Add(Image.Name.BombCross, Texture.Name.Aliens, 196, 798, 42, 84); ImageManager.Add(Image.Name.BombStraight, Texture.Name.Aliens, 630, 798, 14, 98); ImageManager.Add(Image.Name.BombZigZag, Texture.Name.Aliens, 574, 644, 42, 98); ImageManager.Add(Image.Name.UFO_Explosion, Texture.Name.Aliens, 42, 643, 294, 112); ImageManager.Add(Image.Name.Player_Explosion1, Texture.Name.Aliens, 308, 336, 210, 112); ImageManager.Add(Image.Name.Player_Explosion2, Texture.Name.Aliens, 560, 336, 224, 112); ImageManager.Add(Image.Name.Missile_Explosion, Texture.Name.Aliens, 406, 490, 112, 112); ImageManager.Add(Image.Name.Alien_Explosion2, Texture.Name.Aliens, 574, 490, 182, 112); ImageManager.Add(Image.Name.Bomb_Explosion, Texture.Name.Aliens, 700, 798, 84, 112); ImageManager.Add(Image.Name.Brick, Texture.Name.Shield, 20, 210, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Top0, Texture.Name.Shield, 15, 180, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Top1, Texture.Name.Shield, 15, 185, 10, 5); ImageManager.Add(Image.Name.BrickLeft_Bottom, Texture.Name.Shield, 35, 215, 10, 5); ImageManager.Add(Image.Name.BrickRight_Top0, Texture.Name.Shield, 75, 180, 10, 5); ImageManager.Add(Image.Name.BrickRight_Top1, Texture.Name.Shield, 75, 185, 10, 5); ImageManager.Add(Image.Name.BrickRight_Bottom, Texture.Name.Shield, 55, 215, 10, 5); //--------------------------------------------------------------------------------------------------------- // Create Sprites //--------------------------------------------------------------------------------------------------------- GameSpriteManager.Add(GameSprite.Name.Squid, Image.Name.Squid0, 400, 200, Constant.ALIEN_WIDTH - 10, Constant.ALIEN_HEIGHT); GameSpriteManager.Add(GameSprite.Name.Octopus, Image.Name.Octopus0, 50, 500, Constant.ALIEN_WIDTH, Constant.ALIEN_HEIGHT); GameSpriteManager.Add(GameSprite.Name.Crab, Image.Name.Crab0, 100, 300, Constant.ALIEN_WIDTH, Constant.ALIEN_HEIGHT); GameSpriteManager.Add(GameSprite.Name.Missile, Image.Name.Missile, Constant.WINDOW_WIDTH / 2, 0, 4, 20); GameSpriteManager.Add(GameSprite.Name.Player, Image.Name.Player, Constant.WINDOW_WIDTH / 2, 30, 40.0f, 25.0f); GameSpriteManager.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 6, 25.0f); GameSpriteManager.Add(GameSprite.Name.BombCross, Image.Name.BombCross, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 6, 25.0f); GameSpriteManager.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 6, 25.0f); GameSpriteManager.Add(GameSprite.Name.UFO, Image.Name.UFO, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 40, 20); GameSpriteManager.Add(GameSprite.Name.Missile_Explosion, Image.Name.Missile_Explosion, 0, 0, 10, 10); GameSpriteManager.Add(GameSprite.Name.UFO_Explosion, Image.Name.UFO_Explosion, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 40, 20); GameSpriteManager.Add(GameSprite.Name.Player_Explosion, Image.Name.Player_Explosion1, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 40, 25.0f); GameSpriteManager.Add(GameSprite.Name.Bomb_Explosion, Image.Name.Bomb_Explosion, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, 10, 10); GameSpriteManager.Add(GameSprite.Name.Alien_Explosion, Image.Name.Alien_Explosion2, Constant.WINDOW_WIDTH / 2, Constant.WINDOW_HEIGHT, Constant.ALIEN_WIDTH, Constant.ALIEN_HEIGHT); GameSpriteManager.Add(GameSprite.Name.Brick, Image.Name.Brick, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT); GameSpriteManager.Add(GameSprite.Name.BrickLeft_Top0, Image.Name.BrickLeft_Top0, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT); GameSpriteManager.Add(GameSprite.Name.BrickLeft_Top1, Image.Name.BrickLeft_Top1, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT); GameSpriteManager.Add(GameSprite.Name.BrickLeft_Bottom, Image.Name.BrickLeft_Bottom, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT); GameSpriteManager.Add(GameSprite.Name.BrickRight_Top0, Image.Name.BrickRight_Top0, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT); GameSpriteManager.Add(GameSprite.Name.BrickRight_Top1, Image.Name.BrickRight_Top1, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT); GameSpriteManager.Add(GameSprite.Name.BrickRight_Bottom, Image.Name.BrickRight_Bottom, 50, 25, Constant.SHIELD_BRICK_WIDTH, Constant.SHIELD_BRICK_HEIGHT); //--------------------------------------------------------------------------------------------------------- // Create SpriteBatch //--------------------------------------------------------------------------------------------------------- SpriteBatch pSB_Aliens = SpriteBatchManager.Add(SpriteBatch.Name.GameSprites); SpriteBatch pSB_Boxes = SpriteBatchManager.Add(SpriteBatch.Name.BoxSprites); SpriteBatch pSB_Shields = SpriteBatchManager.Add(SpriteBatch.Name.ShieldSprites); SpriteBatch pSB_Bombs = SpriteBatchManager.Add(SpriteBatch.Name.BombSprites); SpriteBatch pSB_Texts = SpriteBatchManager.Add(SpriteBatch.Name.TextSprite); SpriteBatch pSB_Effect = SpriteBatchManager.Add(SpriteBatch.Name.ExplosionEffectSprite); pSB_Boxes.GetSBNodeManager().ToggleDraw(); AlienGroup pAlienGroup = new AlienGroup(GameObject.Name.AlienGroup, GameSprite.Name.NullObject, -1, 0.0f, 0.0f); pSB_Boxes.Attach(pAlienGroup.pColObject.pBoxSprite); GameObjectManager.Attach(pAlienGroup); ShieldGroup pShieldGroup = new ShieldGroup(GameObject.Name.ShieldRoot, GameSprite.Name.NullObject, -1, 0.0f, 0.0f); pSB_Boxes.Attach(pShieldGroup.pColObject.pBoxSprite); GameObjectManager.Attach(pShieldGroup); AlienManager.Create(); ShieldNodeManager.Create(); GameSceneManager.Create(); GameScene.Create(); GameScene.SetGameScene(GameState.SceneName.Select); }
//----------------------------------------------------------------------------- // Game::LoadContent() // Allows you to load all content needed for your engine, // such as objects, graphics, etc. //----------------------------------------------------------------------------- public override void LoadContent() { ScreenWidth = this.GetScreenWidth(); ScreenHeight = this.GetScreenHeight(); //--------------------------------------------------------------------------------------------------------- // Init Managers //--------------------------------------------------------------------------------------------------------- //Constant Managers TextureManager.Create(1, 1); ImageManager.Create(5, 2); SoundManager.Create(3, 1); GameSpriteManager.Create(4, 2); BoxSpriteManager.Create(3, 1); CollisionStateManager.Create(); GlyphManager.Create(3, 1); Simulation.Create(); RandomManager.Create(); BombManager.Create(); ShipManager.Create(); //State-unique Managers SpriteBatchManager.Create(); GameObjectManager.Create(); InputManager.Create(); FontManager.Create(); TimerManager.Create(); CollisionPairManager.Create(); //ProxySpriteManager.Create(10, 1);//not in use currently //--------------------------------------------------------------------------------------------------------- // Load the Textures //--------------------------------------------------------------------------------------------------------- TextureManager.Add(Texture.Name.SpaceInvaders, "SpaceInvaders.tga"); //--------------------------------------------------------------------------------------------------------- // Load Sounds //--------------------------------------------------------------------------------------------------------- SoundManager.Add(Sound.Name.Invader1, "fastinvader1.wav"); SoundManager.Add(Sound.Name.Invader2, "fastinvader2.wav"); SoundManager.Add(Sound.Name.Invader3, "fastinvader3.wav"); SoundManager.Add(Sound.Name.Invader4, "fastinvader4.wav"); SoundManager.Add(Sound.Name.Shoot, "invaderkilled.wav"); SoundManager.Add(Sound.Name.DeadAlien, "shoot.wav"); SoundManager.Add(Sound.Name.UFO, "ufo_highpitch.wav"); SoundManager.Add(Sound.Name.UFOExplosion, "ufo_lowpitch.wav"); SoundManager.Add(Sound.Name.Explosion, "explosion.wav"); //--------------------------------------------------------------------------------------------------------- // Create Images //--------------------------------------------------------------------------------------------------------- // --- aliens --- ImageManager.Add(Image.Name.OctopusA, Texture.Name.SpaceInvaders, 3, 3, 12, 8); ImageManager.Add(Image.Name.OctopusB, Texture.Name.SpaceInvaders, 18, 3, 12, 8); ImageManager.Add(Image.Name.AlienA, Texture.Name.SpaceInvaders, 33, 3, 11, 8); ImageManager.Add(Image.Name.AlienB, Texture.Name.SpaceInvaders, 47, 3, 11, 8); ImageManager.Add(Image.Name.SquidA, Texture.Name.SpaceInvaders, 61, 3, 8, 8); ImageManager.Add(Image.Name.SquidB, Texture.Name.SpaceInvaders, 72, 3, 8, 8); ImageManager.Add(Image.Name.Saucer, Texture.Name.SpaceInvaders, 99, 3, 16, 8); ImageManager.Add(Image.Name.Missile, Texture.Name.SpaceInvaders, 3, 29, 1, 4); ImageManager.Add(Image.Name.Ship, Texture.Name.SpaceInvaders, 3, 14, 13, 8); ImageManager.Add(Image.Name.AlienExplosion, Texture.Name.SpaceInvaders, 83, 3, 13, 8); ImageManager.Add(Image.Name.SaucerExplosion, Texture.Name.SpaceInvaders, 118, 3, 21, 8); ImageManager.Add(Image.Name.ShipExplosionA, Texture.Name.SpaceInvaders, 19, 14, 16, 8); ImageManager.Add(Image.Name.ShipExplosionB, Texture.Name.SpaceInvaders, 38, 14, 16, 8); ImageManager.Add(Image.Name.MissileExplosion, Texture.Name.SpaceInvaders, 7, 25, 8, 8); ImageManager.Add(Image.Name.BombExplosion, Texture.Name.SpaceInvaders, 86, 25, 6, 8); ImageManager.Add(Image.Name.BombDagger, Texture.Name.SpaceInvaders, 42, 27, 3, 6); ImageManager.Add(Image.Name.BombZigZag, Texture.Name.SpaceInvaders, 18, 26, 3, 7); ImageManager.Add(Image.Name.BombStraight, Texture.Name.SpaceInvaders, 65, 26, 3, 7); ImageManager.Add(Image.Name.ShieldBrick, Texture.Name.SpaceInvaders, 120, 35, 4, 2); ImageManager.Add(Image.Name.ShieldBrick_LeftTop0, Texture.Name.SpaceInvaders, 115, 30, 4, 2); ImageManager.Add(Image.Name.ShieldBrick_LeftTop1, Texture.Name.SpaceInvaders, 116, 31, 4, 2); ImageManager.Add(Image.Name.ShieldBrick_LeftBottom, Texture.Name.SpaceInvaders, 119, 43, 4, 2); ImageManager.Add(Image.Name.ShieldBrick_RightTop0, Texture.Name.SpaceInvaders, 132, 31, 4, 2); ImageManager.Add(Image.Name.ShieldBrick_RightTop1, Texture.Name.SpaceInvaders, 130, 31, 4, 2); ImageManager.Add(Image.Name.ShieldBrick_RightBottom, Texture.Name.SpaceInvaders, 126, 43, 4, 2); //--------------------------------------------------------------------------------------------------------- // Create Glyphs //--------------------------------------------------------------------------------------------------------- GlyphManager.Add(Glyph.Name.Space, 32, Texture.Name.SpaceInvaders, 99, 56, 5, 7); GlyphManager.Add(Glyph.Name.Asterisk, 42, Texture.Name.SpaceInvaders, 115, 56, 5, 7); GlyphManager.Add(Glyph.Name.Hyphen, 45, Texture.Name.SpaceInvaders, 131, 56, 5, 7); GlyphManager.Add(Glyph.Name.Zero, 48, Texture.Name.SpaceInvaders, 3, 56, 5, 7); GlyphManager.Add(Glyph.Name.One, 49, Texture.Name.SpaceInvaders, 11, 56, 5, 7); GlyphManager.Add(Glyph.Name.Two, 50, Texture.Name.SpaceInvaders, 19, 56, 5, 7); GlyphManager.Add(Glyph.Name.Three, 51, Texture.Name.SpaceInvaders, 27, 56, 5, 7); GlyphManager.Add(Glyph.Name.Four, 52, Texture.Name.SpaceInvaders, 35, 56, 5, 7); GlyphManager.Add(Glyph.Name.Five, 53, Texture.Name.SpaceInvaders, 43, 56, 5, 7); GlyphManager.Add(Glyph.Name.Six, 54, Texture.Name.SpaceInvaders, 51, 56, 5, 7); GlyphManager.Add(Glyph.Name.Seven, 55, Texture.Name.SpaceInvaders, 59, 56, 5, 7); GlyphManager.Add(Glyph.Name.Eight, 56, Texture.Name.SpaceInvaders, 67, 56, 5, 7); GlyphManager.Add(Glyph.Name.Nine, 57, Texture.Name.SpaceInvaders, 75, 56, 5, 7); GlyphManager.Add(Glyph.Name.LessThan, 60, Texture.Name.SpaceInvaders, 83, 56, 5, 7); GlyphManager.Add(Glyph.Name.Equals, 61, Texture.Name.SpaceInvaders, 107, 56, 5, 7); GlyphManager.Add(Glyph.Name.GreaterThan, 62, Texture.Name.SpaceInvaders, 91, 56, 5, 7); GlyphManager.Add(Glyph.Name.Question, 63, Texture.Name.SpaceInvaders, 123, 56, 5, 7); GlyphManager.Add(Glyph.Name.A, 65, Texture.Name.SpaceInvaders, 3, 36, 5, 7); GlyphManager.Add(Glyph.Name.B, 66, Texture.Name.SpaceInvaders, 11, 36, 5, 7); GlyphManager.Add(Glyph.Name.C, 67, Texture.Name.SpaceInvaders, 19, 36, 5, 7); GlyphManager.Add(Glyph.Name.D, 68, Texture.Name.SpaceInvaders, 27, 36, 5, 7); GlyphManager.Add(Glyph.Name.E, 69, Texture.Name.SpaceInvaders, 35, 36, 5, 7); GlyphManager.Add(Glyph.Name.F, 70, Texture.Name.SpaceInvaders, 43, 36, 5, 7); GlyphManager.Add(Glyph.Name.G, 71, Texture.Name.SpaceInvaders, 51, 36, 5, 7); GlyphManager.Add(Glyph.Name.H, 72, Texture.Name.SpaceInvaders, 59, 36, 5, 7); GlyphManager.Add(Glyph.Name.I, 73, Texture.Name.SpaceInvaders, 67, 36, 5, 7); GlyphManager.Add(Glyph.Name.J, 74, Texture.Name.SpaceInvaders, 75, 36, 5, 7); GlyphManager.Add(Glyph.Name.K, 75, Texture.Name.SpaceInvaders, 83, 36, 5, 7); GlyphManager.Add(Glyph.Name.L, 76, Texture.Name.SpaceInvaders, 91, 36, 5, 7); GlyphManager.Add(Glyph.Name.M, 77, Texture.Name.SpaceInvaders, 99, 36, 5, 7); GlyphManager.Add(Glyph.Name.N, 78, Texture.Name.SpaceInvaders, 3, 46, 5, 7); GlyphManager.Add(Glyph.Name.O, 79, Texture.Name.SpaceInvaders, 11, 46, 5, 7); GlyphManager.Add(Glyph.Name.P, 80, Texture.Name.SpaceInvaders, 19, 46, 5, 7); GlyphManager.Add(Glyph.Name.Q, 81, Texture.Name.SpaceInvaders, 27, 46, 5, 7); GlyphManager.Add(Glyph.Name.R, 82, Texture.Name.SpaceInvaders, 35, 46, 5, 7); GlyphManager.Add(Glyph.Name.S, 83, Texture.Name.SpaceInvaders, 43, 46, 5, 7); GlyphManager.Add(Glyph.Name.T, 84, Texture.Name.SpaceInvaders, 51, 46, 5, 7); GlyphManager.Add(Glyph.Name.U, 85, Texture.Name.SpaceInvaders, 59, 46, 5, 7); GlyphManager.Add(Glyph.Name.V, 86, Texture.Name.SpaceInvaders, 67, 46, 5, 7); GlyphManager.Add(Glyph.Name.W, 87, Texture.Name.SpaceInvaders, 75, 46, 5, 7); GlyphManager.Add(Glyph.Name.X, 88, Texture.Name.SpaceInvaders, 83, 46, 5, 7); GlyphManager.Add(Glyph.Name.Y, 89, Texture.Name.SpaceInvaders, 91, 46, 5, 7); GlyphManager.Add(Glyph.Name.Z, 90, Texture.Name.SpaceInvaders, 99, 46, 5, 7); //--------------------------------------------------------------------------------------------------------- // Create Sprites //--------------------------------------------------------------------------------------------------------- // --- aliens --- GameSpriteManager.Add(GameSprite.Name.PurpleOctopus, Image.Name.OctopusA, 50, 300, 49, 33); GameSpriteManager.Add(GameSprite.Name.BlueCrab, Image.Name.AlienB, 200, 100, 45, 33); GameSpriteManager.Add(GameSprite.Name.GreenSquid, Image.Name.SquidA, 200, 300, 33, 33); GameSpriteManager.Add(GameSprite.Name.OrangeSaucer, Image.Name.Saucer, 50, 550, 59, 33, new Azul.Color(1.0f, 0.0f, 0.0f, 1.0f)); //-----Missile---- GameSpriteManager.Add(GameSprite.Name.Missile, Image.Name.Missile, 50, 50, 3, 15); //----Player Ship---- GameSpriteManager.Add(GameSprite.Name.Ship, Image.Name.Ship, 500, 100, 50, 30, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); //---Explosions--- GameSpriteManager.Add(GameSprite.Name.AlienExplosion, Image.Name.AlienExplosion, 50, 50, 33, 33); GameSpriteManager.Add(GameSprite.Name.ShipExplosion, Image.Name.ShipExplosionA, 50, 50, 55, 35); GameSpriteManager.Add(GameSprite.Name.SaucerExplosion, Image.Name.SaucerExplosion, 50, 50, 45, 35, new Azul.Color(1.0f, 0.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.BombExplosion, Image.Name.BombExplosion, 50, 50, 25, 25); GameSpriteManager.Add(GameSprite.Name.MissileExplosionRed, Image.Name.MissileExplosion, 50, 50, 20, 20, new Azul.Color(1.0f, 0.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.MissileExplosionGreen, Image.Name.MissileExplosion, 50, 50, 20, 20, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.MissileExplosionWhite, Image.Name.MissileExplosion, 50, 50, 20, 20); //----Bombs---- GameSpriteManager.Add(GameSprite.Name.BombDagger, Image.Name.BombDagger, 50, 50, 10, 25); GameSpriteManager.Add(GameSprite.Name.BombZigZag, Image.Name.BombZigZag, 50, 50, 10, 25); GameSpriteManager.Add(GameSprite.Name.BombStraight, Image.Name.BombStraight, 50, 50, 10, 25); //----Shield---- GameSpriteManager.Add(GameSprite.Name.ShieldBrick, Image.Name.ShieldBrick, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.ShieldBrick_LeftTop0, Image.Name.ShieldBrick_LeftTop0, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.ShieldBrick_LeftTop1, Image.Name.ShieldBrick_LeftTop1, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.ShieldBrick_LeftBottom, Image.Name.ShieldBrick_LeftBottom, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.ShieldBrick_RightTop0, Image.Name.ShieldBrick_RightTop0, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.ShieldBrick_RightTop1, Image.Name.ShieldBrick_RightTop1, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); GameSpriteManager.Add(GameSprite.Name.ShieldBrick_RightBottom, Image.Name.ShieldBrick_RightBottom, 50, 25, 12, 7, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); //----Ground---- GameSpriteManager.Add(GameSprite.Name.Ground, Image.Name.ShieldBrick, 50, 50, SpaceInvaders.ScreenWidth - 10, 5, new Azul.Color(0.0f, 1.0f, 0.0f, 1.0f)); //-------------------------------------------------------------------------- //Create Scenes //-------------------------------------------------------------------------- pHiScore = 0; pPlayer1Score = 0; pPlayer2Score = 0; pSceneContext = new SceneContext(); }