public cCritterArmedPlayer(cGame pownergame = null) : base(pownergame) { _sensitive = false; _collidepriority = cCollider.CP_PLAYER; /* Don't use the setCollidePriority mutator, as that * forces a call to pgame()->buildCollider(); */ // setDensity(cCritter.INFINITEDENSITY); //So it can bull through. But it's wiser to let the individual games do this. AttitudeToMotionLock = false; /* We want the player's * attitude to be controlled by the listner actions and not by bumping into things, * or moving with gravity. */ AimToAttitudeLock = true; /* Normally * we want a player to shoot in the dirction of his attitude. */ cShape ppolygon = new cShape(3); /* Now make it a thin isoceles triangle, with the apex at the 0th vertex. * All that matters at first is the ratios of the numbers, as we will use * seRadius to make the thing the right size. */ ppolygon.setVertex(0, new cVector3(4.0f, 0.0f)); ppolygon.setVertex(1, new cVector3(0.0f, 1.0f)); ppolygon.setVertex(2, new cVector3(0.0f, -1.0f)); ppolygon.Radius = cCritter.PLAYERRADIUS; //Make it to a good size. Sprite = ppolygon; /* Normally the _prismdz will get changed to PLAYERPRISMDZ * by the cGame.setPlayer call */ PrismDz = cSprite.PLAYERPRISMDZ; }
//Mutators public void setEndsThicknessHeight(cVector3 enda, cVector3 endb, float thickness = THICKNESS, float height = WALLPRISMDZ) { _position = (enda + endb) * 0.5f; _wrapposition1.copy(_position); _wrapposition2.copy(_position); _wrapposition3.copy(_position); /* This line is important, as otherwise the * cCritter.draw will thing this thing was wrapped, * and it'll get drawn in two places. */ _tangent = endb - enda; float length = _tangent.Magnitude; _tangent.normalize(); _oldtangent.copy(_tangent); _normal = _tangent.defaultNormal(); /* We orient so that * the normal is oriented to the tangent as the "y-axis" * is to the the "x-axis".*/ _binormal = _tangent.mult(_normal); _attitude = new cMatrix3(_tangent, _normal, _binormal, _position); Skeleton = new cRealBox3(length, thickness, height); Speed = 0.0f; /* Also sets _velocity to ZEROVECTOR, * but doesn't wipe out _direction. */ /*In looking at these settings, think of the wall as aligned horizontally with endb - enda pointing to the right and the normal pointing into the screen*/ cShape ppolygon = new cShape(4); ppolygon.Edged = true; ppolygon.FillColor = Color.Gray; ppolygon.LineWidthWeight = cColorStyle.LW_IGNORELINEWIDTHWEIGHT; ppolygon.LineWidth = 1; //Means draw a one-pixel edge line. ppolygon.setVertex(0, new cVector3(0.5f * length, 0.5f * thickness)); ppolygon.setVertex(1, new cVector3(-0.5f * length, 0.5f * thickness)); ppolygon.setVertex(2, new cVector3(-0.5f * length, -0.5f * thickness)); ppolygon.setVertex(3, new cVector3(0.5f * length, -0.5f * thickness)); ppolygon.fixCenterAndRadius(); /* Use this call after a bunch * of setVertex if points are just where you want. */ ppolygon.SpriteAttitude = cMatrix3.translation(new cVector3(0.0f, 0.0f, -height / 2.0f)); /* This corrects for the fact that we always draw the ppolygon with its * bottom face in the xy plane and its top in the plane z = height. We * shift it down so it's drawn to match the skeleton positon. */ Sprite = ppolygon; /* Also sets cSprite._prismdz to * cCritter._defaultprismdz, which we set to * CritterWall.WALLPRISMDZ in our cCritterWall * constructor. */ }