//setRoom1 creates a new room when the player runs through the previous door public void setRoom1( ) { //remove critters and wall Biota.purgeCritters("cCritterWall"); Biota.purgeCritters("cCritter3Dcharacter"); setBorder(64.0f, 16.0f, 64.0f); // size of the world //create new room 'shell' cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); //set textures and graphics SkyBox.setSideTexture(cRealBox3.HIZ, BitmapRes.Wall3); //Make the near HIZ transparent SkyBox.setSideTexture(cRealBox3.LOZ, BitmapRes.Wall3); //Far wall SkyBox.setSideTexture(cRealBox3.LOX, BitmapRes.Wall3); //left wall SkyBox.setSideTexture(cRealBox3.HIX, BitmapRes.Wall3); //right wall SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Concrete); //floor SkyBox.setSideTexture(cRealBox3.HIY, BitmapRes.Concrete); //ceiling //set number of critters to be created. Adjust numbers for increasing difficulty between rooms _seedcount = 7; WrapFlag = cCritter.BOUNCE; setPlayer(new cCritter3DPlayer(this)); _ptreasure = new cCritterTreasure(this); //create a door at a new position in the room cCritterDoor pdwall = new cCritterDoor( new cVector3(_border.Lox, _border.Loy, _border.Midz), new cVector3(_border.Lox, _border.Midy - 3, _border.Midz), 0.1f, 2, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(pdwall.Skeleton, BitmapRes.Door); pdwall.Sprite = pspritedoor; //move player to new position in next room Player.moveTo(new cVector3(0.0f, -10.0f, 32.0f)); //set collision flag and reset age of new room wentThrough = true; startNewRoom = Age; }
public void setRoom3() { Biota.purgeCritters("cCritterWall"); Biota.purgeCritters("cCritter3Dcharacter"); Biota.purgeCritters("cCritterBoss"); setBorder(50.0f, 20.0f, 50.0f); cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); SkyBox.setAllSidesTexture(BitmapRes.Graphics3, 2); SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Concrete); SkyBox.setSideSolidColor(cRealBox3.HIY, Color.Blue); _seedcount = 0; Player.setMoveBox(new cRealBox3(50.0f, 20.0f, 50.0f)); wentThrough = true; startNewRoom = Age; cCritterDoor pdwall = new cCritterDoor( new cVector3(_border.Midx, _border.Loy, _border.Loz), new cVector3(_border.Midx, _border.Midy - 3, _border.Loz), 2.0f, 2, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(pdwall.Skeleton, BitmapRes.Door); pdwall.Sprite = pspritedoor; float height = 0.1f * _border.YSize; float ycenter = -_border.YRadius + height / 2.0f; float wallthickness = cGame3D.WALLTHICKNESS + 1.0f; cCritterSlideWall pwall = new cCritterSlideWall(new cVector3(_border.Midx, ycenter - 10, _border.Midz + 10), new cVector3(_border.Hix + 50, ycenter - 10, _border.Midz + 10), height, wallthickness, this, cCritterSlideWall.TYPE.HARMFUL, new cVector3(0.0f, -0.05f, 0.0f), false, 200); cSpriteTextureBox pspritebox = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Wood2, 16); pwall.Sprite = pspritebox; seedCritters(); _ptreasure = new cCritterMedpack(this, new cVector3(_border.Midx, _border.Midy - 2.0f, _border.Loz - 1.5f * cGame3D.TREASURERADIUS)); cCritterBossDragonKnight boss = new cCritterBossDragonKnight(this, new cVector3(_border.Midx, _border.Loy, _border.Midz - 5), new DragonBullet(1.0f)); }
public cGame3D() { doorcollision = false; _menuflags &= ~cGame.MENU_BOUNCEWRAP; _menuflags |= cGame.MENU_HOPPER; //Turn on hopper listener option. _spritetype = cGame.ST_MESHSKIN; setBorder(64.0f, 16.0f, 64.0f); // size of the world cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); /* In this world the coordinates are screwed up to match the screwed up * listener that I use. I should fix the listener and the coords. * Meanwhile... * I am flying into the screen from HIZ towards LOZ, and * LOX below and HIX above and * LOY on the right and HIY on the left. */ SkyBox.setSideTexture(cRealBox3.HIZ, BitmapRes.Wall3); //Make the near HIZ transparent SkyBox.setSideTexture(cRealBox3.LOZ, BitmapRes.Wall3); //Far wall SkyBox.setSideTexture(cRealBox3.LOX, BitmapRes.Wall3); //left wall SkyBox.setSideTexture(cRealBox3.HIX, BitmapRes.Wall3); //right wall SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Concrete); //floor SkyBox.setSideTexture(cRealBox3.HIY, BitmapRes.Concrete); //ceiling WrapFlag = cCritter.BOUNCE; _seedcount = 7; setPlayer(new cCritter3DPlayer(this)); _ptreasure = new cCritterTreasure(this); cCritterDoor pdwall = new cCritterDoor( new cVector3(_border.Lox, _border.Loy, _border.Midz), new cVector3(_border.Lox, _border.Midy - 3, _border.Midz), 0.1f, 2, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(pdwall.Skeleton, BitmapRes.Door); pdwall.Sprite = pspritedoor; }
public cGame3D() { doorcollision = false; _menuflags &= ~cGame.MENU_BOUNCEWRAP; _menuflags |= cGame.MENU_HOPPER; //Turn on hopper listener option. _spritetype = cGame.ST_MESHSKIN; setBorder(64.0f, 16.0f, 64.0f); // size of the world cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); /* In this world the coordinates are screwed up to match the screwed up * listener that I use. I should fix the listener and the coords. * Meanwhile... * I am flying into the screen from HIZ towards LOZ, and * LOX below and HIX above and * LOY on the right and HIY on the left. */ SkyBox.setSideSolidColor(cRealBox3.HIZ, Color.Aqua); //Make the near HIZ transparent SkyBox.setSideSolidColor(cRealBox3.LOZ, Color.Aqua); //Far wall SkyBox.setSideSolidColor(cRealBox3.LOX, Color.DarkOrchid); //left wall SkyBox.setSideTexture(cRealBox3.HIX, BitmapRes.Wall2, 2); //right wall SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Graphics3); //floor SkyBox.setSideTexture(cRealBox3.HIY, BitmapRes.Sky); //ceiling WrapFlag = cCritter.BOUNCE; _seedcount = 7; setPlayer(new cCritter3DPlayer(this)); _ptreasure = new cCritterTreasure(this); shape = new cCritterShape(this); shape.Sprite = new cSphere(3, Color.DarkBlue); shape.moveTo(new cVector3(Border.Midx, Border.Hiy, Border.Midz)); /* In this world the x and y go left and up respectively, while z comes out of the screen. * A wall views its "thickness" as in the y direction, which is up here, and its * "height" as in the z direction, which is into the screen. */ //First draw a wall with dy height resting on the bottom of the world. float zpos = 0.0f; /* Point on the z axis where we set down the wall. 0 would be center, * halfway down the hall, but we can offset it if we like. */ float height = 0.1f * _border.YSize; float ycenter = -_border.YRadius + height / 2.0f; float wallthickness = cGame3D.WALLTHICKNESS; cCritterWall pwall = new cCritterWall( new cVector3(_border.Midx + 2.0f, ycenter, zpos), new cVector3(_border.Hix, ycenter, zpos), 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 this); cSpriteTextureBox pspritebox = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Wall3, 16); //Sets all sides /* We'll tile our sprites three times along the long sides, and on the * short ends, we'll only tile them once, so we reset these two. */ pwall.Sprite = pspritebox; //Then draw a ramp to the top of the wall. Scoot it over against the right wall. float planckwidth = 0.75f * height; pwall = new cCritterWall( new cVector3(_border.Hix - planckwidth / 2.0f, _border.Loy, _border.Hiz - 2.0f), new cVector3(_border.Hix - planckwidth / 2.0f, _border.Loy + height, zpos), planckwidth, //thickness param for wall's dy which is perpenedicualr to the baseline, //which goes into the screen, so thickness goes to the right wallthickness, //_border.zradius(), //height argument for wall's dz which goes into the screen this); cSpriteTextureBox stb = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Wood2, 2); pwall.Sprite = stb; cCritterDoor pdwall = new cCritterDoor( new cVector3(_border.Lox, _border.Loy, _border.Midz), new cVector3(_border.Lox, _border.Midy - 3, _border.Midz), 0.1f, 2, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(pdwall.Skeleton, BitmapRes.Door); pdwall.Sprite = pspritedoor; }
public void setRoom2() { Biota.purgeCritters("cCritterWall"); Biota.purgeCritters("cCritter3Dcharacter"); Biota.purgeCritters("cCritterBoss"); setBorder(50.0f, 40.0f, 50.0f); cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); SkyBox.setAllSidesTexture(BitmapRes.Graphics1, 2); SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Concrete); SkyBox.setSideSolidColor(cRealBox3.HIY, Color.Blue); _seedcount = 0; Player.setMoveBox(new cRealBox3(50.0f, 40.0f, 50.0f)); wentThrough = true; startNewRoom = Age; //add door cCritterDoor pdwall = new cCritterDoor(new cVector3(_border.Midx, _border.Loy + 4, _border.Loz), new cVector3(_border.Midx, _border.Loy + 10, _border.Loz), 2.0f, 3.0f, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(pdwall.Skeleton, BitmapRes.Door); pdwall.Sprite = pspritedoor; float wallThickness = 5.0f, wallHeight = 10.0f; //starting block cVector3 enda = new cVector3(Border.Midx, Border.Loy + 1, Border.Hiz); cVector3 endb = new cVector3(Border.Midx, Border.Loy + 1, Border.Hiz - 5); cCritterWall startingBlock = new cCritterWall(enda, endb, wallThickness, wallHeight, this); cSpriteTextureBox pspritebox = new cSpriteTextureBox(startingBlock.Skeleton, BitmapRes.Wood2, 16); //Sets all sides startingBlock.Sprite = pspritebox; //ending block cVector3 enda2 = new cVector3(Border.Midx, Border.Loy + 1, Border.Loz + 7); cVector3 endb2 = new cVector3(Border.Midx, Border.Loy + 1, Border.Loz); cCritterWall endBlock = new cCritterWall(enda2, endb2, wallThickness, 8.0f, this); cSpriteTextureBox pspritebox2 = new cSpriteTextureBox(endBlock.Skeleton, BitmapRes.Wood2, 16); //Sets all sides endBlock.Sprite = pspritebox2; //floor cVector3 enda3 = new cVector3(Border.Midx, Border.Loy, Border.Loz); cVector3 endb3 = new cVector3(Border.Midx, Border.Loy, Border.Hiz); DamagingWall floor = new DamagingWall(enda3, endb3, 0.5f, 0.5f, this); //med pack _ptreasure = new cCritterMedpack(this, new cVector3(Border.Midx, Border.Loy + 7, Border.Hiz - 4)); //sliding walls (spawned based on pos of starting block) cVector3 leftEnd = new cVector3(); leftEnd.addassign(startingBlock.Position.add(new cVector3(0, 4.0f, -0.5f))); cVector3 rightEnd = new cVector3(); rightEnd.copy(leftEnd); rightEnd.addassign(new cVector3(0, 0, -5.0f)); float thickness = 0.1f, height = 0.3f; cVector3 moveAxisandDirection = new cVector3(0, 0, -0.005f); cVector3 startPos = new cVector3(); startPos.copy(rightEnd); cVector3 endPos = new cVector3(); endPos.copy(startPos); endPos.Z = Border.Loz + 9.5f; //spawn sliding walls in a separate thread new Thread(() => spawnWall(leftEnd, rightEnd, thickness, height, this, cCritterSlideWall.TYPE.PLATFORM, moveAxisandDirection, false, startPos, endPos)).Start(); seedCritters(); Player.moveTo(startingBlock.Position.add(new cVector3(0, 10.0f, 0))); new cCritterBossDrFreak(this, endBlock.Position.add(new cVector3(0, 10.0f, 0)), new KnockbackBullet(), 5); }
public void setRoom1( ) { Biota.purgeCritters("cCritterWall"); Biota.purgeCritters("cCritter3Dcharacter"); Biota.purgeCritters("cCritterBoss"); setBorder(50.0f, 20.0f, 50.0f); cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); SkyBox.setAllSidesTexture(BitmapRes.Sky, 2); SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Concrete); _seedcount = 0; Player.setMoveBox(new cRealBox3(50.0f, 20.0f, 50.0f)); wentThrough = true; startNewRoom = Age; _ptreasure = new cCritterMedpack(this, new cVector3(_border.Midx, _border.Loy + 2.0f, _border.Midz + 2.0f * cGame3D.TREASURERADIUS)); float rampRaise = 0.5f; float height = 1.0f; float width = 10.0f; // add ramp cCritterWall pwall = new cCritterWall( new cVector3(_border.Midx, _border.Loy - rampRaise, _border.Hiz - 3.0f), new cVector3(_border.Midx, _border.Loy + rampRaise, _border.Hiz - 5.0f), width, //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 this); cSpriteTextureBox pspritebox = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Metal, 16); //Sets all sides pwall.Sprite = pspritebox; // add boss platform pwall = new cCritterWall( new cVector3(_border.Midx, _border.Loy + rampRaise, _border.Hiz - 5.0f), new cVector3(_border.Midx, _border.Loy + rampRaise, _border.Loz), width, //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 this); pspritebox = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Metal, 16); //Sets all sides pwall.Sprite = pspritebox; // add door cCritterDoor pdwall = new cCritterDoor( new cVector3(_border.Midx, _border.Loy + rampRaise, _border.Loz), new cVector3(_border.Midx, _border.Midy - 3 + rampRaise, _border.Loz), 2.0f, 2, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(pdwall.Skeleton, BitmapRes.Door); pdwall.Sprite = pspritedoor; seedCritters(); new cCritterBossMog(this, new cVector3(_border.Midx, _border.Loy + rampRaise, _border.Loz), new PulseBullet()); }
public void setRoom1( ) { Biota.purgeCritters("cCritterWall"); Biota.purgeCritters("cCritter3Dcharacter"); Biota.purgeCritters("cCritterWank"); Biota.purgeCritters("cCritterGohan"); setBorder(BORDER_XZ, BORDER_Y, BORDER_XZ); cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); SkyBox.setAllSidesTexture(BitmapRes.Dragonball_bg3, 0); SkyBox.setSideTexture(cRealBox3.LOX, BitmapRes.Dragonball_bg3_90r); SkyBox.setSideTexture(cRealBox3.HIX, BitmapRes.Dragonball_bg3_90r); SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Concrete); SkyBox.setSideSolidColor(cRealBox3.HIY, Color.Blue); _seedcount = 0; Player.setMoveBox(new cRealBox3(BORDER_XZ, BORDER_Y, BORDER_XZ)); Player.MaxSpeed = 50; //reduce player max speed to account for smaller room Player.moveTo(new cVector3(_border.Midx, _border.Midy, _border.Hiz)); float zpos = 0.0f; /* Point on the z axis where we set down the wall. 0 would be center, * halfway down the hall, but we can offset it if we like. */ float height = 0.1f * _border.YSize; float ycenter = -_border.YRadius + height / 2.0f; wentThrough = true; startNewRoom = Age; cCritterDoor pdwall = new cCritterDoor( new cVector3(_border.Lox, _border.Loy, _border.Midz), new cVector3(_border.Lox, _border.Midy - 3, _border.Midz), 0.1f, 3, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(pdwall.Skeleton, BitmapRes.Door); pdwall.Sprite = pspritedoor; //Draw the ramp float width = 10.0f; cCritterWall pwall = new cCritterWall( new cVector3(_border.Hix - width / 2.0f, _border.Loy - 1, _border.Hiz - 2.0f), new cVector3(_border.Hix - width / 2.0f, _border.Loy + 6, zpos), width, cGame3D.WALLTHICKNESS, this); cSpriteTextureBox stb = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Wood2, 2); pwall.Sprite = stb; //draw a platform at the end of the ramp cCritterWall pPlatform = new cCritterWall( new cVector3(_border.Hix - _border.XSize / 2.0f, _border.Loy + 6, zpos), new cVector3(_border.Hix - _border.XSize / 2.0f, _border.Loy + 6, _border.Loz), _border.XSize, cGame3D.WALLTHICKNESS, this); cSpriteTextureBox pPlatformSprite = new cSpriteTextureBox(pPlatform.Skeleton, BitmapRes.Wall3, 16); pPlatform.Sprite = pPlatformSprite; //draw a wall on the lox of the ramp cCritterWall pRampWall = new cCritterWall( new cVector3(_border.Hix - width, _border.Midy, _border.Hiz - 3), new cVector3(_border.Hix - width, _border.Midy, zpos), cGame3D.WALLTHICKNESS, _border.YSize, this); cSpriteTextureBox pRampWallSprite = new cSpriteTextureBox(pRampWall.Skeleton, BitmapRes.Wall3, 16); pRampWall.Sprite = pRampWallSprite; //close off the upstairs room cCritterWall pUpstairsWall = new cCritterWall( new cVector3(_border.Hix - width, _border.Midy + 0.35f * _border.YSize, zpos), new cVector3(_border.Lox, _border.Midy + 0.35f * _border.YSize, zpos), _border.YSize, cGame3D.WALLTHICKNESS, this); cSpriteTextureBox pUpstairsWallSprite = new cSpriteTextureBox(pUpstairsWall.Skeleton, BitmapRes.Wall3, 16); pUpstairsWall.Sprite = pUpstairsWallSprite; cCritter3DCharacterEnemy enemy = new cCritter3DCharacterEnemy(this); enemy.moveTo(new cVector3(0.0f, -4.0f, 0.0f)); cCritter3DCharacterEnemy enemy2 = new cCritter3DCharacterEnemy(this); enemy2.moveTo(new cVector3(_border.Midx, _border.Loz + 4, _border.Hiy)); //Insert dragonballs cCritterDragonball dball3 = new cCritterDragonball(this); dball3.moveTo(new cVector3(_border.Midx, Border.Loy, _border.Midz)); cCritterDragonball dball4 = new cCritterDragonball(this); dball4.moveTo(new cVector3(_border.Midx, Border.Midy + 3, _border.Loz + 4)); cCritterDragonball dball5 = new cCritterDragonball(this); dball5.moveTo(new cVector3(_border.Hix - 2, Border.Loy, _border.Midz - 2)); }
public cGame3D() { doorcollision = false; _menuflags &= ~cGame.MENU_BOUNCEWRAP; _menuflags |= cGame.MENU_HOPPER; //Turn on hopper listener option. _spritetype = cGame.ST_MESHSKIN; setBorder(BORDER_XZ, BORDER_Y, BORDER_XZ); // size of the world cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); shouldMoveWall = false; /* In this world the coordinates are screwed up to match the screwed up * listener that I use. I should fix the listener and the coords. * Meanwhile... * I am flying into the screen from HIZ towards LOZ, and * LOX below and HIX above and * LOY on the right and HIY on the left. */ SkyBox.setSideTexture(cRealBox3.HIY, BitmapRes.Sky); //ceiling SkyBox.setSideTexture(cRealBox3.LOY, BitmapRes.Concrete); //floor SkyBox.setSideTexture(cRealBox3.LOX, BitmapRes.Dragonball_bg1_90r); //Left Wall - flip 90r SkyBox.setSideTexture(cRealBox3.HIX, BitmapRes.Dragonball_bg1_90r); //Right Wall -flip 90l SkyBox.setSideTexture(cRealBox3.HIZ, BitmapRes.Dragonball_bg1); //Front Wall SkyBox.setSideTexture(cRealBox3.LOZ, BitmapRes.Dragonball_bg1); //Back Wall WrapFlag = cCritter.BOUNCE; _seedcount = 0; setPlayer(new cCritter3DPlayer(this)); /* In this world the x and y go left and up respectively, while z comes out of the screen. * A wall views its "thickness" as in the y direction, which is up here, and its * "height" as in the z direction, which is into the screen. */ //First draw a wall with dy height resting on the bottom of the world. float zpos = 0.0f; /* Point on the z axis where we set down the wall. 0 would be center, * halfway down the hall, but we can offset it if we like. */ float height = _border.YSize; float ycenter = -_border.YRadius + height / 2.0f; float wallthickness = cGame3D.WALLTHICKNESS; cCritterWall pwall = new cCritterWall( new cVector3(_border.Midx + 10.0f, ycenter, zpos - 12), new cVector3(_border.Hix, ycenter, zpos - 12), 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 this); cSpriteTextureBox pspritebox = new cSpriteTextureBox(pwall.Skeleton, BitmapRes.Wall3, 16); //Sets all sides /* We'll tile our sprites three times along the long sides, and on the * short ends, we'll only tile them once, so we reset these two.*/ pwall.Sprite = pspritebox; cCritterWall pNEWall = new cCritterWall( new cVector3(_border.Midx + 10.0f, _border.Midy, zpos - 17), new cVector3(_border.Midx + 10.0f, _border.Midy, _border.Loz), wallthickness, height, this); cSpriteTextureBox pNEWallSprite = new cSpriteTextureBox(pNEWall.Skeleton, BitmapRes.Wall3, 16); pNEWall.Sprite = pNEWallSprite; cCritterDoor pdwall = new cCritterDoor( new cVector3(_border.Midx, _border.Loy, _border.Loz - 0.9f), new cVector3(_border.Midx, _border.Midy, _border.Loz - 0.9f), 5.0f, 2, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(pdwall.Skeleton, BitmapRes.Door); pdwall.Sprite = pspritedoor; cCritterWank wank = new cCritterWank(this); wank.moveTo(new cVector3(_border.Hix - 4.0f, 0.0f, _border.Loz + 4.0f)); cCritter3DCharacterEnemy enemy_1 = new cCritter3DCharacterEnemy(this); enemy_1.moveTo(new cVector3(_border.Hix - 3.0f, _border.Midy + 3.0f, _border.Loz + 10.0f)); cCritterDragonball dball1 = new cCritterDragonball(this); dball1.moveTo(new cVector3(_border.Midx, Border.Loy, _border.Midz)); cCritterDragonball dball2 = new cCritterDragonball(this); dball2.moveTo(new cVector3(_border.Hix - 6, Border.Loy, _border.Loz + 6)); }