Beispiel #1
0
        public override void Init()
        {
            gui.lighter = Color.DarkOrange;

            // register all map events
            progs.RegisterMapEvent("nextlevel", delegate { Quiver.game.game.LoadLevel("maps/" + level.next + ".lvl"); });

            // register all entities

            // register all weapons

            _gmode = new gameMode();
        }
Beispiel #2
0
        public override void Init()
        {
            // register all map events
            progs.RegisterMapEvent("nextlevel", delegate(mapcell cell) {
                if (world.GetTextureAlias(cell.walltex) != "textures/exit")
                {
                    return;
                }
                Quiver.game.game.LoadLevel("maps/" + level.next + ".lvl");
            });
            progs.RegisterMapEvent("prevlevel", delegate
            {
                Quiver.game.game.LoadLevel("maps/" + level.prev + ".lvl");
                var c            = level.data.CoordinatesOf(-2);
                world.Player.pos = new vector(c.Item1, c.Item2);
            });
            progs.RegisterMapEvent("glassshot", delegate(mapcell cell)
            {
                audio.PlaySound3D("sound/glass/glass" + Quiver.engine.random.Next(1, 4), cell.pos, 70);
            });
            progs.RegisterMapEvent("useconsole1", delegate { statemanager.SetState(new consoleGame()); });

            progs.RegisterMapEvent("ws_use", delegate(mapcell cell)
            {
                mapcell door = world.FindTexturedCell("textures/exit_lock");
                door.SetWalltex("textures/exit");
                door.interactable = true;

                cell.SetWalltex("textures/brick1_sw1");
            });
            progs.RegisterMapEvent("escape", delegate(mapcell cell)
            {
                statemanager.SetState(new credits(), true);
            });

            // register all entities
            progs.RegisterEnt(typeof(m_Eye));
            progs.RegisterEnt(typeof(p_Guts));
            progs.RegisterEnt(typeof(m_Robo));
            progs.RegisterEnt(typeof(p_Lazer));

            // register all weapons
            progs.RegisterWeapon(typeof(wRevolver));

            _gmode = new gameMode();
        }