public static void ResetWorld() { ConsoleTrack.possibleTabs = "Example: `reset world`"; ConsoleTrack.helpText = "Reset the entire world, losing any progress made."; if (ConsoleTrack.activate) { WorldScene scene = (WorldScene)Systems.scene; CampaignState campaign = scene.campaign; StartNodeFormat start = scene.worldData.start; // Adjust Campaign Level Status campaign.levelStatus = new Dictionary <byte, Dictionary <string, CampaignLevelStatus> >(); // Reload Campaign State campaign.SetWorld(campaign.worldId); campaign.SetZone(campaign.zoneId); campaign.SetPosition(campaign.curX, campaign.curY, campaign.lastDir); campaign.SetLives(campaign.lives); campaign.SetWounds(campaign.health, campaign.armor); campaign.SetHead(campaign.head); campaign.SetUpgrades(campaign.suit, campaign.hat, campaign.shoes, campaign.powerAtt, campaign.powerMob, campaign.health, campaign.armor); campaign.SetLevelStatus(campaign.levelStatus); // Update Campaign Positions campaign.lastDir = (byte)DirCardinal.None; campaign.curX = start.x; campaign.curY = start.y; campaign.zoneId = start.zoneId; // Update Character scene.character.SetCharacter(campaign); } }
public WorldUI(WorldScene scene) { this.scene = scene; this.atlas = Systems.mapper.atlas[(byte)AtlasGroup.Tiles]; this.bottomRow = (short)(Systems.screen.viewHeight - (byte)WorldmapEnum.TileHeight); this.worldContent = this.scene.worldContent; this.statusText = new UIStatusText(null, (short)Systems.screen.viewHalfWidth, 5); }
public WorldChar(WorldScene scene) { this.scene = scene; this.atlas = Systems.mapper.atlas[(byte)AtlasGroup.Objects]; // Assign Character Details based on Campaign State this.faceRight = true; this.head = Head.GetHeadBySubType((byte)HeadSubType.LanaHead); this.hat = Hat.GetHatBySubType(0); this.suit = Suit.GetSuitBySubType((byte)SuitSubType.RedBasic); this.SpriteName = "Stand"; }
public static void ResetPosition() { ConsoleTrack.possibleTabs = "Example: `reset position`"; ConsoleTrack.helpText = "Reset your position to the original start point."; if (ConsoleTrack.activate) { WorldScene scene = (WorldScene)Systems.scene; StartNodeFormat start = scene.worldData.start; CampaignState campaign = scene.campaign; // Update Campaign Positions campaign.lastDir = (byte)DirCardinal.None; campaign.curX = start.x; campaign.curY = start.y; campaign.zoneId = start.zoneId; // Update Character scene.character.SetCharacter(campaign); } }