public override void copy(cCritter pcritter) { /*We need to overload the cCritter copy because if I have * cCritterWallRobot which is a cCritterWall, and it gets split in two * by a replicate call, then I want the new copy to have all the same * shooting behavior as the old one. In general, I should * overload copy for each of my critter child classes, but for now this * one is the most important. The overload does the regular copy, then * looks if the thing being copied is a cCritterWall, and if it is then * it copies the additional fields. */ base.copy(pcritter); if (!(pcritter is cCritterWall)) { return; //You're done if pcritter isn't a cCritterWall*. } cCritterWall pcritterwall = (cCritterWall)(pcritter); /* I know it is a cCritterWall at this point, but I need * to do a cast, so the compiler will let me * access cCritterWall methods and fields. */ cRealBox3 r = new cRealBox3(); r.copy(pcritterwall.Skeleton); Skeleton = r; _defaultfillcolor = pcritterwall._defaultfillcolor; }
public override cCritter copy() { cCritterWall c = new cCritterWall(); c.copy(this); return(c); }
public void setRoom1( ) { Biota.purgeCritters <cCritterWall>(); Biota.purgeCritters <cCritter3Dcharacter>(); Biota.purgeCritters <cCritterShape>(); setBorder(10.0f, 15.0f, 10.0f); 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(10.0f, 15.0f, 10.0f)); 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; wentThrough = true; startNewRoom = Age; }
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 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 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)); }
public void setRoom2() { Biota.purgeCritters("cCritterWall"); Biota.purgeCritters("cCritter3Dcharacter"); Biota.purgeCritters("cCritter3DCharacterEnemy"); setBorder(BORDER_XZ, BORDER_Y, BORDER_XZ); cRealBox3 skeleton = new cRealBox3(); skeleton.copy(_border); setSkyBox(skeleton); SkyBox.setAllSidesTexture(BitmapRes.BossRoom, 0); SkyBox.setSideTexture(cRealBox3.LOX, BitmapRes.BossRoom_90r); SkyBox.setSideTexture(cRealBox3.HIX, BitmapRes.BossRoom_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 = 30; //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; float wallthickness = cGame3D.WALLTHICKNESS; cCritterWall pwall = new cCritterWall( new cVector3(_border.Lox, ycenter, zpos), new cVector3(_border.Hix, ycenter, zpos), _border.YSize - 4, //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; wentThrough = true; startNewRoom = Age; movingWall = new cCritterMovingWall( new cVector3(_border.Midx - 2, _border.Midy, _border.Loz + 10.0f), new cVector3(_border.Midx - 2, _border.Midy, _border.Loz + 2.0f), 10.0f, 1, this); cSpriteTextureBox pspritedoor = new cSpriteTextureBox(movingWall.Skeleton, BitmapRes.Door); movingWall.Sprite = pspritedoor; shouldMoveWall = true; //spawn two bosses in final room cCritter3DBoss boss1 = new cCritter3DBoss(this); boss1.moveTo(new cVector3(_border.Hiz - 3.0f, _border.Loy, _border.Hix - 3.0f)); cCritter3DBoss boss2 = new cCritter3DBoss(this); boss2.moveTo(new cVector3(_border.Loz + 3.0f, _border.Loy, _border.Lox + 3.0f)); cCritterDragonball dball6 = new cCritterDragonball(this); dball6.moveTo(new cVector3(_border.Lox, Border.Loy, _border.Hiz - 3.0f)); cCritterDragonball dball7 = new cCritterDragonball(this); dball7.moveTo(new cVector3(_border.Hix - 2, Border.Loy, _border.Loz + 2)); }