public static Ship ActivateShip() { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); // create ship Ship pShip = new Ship(GameObject.Name.Ship, GameSprite.Name.Ship, 440, 90); pShipMan.pShip = pShip; // attach sprite to correct sprite batch SpriteBatch pSB_Ships = SpriteBatchMan.Find(SpriteBatch.Name.Ships); pSB_Ships.attach(pShip.getProxySprite()); // attach ship to ship group GameObject pShipGroup = GameObjectMan.Find(GameObject.Name.ShipGroup); Debug.Assert(pShipGroup != null); // add to GameObject pShipGroup.add(pShipMan.pShip); pShip.activateCollisionSprite(SpriteBatchMan.Find(SpriteBatch.Name.Boxes)); return(pShipMan.pShip); }
public static Missile ActivateMissile() { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); // create Missile Missile pMissile = new Missile(GameObject.Name.Missile, GameSprite.Name.Missile, 400, 100); pShipMan.pMissile = pMissile; // activate collision sprite and game sprite pMissile.activateCollisionSprite(SpriteBatchMan.Find(SpriteBatch.Name.Boxes)); pMissile.activateGameSprite(SpriteBatchMan.Find(SpriteBatch.Name.Missiles)); // attach missile to missile group GameObject pMissileGroup = GameObjectMan.Find(GameObject.Name.MissileGroup); Debug.Assert(pMissileGroup != null); // Add to GameObject pMissileGroup.add(pShipMan.pMissile); return(pShipMan.pMissile); }
public static Ship GetShip() { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); Debug.Assert(pShipMan.pShip != null); return(pShipMan.pShip); }
public static void Reset() { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); pShipMan.pShip = null; pShipMan.pMissile = null; }
public static Missile GetMissile() { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); Debug.Assert(pShipMan.pMissile != null); return(pShipMan.pMissile); }
public static void CreateShipLifes() { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); pInstance.pShip = ActivateShip(); pInstance.pShip.setState(ShipMan.State.Ready); pInstance.pShip.setPositionState(ShipMan.State.Normal); pInstance.pShip.createLifes(); }
public static ShipState GetState(ShipMan.State state) { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); ShipState pShipState = null; switch (state) { case ShipMan.State.Ready: pShipState = pShipMan.pStateReady; break; case ShipMan.State.MissileFlying: pShipState = pShipMan.pStateMissileFlying; break; case ShipMan.State.End: pShipState = pShipMan.pStateEnd; break; case ShipMan.State.Normal: pShipState = pShipMan.pStateNormal; break; case ShipMan.State.MostLeft: pShipState = pShipMan.pStateMostLeft; break; case ShipMan.State.MostRight: pShipState = pShipMan.pStateMostRight; break; case ShipMan.State.Stay: pShipState = pShipMan.pStateStay; break; default: Debug.Assert(false); break; } return(pShipState); }