net.minecraft.client.gui.GuiGameOver Java Examples
The following examples show how to use
net.minecraft.client.gui.GuiGameOver.
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Example #1
Source File: GodModeModule.java From seppuku with GNU General Public License v3.0 | 5 votes |
@Listener public void onUpdate(EventPlayerUpdate event) { if (event.getStage() == EventStageable.EventStage.PRE) { final Minecraft mc = Minecraft.getMinecraft(); if (this.mode.getValue() == Mode.LOCK) { if (mc.currentScreen instanceof GuiGameOver) { mc.displayGuiScreen(null); } mc.player.setHealth(20.0f); mc.player.getFoodStats().setFoodLevel(20); mc.player.isDead = false; } } }
Example #2
Source File: RespawnModule.java From seppuku with GNU General Public License v3.0 | 4 votes |
@Listener public void displayGuiScreen(EventDisplayGui event) { if(event.getScreen() != null && event.getScreen() instanceof GuiGameOver) { Minecraft.getMinecraft().player.respawnPlayer(); } }
Example #3
Source File: GodModeModule.java From seppuku with GNU General Public License v3.0 | 4 votes |
@Listener public void displayGui(EventDisplayGui event) { if (event.getScreen() != null && event.getScreen() instanceof GuiGameOver && this.mode.getValue() == Mode.LOCK) { event.setCanceled(true); } }
Example #4
Source File: Mw.java From mapwriter with MIT License | 4 votes |
public void onTick() { this.load(); if (this.ready && (this.mc.thePlayer != null)) { this.updatePlayer(); if (this.undergroundMode && ((this.tickCounter % 30) == 0)) { this.undergroundMapTexture.update(); } // check if the game over screen is being displayed and if so // (thanks to Chrixian for this method of checking when the player is dead) if (this.mc.currentScreen instanceof GuiGameOver) { if (!this.onPlayerDeathAlreadyFired) { this.onPlayerDeath(); this.onPlayerDeathAlreadyFired = true; } } else if (!(this.mc.currentScreen instanceof MwGui)) { // if the player is not dead this.onPlayerDeathAlreadyFired = false; // if in game (no gui screen) center the minimap on the player and render it. this.miniMap.view.setViewCentreScaled(this.playerX, this.playerZ, this.playerDimension); this.miniMap.drawCurrentMap(); } // process background tasks int maxTasks = 50; while (!this.executor.processTaskQueue() && (maxTasks > 0)) { maxTasks--; } this.chunkManager.onTick(); // update GL texture of mapTexture if updated this.mapTexture.processTextureUpdates(); // let the renderEngine know we have changed the bound texture. //this.mc.renderEngine.resetBoundTexture(); //if (this.tickCounter % 100 == 0) { // MwUtil.log("tick %d", this.tickCounter); //} this.playerTrail.onTick(); this.tickCounter++; } }