API Reference elixir_quake v#0.1.0

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Modules

The game's files, read once and shared by every process: the game directory, the palette and light table, the QuakeC program, and each map, model and sound the first time it is asked for.

Quake as a Cauldron2D.Client.Game: the keys, the picture the terminal shows and the sounds.

What the player's screen shows besides the world: particles and trails, lightning beams, the colour washes of damage, bonuses, power-ups and liquids, the kick of being hit, the pain face, printed messages, the intermission and the closing text.

Quake as a Cauldron2D.Game, single player: the held actions become Quake commands, the server runs a frame each tick, and what it reports (its events; the player's packet is taken and left unread each frame) becomes the screen's effects and sounds.

How brightly the world is lit at a point: the lightmap of the first surface straight below it, within 2048 units, with each light style at its present scale. Models are lit by it.

Quake's menus, as the player moves through them: the main menu, single player, options, customize controls, help and quit, each answering the keys Quake's do.

Quake's menus drawn as Quake draws them, on a 320 by 200 canvas whose colour 255 is see-through: the plaque and title pictures, the spinning cursor, options with their sliders and switches, the controls with their keys, the help pages and the quit box.

The messages Quake asks "are you sure?" with when the player quits, four lines of up to 24 characters each, from id Software's menu.c.

Quake's particles: blood and puffs, explosions, lava and teleport splashes, and the trails behind rockets, grenades, gibs and magic missiles, each moving by its kind and dying at its time.

The player's picture: the world and everything in it through Cauldron3D, the held weapon, particles and beams, the status bar, messages, the intermission tally and the closing text, in the palette washed by damage, bonuses, power-ups and liquid.

Quake's program, maps and models for QuakeServer, from ElixirQuake.Assets.

Quake's status bar, 320 by 48: the inventory bar (weapons held, ammunition counts, keys, power-ups and runes) over the main bar (armour, face, health, ammunition). Colour 255 is see-through.

Text in Quake's console font (conchars, sixteen rows of sixteen 8 by 8 characters), drawn onto a Cauldron3D.Frame. Colour 0 of the font is see-through.

What the player sees, gathered from the game each tick for ElixirQuake.Render

Mix Tasks

Play Quake in the terminal, from the shareware or registered game files or LibreQuake's.