public virtual void seedCritters() { cCritter newcritter; _pbiota.purgeNonPlayerNonWallCritters(); /* Clean out all critters but player and * walls, in case you have walls. */ for (int i = 0; i < _seedcount; i++) { newcritter = new cCritter(this); /* The this argument adds the critter to the game, * and sets its _movebox and _dragbox to the game _border, sets its _wrapflag * to match the game's _wrapflag. */ newcritter.randomize(cCritter.MF_POSITION | cCritter.MF_VELOCITY); newcritter.Sprite = randomSprite(_spritetype); newcritter.addForce(new cForceEvadeBullet()); /* Default force for evading the * cBullet objects that the player fires. This force is a child of * cForceClassEvade with default constructor equivalent * to cForceClassEvade(cForceEvadeBullet.DARTACCELERATION, cForceEvadeBullet.DARTSPEEDUP, * RUNTIME_CLASS(cCritterBullet), FALSE). The FALSE in the fourth arg, means don't * bother evading children of cCritterBullet. */ } }