public static InvaderCategory GetRandomBombDropper(InvaderGrid pGrid) { InvaderGridManager pMan = InvaderGridManager.PrivGetInstance(); Debug.Assert(pMan != null); InvaderCategory pTmpInvader = null; // Find a random bottom row invader to drop the bomb int numColumns = pGrid.GetNumChildren(); int randomColumnIndex = pMan.pRandom.Next(numColumns); InvaderColumn pColumn = (InvaderColumn)pGrid.GetChild(randomColumnIndex); pTmpInvader = (InvaderCategory)pColumn.GetChild(0); // Check to see if the invader drop the bomb, if not go find another invader InvaderCategory pInvader = null; for (int i = 0; i < numColumns; i++) { randomColumnIndex = pMan.pRandom.Next(numColumns); pColumn = (InvaderColumn)pGrid.GetChild(randomColumnIndex); pTmpInvader = (InvaderCategory)pColumn.GetChild(0); if (pTmpInvader.canLaunchBomb) { pInvader = pTmpInvader; break; } } return(pInvader); }
public static GridState GetState(InvaderGridManager.State state) { InvaderGridManager pMan = InvaderGridManager.PrivGetInstance(); Debug.Assert(pMan != null); GridState pGridState = null; switch (state) { case InvaderGridManager.State.NotCollingWithWall: pGridState = pMan.pNotCollingState; break; case InvaderGridManager.State.CollidingLeftWall: pGridState = pMan.pCollidingLeft; break; case InvaderGridManager.State.CollidingRightWall: pGridState = pMan.pCollidingRight; break; } return(pGridState); }
private static InvaderGridManager PrivGetInstance() { if (pInstance == null) { pInstance = new InvaderGridManager(); } Debug.Assert(pInstance != null); return(pInstance); }
public void SetState(InvaderGridManager.State inState) { this.state = InvaderGridManager.GetState(inState); }
public Bomb Create(Type type) { InvaderCategory pInvader = InvaderGridManager.GetRandomBombDropper(this.pInvaderGrid); Bomb pBomb = null; if (pInvader != null) { float posX = pInvader.x; float posY = pInvader.y; switch (type) { case Type.Plain: pBomb = new Bomb(GameObject.Name.Bomb, Sprite.Name.BombPlain, BoxSprite.Name.BombBox, posX, posY); break; case Type.ZigZag: pBomb = new Bomb(GameObject.Name.Bomb, Sprite.Name.BombZigZag, BoxSprite.Name.BombBox, posX, posY); break; case Type.Dagger: pBomb = new Bomb(GameObject.Name.Bomb, Sprite.Name.BombDagger, BoxSprite.Name.BombBox, posX, posY); break; case Type.Rolling: pBomb = new Bomb(GameObject.Name.Bomb, Sprite.Name.BombRolling, BoxSprite.Name.BombBox, posX, posY); break; default: // something is wrong Debug.Assert(false, "Bomb type not supported by this factory"); break; } // set pointer back to invader who dropped the bomb pBomb.pInvaderWhoDroppedMe = pInvader; pBomb.pInvaderWhoDroppedMe.canLaunchBomb = false; //block this invader from dropping another bomb until curren bomb dies // add it to the gameObjectManager Debug.Assert(pBomb != null); GameObjectManager.Attach(pBomb); // Attached to Batches this.pBoxSpriteBatch.Attach(pBomb.poColObj.pColSprite); this.pSpriteBatch.Attach(pBomb.pProxySprite); // Add Collision Pairs and Observers ColPair pMissile_BombColPair = ColPairManager.Add(ColPair.Name.Missile_Bomb, pBomb, ShipManager.GetMissile()); Debug.Assert(pMissile_BombColPair != null); ColPair pBomb_FloorColPair = ColPairManager.Add(ColPair.Name.Bomb_Floor, pBomb, pWallMan.GetFloor()); Debug.Assert(pBomb_FloorColPair != null); ColPair pBomb_ShipColPair = ColPairManager.Add(ColPair.Name.Bomb_Ship, pBomb, ShipManager.GetShip()); Debug.Assert(pBomb_ShipColPair != null); // Observers for Bomb vs Missile pMissile_BombColPair.Attach(new RemoveCollisionPairObserver(pMissile_BombColPair)); pMissile_BombColPair.Attach(new RemoveCollisionPairObserver(pBomb_FloorColPair)); pMissile_BombColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShipColPair)); pMissile_BombColPair.Attach(new ShipMissileReadyObserver()); pMissile_BombColPair.Attach(new ShipRemoveMissileObserver()); pMissile_BombColPair.Attach(new RemoveBombObserver()); //// Observers for Bomb vs Floor pBomb_FloorColPair.Attach(new RemoveCollisionPairObserver(pBomb_FloorColPair)); pBomb_FloorColPair.Attach(new RemoveCollisionPairObserver(pMissile_BombColPair)); pBomb_FloorColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShipColPair)); pBomb_FloorColPair.Attach(new RemoveBombObserver()); // Observers for Bomb vs Ship pBomb_ShipColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShipColPair)); pBomb_ShipColPair.Attach(new RemoveCollisionPairObserver(pBomb_FloorColPair)); pBomb_ShipColPair.Attach(new RemoveCollisionPairObserver(pMissile_BombColPair)); pBomb_ShipColPair.Attach(new RemoveShipObserver()); pBomb_ShipColPair.Attach(new RemoveBombObserver()); GameObject pShieldZone = GameObjectManager.UnsafeFind(GameObject.Name.ShieldZone); if (pShieldZone != null) { // Add Collision pair for Bomb vs Shields ColPair pBomb_ShieldColPair = ColPairManager.Add(ColPair.Name.Bomb_Shield, pBomb, pShieldZone); Debug.Assert(pBomb_ShieldColPair != null); // Added observers to previous shield pairs to remove the bomb vs shield col pair pMissile_BombColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShieldColPair)); pBomb_FloorColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShieldColPair)); pBomb_ShipColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShieldColPair)); // Observers for Bomb vs Shield pBomb_ShieldColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShieldColPair)); pBomb_ShieldColPair.Attach(new RemoveCollisionPairObserver(pBomb_FloorColPair)); pBomb_ShieldColPair.Attach(new RemoveCollisionPairObserver(pMissile_BombColPair)); pBomb_ShieldColPair.Attach(new RemoveCollisionPairObserver(pBomb_ShipColPair)); pBomb_ShieldColPair.Attach(new RemoveBombObserver()); pBomb_ShieldColPair.Attach(new RemoveShieldBrickObserver()); } } return(pBomb); }
protected virtual void PlayerTwoInit(GameManager pGameManager) { float levelSpeed = 0.75f / pGameManager.pActivePlayer.level; pGameManager.poPlayer2.pGrid = InvaderGridManager.GenerateGrid(pGameManager.pActivePlayer.level); //Debug.WriteLine("Generated Grid ({0}) for P2", pGameManager.poPlayer2.pGrid.GetHashCode()); pGameManager.poPlayer2.pShieldZone = ShieldBuilder.CreateShieldZone(175, 300, 150, 4); //--------------------------------------------------------------------------------------------------------- // Create GameSpace and Wall Objects //--------------------------------------------------------------------------------------------------------- WallManager pWallMan = new WallManager(); //Debug.WriteLine("WallLeft Consts x: {0}, y:{1}, width:{2}, height:{3}", Constants.leftWallXPos, Constants.leftWallYPos, Constants.leftWallWidth, Constants.leftWallHeight); //Debug.WriteLine("WallRight Consts x: {0}, y:{1}, width:{2}, height:{3}", Constants.rightWallXPos, Constants.rightWallYPos, Constants.rightWallWidth, Constants.rightWallHeight); //Debug.WriteLine("Ceiling Consts x: {0}, y:{1}, width:{2}, height:{3}", Constants.ceilingXPos, Constants.ceilingYPos, Constants.ceilingWidth, Constants.ceilingHeight); //Debug.WriteLine("Floor Consts x: {0}, y:{1}, width:{2}, height:{3}", Constants.floorXPos, Constants.floorYPos, Constants.floorWidth, Constants.floorHeight); //--------------------------------------------------------------------------------------------------------- // Set up Sprite Animations //--------------------------------------------------------------------------------------------------------- // Set up animations for the 3 basic Invaders AnimationSprite pSmInvaderAnim = new AnimationSprite(Sprite.Name.SmallInvader); pSmInvaderAnim.Attach(Image.Name.SmallInvader1); pSmInvaderAnim.Attach(Image.Name.SmallInvader2); AnimationSprite pMedInvaderAnim = new AnimationSprite(Sprite.Name.MediumInvader); pMedInvaderAnim.Attach(Image.Name.MediumInvader1); pMedInvaderAnim.Attach(Image.Name.MediumInvader2); AnimationSprite pLgInvaderAnim = new AnimationSprite(Sprite.Name.LargeInvader); pLgInvaderAnim.Attach(Image.Name.LargeInvader1); pLgInvaderAnim.Attach(Image.Name.LargeInvader2); // Add the Invader animations as timed events to the TimerManager TimerManager.Add(TimeEvent.Name.SmInvaderMarchAnimation, pSmInvaderAnim, levelSpeed); TimerManager.Add(TimeEvent.Name.MedInvaderMarchAnimation, pMedInvaderAnim, levelSpeed); TimerManager.Add(TimeEvent.Name.LgInvaderMarchAnimation, pLgInvaderAnim, levelSpeed); // Set up bomb animations AnimationSprite pBombZigZagAnim = new AnimationSprite(Sprite.Name.BombZigZag); pBombZigZagAnim.Attach(Image.Name.BombZigZag1); pBombZigZagAnim.Attach(Image.Name.BombZigZag2); pBombZigZagAnim.Attach(Image.Name.BombZigZag3); pBombZigZagAnim.Attach(Image.Name.BombZigZag4); AnimationSprite pBombDaggerAnim = new AnimationSprite(Sprite.Name.BombDagger); pBombDaggerAnim.Attach(Image.Name.BombDagger1); pBombDaggerAnim.Attach(Image.Name.BombDagger2); pBombDaggerAnim.Attach(Image.Name.BombDagger3); pBombDaggerAnim.Attach(Image.Name.BombDagger4); AnimationSprite pBombRollingAnim = new AnimationSprite(Sprite.Name.BombRolling); pBombRollingAnim.Attach(Image.Name.BombRolling1); pBombRollingAnim.Attach(Image.Name.BombRolling2); // Add the bomb animations as timed events to the TimerManager TimerManager.Add(TimeEvent.Name.BombAnimation, pBombZigZagAnim, 0.25f); TimerManager.Add(TimeEvent.Name.BombAnimation, pBombDaggerAnim, 0.25f); TimerManager.Add(TimeEvent.Name.BombAnimation, pBombRollingAnim, 0.25f); //--------------------------------------------------------------------------------------------------------- // Set up TimedSoundEffects //--------------------------------------------------------------------------------------------------------- TimedSoundEffects pGridMarchingSounds = new TimedSoundEffects(); pGridMarchingSounds.Attach(Sound.Name.InvaderMarch4); pGridMarchingSounds.Attach(Sound.Name.InvaderMarch3); pGridMarchingSounds.Attach(Sound.Name.InvaderMarch2); pGridMarchingSounds.Attach(Sound.Name.InvaderMarch1); TimerManager.Add(TimeEvent.Name.GridMarchSoundEffects, pGridMarchingSounds, levelSpeed); //--------------------------------------------------------------------------------------------------------- // Setting up the collisions for the player ship and missile //--------------------------------------------------------------------------------------------------------- Ship pShip = ShipManager.ActivateShip(); Missile pMissile = ShipManager.GetMissile(); //--------------------------------------------------------------------------------------------------------- // Add Collision Pairs and their Observers //--------------------------------------------------------------------------------------------------------- // Applies to both players // ship vs left wall ColPair pShip_WallLeftColPair = ColPairManager.Add(ColPair.Name.Ship_WallLeft, pShip, pWallMan.GetWallLeft()); Debug.Assert(pShip_WallLeftColPair != null); pShip_WallLeftColPair.Attach(new Ship_WallLeftObserver()); // ship vs Right wall ColPair pShip_WallRightColPair = ColPairManager.Add(ColPair.Name.Ship_WallRight, pShip, pWallMan.GetWallRight()); Debug.Assert(pShip_WallRightColPair != null); pShip_WallRightColPair.Attach(new Ship_WallRightObserver()); // Missile vs Ceiling ColPair pMissile_CeilingColPair = ColPairManager.Add(ColPair.Name.Missile_Ceiling, pMissile, pWallMan.GetCeiling()); Debug.Assert(pMissile_CeilingColPair != null); pMissile_CeilingColPair.Attach(new ShipMissileReadyObserver()); pMissile_CeilingColPair.Attach(new ShipRemoveMissileObserver()); //--------------------------------------------------------------------------------------------------------- // Set up Random UFO Spawns //--------------------------------------------------------------------------------------------------------- RandomlySpawnUFO pRandomUfoEvent = new RandomlySpawnUFO(30.0f, pMissile, pWallMan); TimerManager.Add(TimeEvent.Name.RandomlySpawnUFO, pRandomUfoEvent, 10.0f); //--------------------------------------------------------------------------------------------------------- // Create Alien Grid and random bomb drops //--------------------------------------------------------------------------------------------------------- BombFactory pBombFactory = new BombFactory(SpriteBatch.Name.Sprites, SpriteBatch.Name.Boxes, pGameManager.poPlayer2.pGrid, pWallMan); RandomlySpawnBomb pRandomBombEvent = new RandomlySpawnBomb(2.0f, pBombFactory); TimerManager.Add(TimeEvent.Name.RandomBombSpawn, pRandomBombEvent, 2.0f); // Applies to players seperately // Set up timing for Grid and UFO motion TimeBasedMover pGridMover = new TimeBasedMover(pGameManager.poPlayer2.pGrid); TimerManager.Add(TimeEvent.Name.TimedGridMover, pGridMover, levelSpeed); //--------------------------------------------------------------------------------------------------------- // Create the Shields //--------------------------------------------------------------------------------------------------------- // Applies to each player seperately // grid vs leftwall ColPair pGrid_WallLeftColPair = ColPairManager.Add(ColPair.Name.Grid_WallLeft, pGameManager.poPlayer2.pGrid, pWallMan.GetWallLeft()); Debug.Assert(pGrid_WallLeftColPair != null); pGrid_WallLeftColPair.Attach(new Grid_WallLeftObserver()); // Grid vs rightwall ColPair pGrid_WallRightcolPair = ColPairManager.Add(ColPair.Name.Grid_WallRight, pGameManager.poPlayer2.pGrid, pWallMan.GetWallRight()); Debug.Assert(pGrid_WallRightcolPair != null); pGrid_WallRightcolPair.Attach(new Grid_WallRightObserver()); // Grid vs ship ColPair pShip_GridColPair = ColPairManager.Add(ColPair.Name.Ship_Grid, pShip, pGameManager.poPlayer2.pGrid); Debug.Assert(pShip_GridColPair != null); pShip_GridColPair.Attach(new RemoveShipObserver()); // Grid vs Missile ColPair pMissile_GridColPair = ColPairManager.Add(ColPair.Name.Missile_Grid, pMissile, pGameManager.poPlayer2.pGrid); Debug.Assert(pMissile_GridColPair != null); pMissile_GridColPair.Attach(new ShipRemoveMissileObserver()); pMissile_GridColPair.Attach(new ShipMissileReadyObserver()); pMissile_GridColPair.Attach(new RemoveInvaderObserver()); pMissile_GridColPair.Attach(new AwardPointsObserver()); // Grid vs Shields ColPair pGrid_ShieldZoneColPair = ColPairManager.Add(ColPair.Name.Grid_ShieldZone, pGameManager.poPlayer2.pGrid, pGameManager.poPlayer2.pShieldZone); pGrid_ShieldZoneColPair.Attach(new RemoveShieldBrickObserver()); // Missile vs Shields ColPair pMissile_ShieldZoneColPair = ColPairManager.Add(ColPair.Name.Missile_ShieldZone, pMissile, pGameManager.poPlayer2.pShieldZone); pMissile_ShieldZoneColPair.Attach(new ShipMissileReadyObserver()); pMissile_ShieldZoneColPair.Attach(new ShipRemoveMissileObserver()); pMissile_ShieldZoneColPair.Attach(new RemoveShieldBrickObserver()); // STORE Current State of managers into manager mementos pGameManager.poPlayer2.ArchiveManagerStates(pGameManager.pGame.GetTime()); }