public static void ChangeSceneInternal(GameObject pGameObject) { ForwardIterator pFor = new ForwardIterator(pGameObject); Component pNode = pFor.First(); pFor.Next(); if (pFor.IsDone()) { GameObject pUFORoot = GameObjectMan.Find(GameObject.Name.UFORoot); UFO pUFO = (UFO)Iterator.GetChild(pUFORoot); pUFO.StopSound(); int mode = SceneStateGame.GetPlayMode(); int currLevel = SceneStateGame.GetCurrLevel(); String pScore1 = Int32.Parse(FontMan.Find(Font.Name.Score1).GetMessage()).ToString().PadLeft(4, '0'); SceneStateGame.SetScore1(pScore1); String pScore2 = Int32.Parse(FontMan.Find(Font.Name.Score2).GetMessage()).ToString().PadLeft(4, '0'); SceneStateGame.SetScore2(pScore2); String pScoreHigh = Int32.Parse(FontMan.Find(Font.Name.ScoreHigh).GetMessage()).ToString().PadLeft(4, '0'); SceneStateGame.SetScoreHigh(pScoreHigh); SceneStateGame.SetStay(true); int currPlayer = SceneStateGame.GetCurrPlayer(); if (currLevel == 1) { SceneStateGame.SetPlayerLevel(currPlayer, 2); SceneStateGame.SetBaseY(450.0f); SceneStateGame.SetMoveRate(1.0f); } else { SceneStateGame.SetPlayerLevel(currPlayer, 1); SceneStateGame.SetBaseY(600.0f); SceneStateGame.SetMoveRate(1.5f); //no need to change to the next player, when finish level 2, same player, back to level 1 //SceneStateGame.SetCurrPlayer(currPlayer == mode ? 1 : 2); } //currLevel = SceneStateGame.GetCurrLevel(); //if (currLevel == 1) //{ // SceneStateGame.SetBaseY(600.0f); // SceneStateGame.SetMoveRate(1.5f); //} //else //{ // SceneStateGame.SetBaseY(450.0f); // SceneStateGame.SetMoveRate(1.0f); //} Scene pScene = SceneMan.GetScene(); pScene.Unload(); } }
private void Reset() { SceneStateGame.SetScore1("0000"); SceneStateGame.SetScore2("0000"); SceneStateGame.SetBaseY(600.0f); SceneStateGame.SetPlayerLevel(1, 1); SceneStateGame.SetPlayerLevel(2, 1); SceneStateGame.SetMoveRate(1.5f); AlienGroup.ResetDirection(); }
public override void Notify() { this.pShip = (Ship)this.pSubject.pObjB; int mode = SceneStateGame.GetPlayMode(); if (mode == 1) { int lifeLeft = SceneStateGame.GetPlayerLife(1); SceneStateGame.SetPlayerLife(1, lifeLeft - 1); lifeLeft = SceneStateGame.GetPlayerLife(1); if (lifeLeft == 0) { this.state = false; CreateShipObserver pCreateShipObserver = new CreateShipObserver(this); ChangeScene pChangeScene = new ChangeScene(pCreateShipObserver); TimerMan.Add(TimerEvent.Name.AnimShip, pChangeScene, 0.2f, false); this.pShip.SetState(ShipMan.State.End); //DelayedObjectMan.Attach(pCreateShipObserver); } else { ShipMan.Create(new SndObserver(this.pSndEngine, SndObserver.Name.ShootMissile)); } } else if (mode == 2) { int player = SceneStateGame.GetCurrPlayer(); int lifeLeft = SceneStateGame.GetPlayerLife(player); SceneStateGame.SetPlayerLife(player, lifeLeft - 1); int currPlayerLifeLeft = SceneStateGame.GetPlayerLife(player); int nextPlayerLifeLeft = SceneStateGame.GetPlayerLife(2 - player / 2); if (nextPlayerLifeLeft == 0 && currPlayerLifeLeft == 0) { this.state = false; CreateShipObserver pCreateShipObserver = new CreateShipObserver(this); ChangeScene pChangeScene = new ChangeScene(pCreateShipObserver); TimerMan.Add(TimerEvent.Name.AnimShip, pChangeScene, 0.2f, false); this.pShip.SetState(ShipMan.State.End); //DelayedObjectMan.Attach(pCreateShipObserver); } else if (nextPlayerLifeLeft == 0 && currPlayerLifeLeft != 0) { ShipMan.Create(new SndObserver(this.pSndEngine, SndObserver.Name.ShootMissile)); } else if (nextPlayerLifeLeft != 0) { this.state = true; SceneStateGame.SetCurrPlayer(2 - player / 2); CreateShipObserver pCreateShipObserver = new CreateShipObserver(this); ChangeScene pChangeScene = new ChangeScene(pCreateShipObserver); TimerMan.Add(TimerEvent.Name.AnimShip, pChangeScene, 0.2f, false); this.pShip.SetState(ShipMan.State.End); //DelayedObjectMan.Attach(pCreateShipObserver); } else { Debug.Assert(false); } int currLevel = SceneStateGame.GetCurrLevel(); if (currLevel == 1) { SceneStateGame.SetBaseY(600.0f); SceneStateGame.SetMoveRate(1.5f); } else { SceneStateGame.SetBaseY(450.0f); SceneStateGame.SetMoveRate(1.0f); } } else { Debug.Assert(false); } }