示例#1
0
        // TODO Move Types out of gameobject and into here

        public InvaderFactory(SpriteBatch.Name spriteBatchName, SpriteBatch.Name boxSpriteBatchName, GameObjectComposite pGOComposite = null)
        {
            this.pSpriteBatch = SpriteBatchManager.Find(spriteBatchName);
            Debug.Assert(this.pSpriteBatch != null);

            this.pBoxSpriteBatch = SpriteBatchManager.Find(boxSpriteBatchName);
            Debug.Assert(this.pBoxSpriteBatch != null);

            if (pGOComposite != null)
            {
                this.pGOComposite = pGOComposite;
            }
        }
示例#2
0
        public static Shield CreateShield(float xOrigin, float yOrigin, GameObjectComposite pGOComposite = null)
        {
            // 21 x 18
            ShieldFactory pShieldSF = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pGOComposite);
            Shield        pShield   = (Shield)pShieldSF.Create(ShieldFactory.Type.Shield, 0, 0);

            ShieldFactory pColumnSF = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShield);

            ShieldColumn pShieldColumn0 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn1 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn2 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn3 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn4 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn5 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn6 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            // Columns 7 through 13 are produced in a loop below.
            ShieldColumn pShieldColumn14 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn15 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn16 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn17 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn18 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn19 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
            ShieldColumn pShieldColumn20 = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);

            // make shield columns 0 and 20
            for (int i = 0; i < 12; i++)
            {
                ShieldFactory pShieldBrickFactory = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn0);
                ShieldBrick   shieldBrick         = (ShieldBrick)pShieldBrickFactory.Create(ShieldFactory.Type.Brick, xOrigin, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory20 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn20);
                pShieldBrickFactory20.Create(ShieldFactory.Type.Brick, xOrigin + 20 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 1 and 19
            for (int i = 0; i < 13; i++)
            {
                ShieldFactory pShieldBrickFactory = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn1);
                ShieldBrick   shieldBrick         = (ShieldBrick)pShieldBrickFactory.Create(ShieldFactory.Type.Brick, xOrigin + 1 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory19 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn19);
                pShieldBrickFactory19.Create(ShieldFactory.Type.Brick, xOrigin + 19 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 2 and 18
            for (int i = 0; i < 14; i++)
            {
                ShieldFactory pShieldBrickFactory = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn2);
                ShieldBrick   shieldBrick         = (ShieldBrick)pShieldBrickFactory.Create(ShieldFactory.Type.Brick, xOrigin + 2 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory18 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn18);
                pShieldBrickFactory18.Create(ShieldFactory.Type.Brick, xOrigin + 18 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 3 and 17
            for (int i = 0; i < 15; i++)
            {
                ShieldFactory pShieldBrickFactory3 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn3);
                pShieldBrickFactory3.Create(ShieldFactory.Type.Brick, xOrigin + 3 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory17 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn17);
                pShieldBrickFactory17.Create(ShieldFactory.Type.Brick, xOrigin + 17 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 4 and 16
            for (int i = 0; i < 16; i++)
            {
                ShieldFactory pShieldBrickFactory4 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn4);
                pShieldBrickFactory4.Create(ShieldFactory.Type.Brick, xOrigin + 4 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory16 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn16);
                pShieldBrickFactory16.Create(ShieldFactory.Type.Brick, xOrigin + 16 * Constants.shieldBrickHeight, yOrigin + i * Constants.shieldBrickHeight);
            }

            // make shield columns 5 and 15
            for (int i = 0; i < 14; i++)
            {
                ShieldFactory pShieldBrickFactor5 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn5);
                pShieldBrickFactor5.Create(ShieldFactory.Type.Brick, xOrigin + 5 * Constants.shieldBrickHeight, yOrigin + 2 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactor15 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn15);
                pShieldBrickFactor15.Create(ShieldFactory.Type.Brick, xOrigin + 15 * Constants.shieldBrickHeight, yOrigin + 2 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight);
            }

            // make shield  columns 6 and 14
            for (int i = 0; i < 13; i++)
            {
                ShieldFactory pShieldBrickFactory6 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn6);
                pShieldBrickFactory6.Create(ShieldFactory.Type.Brick, xOrigin + 6 * Constants.shieldBrickHeight, yOrigin + 3 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight);

                ShieldFactory pShieldBrickFactory14 = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn14);
                pShieldBrickFactory14.Create(ShieldFactory.Type.Brick, xOrigin + 14 * Constants.shieldBrickHeight, yOrigin + 3 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight);
            }

            // make shield  columns 7 thru 13
            for (int i = 0; i < 7; i++)
            {
                float         x                   = xOrigin + 7 * Constants.shieldBrickHeight + i * Constants.shieldBrickHeight;
                ShieldColumn  pShieldColumn       = (ShieldColumn)pColumnSF.Create(ShieldFactory.Type.Column, 0, 0);
                ShieldFactory pShieldBrickFactory = new ShieldFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pShieldColumn);
                for (int j = 0; j < 12; j++)
                {
                    float y = yOrigin + 4 * Constants.shieldBrickHeight + j * Constants.shieldBrickHeight;
                    pShieldBrickFactory.Create(ShieldFactory.Type.Brick, x, y);
                }
            }

            return(pShield);
        }