public cCritterBossDragonKnight(cGame3D pownergame, cVector3 position, cCritterBullet bullet, float firerate = 4.0f, int health = 20, int model = 7) : base(pownergame, position, model, bullet, firerate, health) { setRadius(4.0f); //custom animation frames Sprite.setstate(State.Other, 53, 63, StateType.Repeat); }
public cCritter3DPlayer(cGame pownergame) : base(pownergame) { BulletClass = new cCritter3DPlayerBullet(); Sprite = new cSpriteQuake(ModelsMD2.Goku); //Sprite.FillColor = Color.DarkGreen; Sprite.SpriteAttitude = cMatrix3.scale(2, 0.8f, 0.4f); setRadius(0.42f); //Default cCritter.PLAYERRADIUS is 0.4. setHealth(10); moveTo(_movebox.Center.add(new cVector3(0.0f, 0.0f, 16.0f))); WrapFlag = cCritter.CLAMP; //Use CLAMP so you stop dead at edges. Armed = true; //Let's use bullets. MaxSpeed = cGame3D.MAXPLAYERSPEED + 20; AbsorberFlag = true; //Keeps player from being buffeted about. ListenerAcceleration = 160.0f; //So Hopper can overcome gravity. Only affects hop. owner = pownergame as cGame3D; // YHopper hop strength 12.0 Listener = new cListenerQuakeScooterYHopper(0.2f, 15.0f); // the two arguments are walkspeed and hop strength -- JC gohanSpawned = false; addForce(new cForceGravity(50.0f)); /* Uses gravity. Default strength is 25.0. * Gravity will affect player using cListenerHopper. */ AttitudeToMotionLock = false; //It looks nicer is you don't turn the player with motion. Attitude = new cMatrix3(new cVector3(0.0f, 0.0f, -1.0f), new cVector3(-1.0f, 0.0f, 0.0f), new cVector3(0.0f, 1.0f, 0.0f), Position); numDragBallsCollected = 0; }
// Try jumping through this hoop public cCritterDragonball(cGame pownergame) : base(pownergame) { _game = pownergame as cGame3D; /* The sprites look nice from afar, but bitmap speed is really slow * when you get close to them, so don't use this. */ cSpriteSphere sphere = new cSpriteSphere(20, 16, 16); sphere.FillColor = Color.Orange; sphere.Filled = true; sphere.LineWidthWeight = 0.5f; Sprite = sphere; //rotate(new cSpin((float)Math.PI / 2.0f, new cVector3(0.0f, 0.0f, 1.0f))); setRadius(0.5f); this.clearForcelist(); addForce(new cForceDrag(100.0f)); }
public cCritterBossDrFreak(cGame3D pownergame) : base(pownergame) { }
public cCritterBossDrFreak(cGame3D pownergame, cVector3 position, cCritterBullet bullet, float firerate = 4.0f, int health = 20, int model = 6) : base(pownergame, position, model, bullet, firerate, health) { }
public cCritterBossDragonKnight(cGame3D pownergame) : base(pownergame) { }
public cRoom(cGame3D game, int room = 1) { this.game = game; game.Biota.purgeCritters <cCritterWall>(); game.Biota.purgeCritters <cCritter3Dcharacter>(); game.Biota.purgeCritters <cCritterShape>(); doorcollision = false; int roomSize = 100; if (room == 1) { Room1(); } if (room == 2) { Room2(); } if (room == 3) { Room3(); } game.setBorder(roomSize, 16.0f, roomSize); // size of the world cRealBox3 skeleton = new cRealBox3(); skeleton.copy(game.Border); game.setSkyBox(skeleton); game.SkyBox.setSideSolidColor(cRealBox3.HIZ, Color.Green); //Make the near HIZ transparent game.SkyBox.setSideSolidColor(cRealBox3.LOZ, Color.Green); //Far wall game.SkyBox.setSideSolidColor(cRealBox3.LOX, Color.DarkOrchid); //left wall game.SkyBox.setSideTexture(cRealBox3.HIX, BitmapRes.Wall2, 2); //right wall game.SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Graphics3); //floor game.SkyBox.setSideTexture(cRealBox3.HIY, BitmapRes.Sky); //ceiling width = roomSize / mazePlanx.Count; for (int i = 0; i < mazePlanx.Count; i++) { for (int j = 0; j < mazePlanx.Count; j++) { if (mazePlanx[i][j]) { float height = 0.3f * game.Border.YSize; float ycenter = -game.Border.YRadius + height / 2.0f; float wallthickness = cGame3D.WALLTHICKNESS; cCritterWall pwall = new cCritterWall( new cVector3(game.Border.Hix - (width * j), ycenter, game.Border.Hiz - (width * i)), new cVector3(game.Border.Hix - (width * (j + 1)), ycenter, game.Border.Hiz - (width * i)), height, //thickness param for wall's dy which goes perpendicular to the //baseline established by the frist two args, up the screen wallthickness, //height argument for this wall's dz goes into the screen game); cSpriteTextureBox pspritebox = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Wall3, 16); //Sets all sides pwall.Sprite = pspritebox; } } } for (int i = 0; i < mazePlanx.Count; i++) { for (int j = 0; j < mazePlanx.Count; j++) { if (mazePlanz[i][j]) { float height = 0.3f * game.Border.YSize; float ycenter = -game.Border.YRadius + height / 2.0f; float wallthickness = cGame3D.WALLTHICKNESS; cCritterWall pwall = new cCritterWall( new cVector3(game.Border.Hix - (width * i), ycenter, game.Border.Hiz - (width * j)), new cVector3(game.Border.Hix - (width * i), ycenter, game.Border.Hiz - (width * (j + 1))), wallthickness, //thickness param for wall's dy which goes perpendicular to the //baseline established by the frist two args, up the screen height, //height argument for this wall's dz goes into the screen game); cSpriteTextureBox pspritebox = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Wall3, 16); //Sets all sides pwall.Sprite = pspritebox; } } } }
public cCritterBossMog(cGame3D pownergame) : base(pownergame) { }