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高贵的木叶龙A35d查看:10 回复:21 评论:10 创建时间:2020-05-05T20:59:25
我们的投稿模板问题应该解决了,我们的模板作品太多了!必须得改!必须得改!喵神万变X室长和橘子喵副室长你们看到了吗?
前方纯属防止喵线,真正的好戏其实是我搜刮来的代码……
//先给某个模型添加一个叫做【闪烁】的标签
//下面这个代码,是每1000毫秒闪烁一次
async function flashEntity (entity, count) {
for (let i = 0; i < count; ++i) {
entity.meshInvisible = !entity.meshInvisible;
await sleep(1000);
}
entity.meshInvisible = false;
}
flashEntity(world.querySelector('.闪烁'), 10);//闪烁10次
我最近来不了编程猫了……代码全放这里哦!
function contains(arr,obj){
var i=arr.length;
while(i>=0){
if(arr[i]===obj){
return true;
}
i--;
}
return false;
}
function find(arr,obj){
var i=arr.length;
while(i>=0){
if(arr[i]===obj){
return i;
}
i--;
}
return -1;
}
function sleep (time) {
return new Promise((resolve) => setTimeout(resolve, time));
}
var all_player_name=new Array();
var has_wand=new Array();
var spell=new Array();
world.onChat(({entity,message})=>{
if(entity.hp>0){
if(message==='昏昏倒地'){
spell[find(all_player_name,entity.player.name)]='昏昏倒地';
sleep(10000).then(()=>{
spell[find(all_player_name,entity.player.name)]='undefined';
})
} else if(message==='快快复苏'){
spell[find(all_player_name,entity.player.name)]='快快复苏';
sleep(10000).then(()=>{
spell[find(all_player_name,entity.player.name)]='undefined';
})
} else if(message==='除武器'){
spell[find(all_player_name,entity.player.name)]='除你武器';
sleep(10000).then(()=>{
spell[find(all_player_name,entity.player.name)]='undefined';
})
} else if(message==='阿瓦达索命'){
spell[find(all_player_name,entity.player.name)]='阿瓦达索命';
sleep(10000).then(()=>{
spell[find(all_player_name,entity.player.name)]='undefined';
})
}
}
})
world.onPlayerJoin(({ entity }) => {
all_player_name.push(entity.player.name);
spell.push('undefined');
entity.enableDamage = true;
entity.player.onPress(({ button, raycast:{ hitEntity, direction } }) => {
if (button !== 'action0' || !hitEntity) {
return;
}
if(!hitEntity.isPlayer){
return;
}
if(entity.hp<=0){
return;
}
if(has_wand[find(all_player_name,entity.player.name)]===false){
entity.player.directMessage('你没有魔杖');
return;
}
if(spell[find(all_player_name,entity.player.name)]==='undefined'){
entity.player.directMessage('你还没有念咒语');
return;
}
var sp=spell[find(all_player_name,entity.player.name)];
if(sp==='昏昏倒地'){
if(hitEntity.hp>0){
world.say(hitEntity.player.name+'\n被\n'+entity.player.name+'\n击昏了');
hitEntity.hp=0;
}
} else if(sp==='快快复苏'){
if(hitEntity.hp===0){
world.say(entity.player.name+'\n使\n'+hitEntity.player.name+'\n复苏了');
hitEntity.hp=100;
}
} else if(sp==='除你武器'){
world.say(entity.player.name+'\n除掉了\n'+hitEntity.player.name+'\n的武器');
has_wand[find(all_player_name,hitEntity.player.name)]=false;
} else if(sp==='阿瓦达索命'){
world.say(entity.player.name+'\n击杀了\n'+hitEntity.player.name);
has_wand[find(all_player_name,hitEntity.player.name)]=false;
hitEntity.hp=-1;
}
spell[find(all_player_name,entity.player.name)]='undefined';
});
});
world.querySelectorAll('.fish').forEach((e)=>{
e.collides=true;
var type='r';
world.onTick(()=>{
if(e.position.x>=41){
e.position.x-=0.3;
type='l';
} else if(e.position.x<=13){
e.position.x+=0.3;
type='r';
} else{
if(type==='r'){
e.position.x+=0.3;
} else{
e.position.x-=0.3;
}
}
})
})
if(!hitEntity.isPlayer){return}
//防止模型飞走的代码,具体插在哪找本尊
http://www.downxia.com/downinfo/284773.html
喵是t m,这是mod网址
world.sunPhase = 0;
world.sunFrequency = 1/24/60/60;
var m;
world.onPlayerJoin(({ entity }) => {
entity.enableDamage = true;
entity.player.onPress(({ button, raycast:{ hitEntity, direction } }) => {
if (button !== 'action0' || !hitEntity) {
return;
}
hitEntity.velocity.x += direction.x;
hitEntity.velocity.y += 0.5;
hitEntity.hurt(-10 , {
attacker: entity,
});
});
});
world.onPlayerJoin(({ entity }) => {
entity.maxHp = 100;
entity.player.swimSpeed = 10;
entity.player.scale = 0.5;
entity.enableDamage = true;
if(d.includes(entity.player.name)){
entity.player.canFly = true;
entity.player.emissive = 0.2;
}
entity.player.onPress(({ entity, button, raycast:{ hitEntity, direction } }) => {
if (button === 'crouch' ){
entity.hp += 5;
if(entity.hp > 100){
entity.hp = 100;
}
}
else {
if(entity.player.spawnPoint.toString() == z){
entity.player.color=new Box3RGBColor(1,1,0);
}else{
entity.player.color=new Box3RGBColor(0,0,1);
}
if (button !== 'action0' || !hitEntity || !hitEntity.isPlayer) {
return ;
}
hitEntity.velocity.x += direction.x;
hitEntity.velocity.y += 0.5;
hitEntity.velocity.z += direction.z;
hitEntity.hurt(-1, {
attacker: entity,
})
}
})
entity.player.onRelease(({ entity, button, raycast:{ hitEntity, direction } }) => {
if(entity.player.spawnPoint.toString() == z){
entity.player.color=new Box3RGBColor(1,1,0);
}else{
entity.player.color=new Box3RGBColor(0,0,1);
}
})
})
world.onDie(({ entity, attacker }) => {
if (attacker) {
if(attacker.player.color !== entity.player.color){
world.say(attacker.player.name + ' 击杀了 ' + entity.player.name)
}else{
world.say(attacker.player.name + ' 误杀了自己的队友 ' + entity.player.name)
}
}
entity.player.forceRespawn();
});
world.onPlayerJoin(({entity}) => {
// 玩家进入游戏的时候缩小到0.5倍
entity.player.scale = 0.5;
})
world.onTick(()=>{
world.querySelectorAll('player').forEach((e)=>{
if(e.position.y < -10){
if(Math.round(e.hp/3)===0){
e.hurt(1);
} else{
e.hurt(Math.round(e.hp/3));
}
if(e.hp<=0){
world.say('虚空杀喵了'+e.player.name);
}
}
})
})
var m, n;
m = 0;
n = 0;
world.onPlayerJoin(async ({entity})=>{
entity.player.directMessage(entity.player.name + ',欢迎来到星球大战')
if (m == n) {
world.onPlayerJoin(({entity})=>{
entity.position.set(124, 10, 124);//玩家进来的时候,将ta传送到指定的坐标
entity.player.spawnPoint.copy(entity.position);//将玩家复活点复制为上面的坐标
})
entity.position=new Box3Vector3(9,11,118);
entity.player.directMessage('你加入了红队,快去找队友并肩作战吧!');
m = (typeof m == 'number' ? m : 0) + 1;
entity.player.color=new Box3RGBColor(1,0,0);
}
else {
world.onPlayerJoin(({entity})=>{
entity.position.set(2, 10, 2);//玩家进来的时候,将ta传送到指定的坐标
entity.player.spawnPoint.copy(entity.position);//将玩家复活点复制为上面的坐标
})
entity.position=new Box3Vector3(117,11,9);
entity.player.directMessage('你加入了蓝队,快去找队友并肩作战吧!');
n = (typeof n == 'number' ? n : 0) + 1;
entity.player.color=new Box3RGBColor(0,0,1);
}
});
//战争有队友代码
这是贪吃蛇代码
console.log("Link Start!");
const SECONDS_PER_TICK = 1000 / 128;
const ROUND_TIME = 200 * SECONDS_PER_TICK;//每局游戏时长
const MIN_PLAYERS = 2;//玩家数量下限
const BLACK_TIME = 250 //刷新黑方块的时间,默认一秒钟4个
const GRID_X = 128;
const GRID_Z = 128;
var t;
world.gravity *= 10;
const TEAMS = [
{ r: 1, g: 0, b: 0, v: voxels.id('red_light'), n: '红队', score: 0, },
{ r: 0, g: 1, b: 0, v: voxels.id('green_light'), n: '绿队', score: 0, },
{ r: 0, g: 0, b: 1, v: voxels.id('blue_light'), n: '蓝队', score: 0, },
{ r: 1, g: 0, b: 1, v: voxels.id('purple'), n: '紫队', score: 0, },
{ r: 0, g: 1, b: 1, v: voxels.id('indigo_light'), n: '青队', score: 0, },
{ r: 1, g: 1, b: 0, v: voxels.id('yellow_light'), n: '黄队', score: 0, },
];
world.onPlayerJoin(({ entity }) => {
entity.player.Len = 1
//console.log(entity.player.name + "的Len初始化为 : " + entity.player.Len)
entity.player.All = []
//console.log(entity.player.name + "的All初始化为 : " + entity.player.Len)
});
// 辅助函数,用于随机打乱一个数组
function shuffle (array) {
for (let i = 1; i < array.length; ++i) {
const temp = array[i];
const x = (Math.random() * (i + 1)) | 0;
array[i] = array[x];
array[x] = temp;
}
return array;
}
async function startGame () {
// 将地面初始化,全部变成white
for (let j = 0; j < GRID_Z; ++j) {
for (let i = 0; i < GRID_X; ++i) {
voxels.setVoxel(i, 8, j, 'white');
}
}
// 等待玩家进入
while (world.querySelectorAll('player').length < MIN_PLAYERS) {
world.say('等待其他玩家加入...');
await sleep(1000);
world.say('2个玩家立即开始');
await world.nextPlayerJoin();
}
// 足够玩家加入后,就开始倒计时
for (let i = 3; i > 0; --i) {
world.say(i + '...');
await sleep(1000);
}
world.say('游戏开始!');
putb()
// 每局都随机打乱队伍
const players = shuffle(world.querySelectorAll('player'));
// 设置玩家的颜色、分值和初始位置
function setTeam (p, t) {
p.player.color.r = t.r;
p.player.color.g = t.g;
p.player.color.b = t.b;
p.position.x = Math.random() * GRID_X;
p.position.y = 30;
p.position.z = Math.random() * GRID_Z;
//新加了一个v的私人变量,用于下面的判断
p.player.v = t.v;
//初始化分数
p.player.Len = 1
//初始化身体
p.player.All = []
}
// 获得初始团队
const teams = players.map((p, i) => {
//console.log("t初始化开始");
t = TEAMS[i % TEAMS.length]
setTeam(p, t);
//console.log("t : " + t);
return t;
})
//console.log("t初始化完毕");
//当玩家接触到地面任意方块时,更新该方块的颜色
const contactHandler = world.onVoxelContact(({voxel, entity, x, y, z }) => {
//获得该玩家的索引idx:从所有的玩家列表中获得第一个(唯一一个)符合条件的玩家)
//调用私人变量时要用entity.player.xxx
const idx = players.indexOf(entity);
if (idx < 0) {
//indexOf返回-1时表明未找到
return;
}
//console.log(entity.player.name + "的颜色为" + entity.player.v);
if (voxel === voxels.id('black')){
//如果染色的方块为black(食物)
entity.player.Len ++ ;
//console.log(entity.player.name + "的Len增加为 : " + entity.player.Len)
//向列表末尾添加染色方块的位置
entity.player.All[entity.player.All.length] = [x, y, z];
}
else if (voxel === voxels.id('white')){
//如果染色的方块为white(空地)
//向列表末尾添加染色方块的位置
entity.player.All[entity.player.All.length] = [x, y, z];
//console.log(entity.player.name + "的列表增加 : " + entity.player.All[0][0] + " " +entity.player.All[0][1] + " " + entity.player.All[0][2])
//将列表第一项填充为white(末尾减少)
//console.log("填充前的列表" + entity.player.All)
voxels.setVoxelId(entity.player.All[0][0], entity.player.All[0][1], entity.player.All[0][2], voxels.id('white'));
//console.log("填充后的方块" + voxels.name(voxels.getVoxel(entity.player.All[0][0], entity.player.All[0][1], entity.player.All[0][2])));
//console.log("填充后的列表" + entity.player.All)
if (entity.player.All.length != 1){
//喵我也不知道哪来的BUG
entity.player.All.shift()
}
//第一项:entity.player.All[-(entity.player.Len + 1)]
//console.log("删除后的列表" + entity.player.All)
}
else if (voxel === entity.player.v){
//console.log(entity.player.name + "踩到了自己颜色")
//如果染色的方块为自己的颜色(遗留痕迹)
//向列表末尾添加染色方块的位置
entity.player.All[entity.player.All.length] = [x, y, z];
//console.log(entity.player.name + "的列表增加 : " + entity.player.All[0][0] + " " +entity.player.All[0][1] + " " + entity.player.All[0][2])
//将列表第一项填充为white(末尾减少)
//console.log("填充前的列表" + entity.player.All)
voxels.setVoxelId(entity.player.All[0][0], entity.player.All[0][1], entity.player.All[0][2], voxels.id('white'));
//console.log("填充后的方块" + voxels.name(voxels.getVoxel(entity.player.All[0][0], entity.player.All[0][1], entity.player.All[0][2])));
//console.log("填充后的列表" + entity.player.All)
if (entity.player.All.length != 1){
//喵我也不知道哪来的BUG
entity.player.All.shift()
}
//第一项:entity.player.All[-(entity.player.Len + 1)]
//console.log("删除后的列表" + entity.player.All)
}
else{
//如果染色的方块不为black、white或自己的颜色(其他人)
//获取目标(将要被染色)的方块
mubiao = voxels.getVoxel(x,y,z);
//console.log(entity.player.name + "踩到了" + voxels.name(mubiao));
//console.log("踩到的方块:"+ voxel)
//console.log("自己的颜色:" + entity.player.v)
for(i=0; i<TEAMS.length; i++){
//遍历查找该队
if (mubiao === TEAMS[i].v){
//console.log("当前共喵 + players.length + "人")
for(let j=0; j<players.length; j++){
//遍历查找属于这个队伍的玩家
/*console.log("j为" + j)
console.log("players为" + players)
console.log("players[j].isPlayer为" + players[j].isPlayer)
console.log("players[j].player.name为" + players[j].player.name)
console.log("players[j].player.v为" + players[j].player.v)*/
//players[j].cameraMode = 'fps'
if (players[j].player.v == mubiao){
//console.log(players[j].player.name + "与目标方块颜色相匹配")
//如果颜色相匹配
//players[j].player.forceRespawn()
players[j].position.x = Math.random() * GRID_X;
players[j].position.y = 30;
players[j].position.z = Math.random() * GRID_Z;
//GO DIETH!
restart(players[j])
};
};
};
};
//向列表末尾添加染色方块的位置
entity.player.All[entity.player.All.length] = [x, y, z];
//console.log(entity.player.name + "的列表增加 : " + entity.player.All[0][0] + " " +entity.player.All[0][1] + " " + entity.player.All[0][2])
//将列表第一项填充为white(末尾减少)
//console.log("填充前的列表" + entity.player.All)
voxels.setVoxelId(entity.player.All[0][0], entity.player.All[0][1], entity.player.All[0][2], voxels.id('white'));
//console.log("填充后的方块" + voxels.name(voxels.getVoxel(entity.player.All[0][0], entity.player.All[0][1], entity.player.All[0][2])));
//console.log("填充后的列表" + entity.player.All)
if (entity.player.All.length != 1){
//喵我也不知道哪来的BUG
entity.player.All.shift()
}
//第一项:entity.player.All[-(entity.player.Len + 1)]
//console.log("删除后的列表" + entity.player.All)
}
const t = teams[idx];
voxels.setVoxelId(x, y, z, t.v);
});
world.onVoxelSeparate(({entity}) => {
//当有玩家停止接触方块(即有可能掉出虚空)
if(entity && entity.isPlayer){
//console.log("entity.position['y']为" + entity.position['y'])
//console.log("entity.position['y'] < 9为" + (entity.position['y'] < 9))
if(entity.position['y'] < 9){
//如果y坐标小于9(玩家是10)
console.log(entity.player.name + "y坐标小于9")
restart(entity);
//GO DEATH!
}
}
});
// 新玩家加入,会被随机分配到一个队伍
const joinHandler = world.onPlayerJoin(({entity}) => {
const t = TEAMS[(Math.random() * teams.length) | 0];
setTeam(entity, t);
teams.push(t);
players.push(entity)
});
// 每局游戏会在计时到达时结束。
const endTick = world.currentTick + ROUND_TIME;
//每隔2秒会出现一个方块(食物)
// 检测游戏是否进行中
function gameInProgress () {
let numActivePlayers = 0;
for (let i = 0; i < players.length; ++i) {
if (!players[i].destroyed) {
numActivePlayers += 1;
}
}
return world.currentTick < endTick && numActivePlayers >= MIN_PLAYERS;
//返回一布尔值,是否游戏中
}
// 当游戏结束时
while (gameInProgress()) {
// 等待 1 Tick
await world.nextTick();
}
// 计算各队伍的分数
for (let i = 0; i < TEAMS.length; ++i) {
//遍历各队伍计算分数
for (let j = 0; j < players.length; j++){
//遍历各玩家,找出这一个队伍的
//console.log("players[j].player.v为" + players[j].player.v)
//console.log("TEAMS[i].v为" + TEAMS[i].v)
if (players[j].player.v == TEAMS[i].v){
//如果该玩家颜色与该队伍颜色一样
TEAMS[i].score += players[j].player.Len;
console.log(players[j].player.name + "的队伍是" + voxels.name(players[j].player.v) + ",自己的分数是" + players[j].player.Len + "队伍的分数是" + TEAMS[i].score)
//console.log(TEAMS)
//将队伍分数加上该玩家分数
}
}
//const c = TEAMS[i].score = fillHoles(TEAMS[i].v);
// 如果有团队圈完全场,那么直接胜出
//if (c >= GRID_X * GRID_Z) {
// break;
//}
}
// 清除事件处理器
contactHandler.cancel();
joinHandler.cancel();
// 重置玩家颜色
for (let i = 0; i < players.length; ++i) {
const c = players[i].player.color;
c.r = c.g = c.b = 1;
}
world.say('本局游戏结束!');
await sleep(5000);
// 宣布获胜队伍
/*for(let i=0; i<players.length; i++){
console.log(players[i].player.name + "的队伍是" + voxels.player.name(players[i].v) + ",分数是" + players[i].player.Len)
}*/
TEAMS.sort((a, b) => b.score - a.score);
world.say(`恭喜 ${TEAMS[0].n} 胜利!!`);
await sleep(10000);
for(let i=0;i<TEAMS.length;i++ ){
TEAMS[i].score = 0
}
}
// 无限循环游戏
async function gameLoop () {
while (true) {
await startGame();
}
}
async function putb(){
//刷黑方块
voxels.setVoxelId((Math.random() * GRID_X), 8, (Math.random() * GRID_Z), voxels.id('black'));
await sleep(BLACK_TIME)
putb()
};
async function restart(f_player){
console.log(f_player.player.name + "喵了")
f_player.player.Len = 1;
f_player.player.All = []
for(let ij=0; ij<GRID_X; ij++){
//通过遍历还原所有方块
//骂骂咧咧:console.log("开始还原初始化")
for(let ji=0; ji<GRID_Z; ji++){
//c我电脑要炸了,*龙门粗口*:console.log(ij+ "," +ji)
if(voxels.getVoxel(ij,8,ji) == f_player.player.v){
//如果该方块为该玩家的颜色
//s**t:console.log("开始还原颜色")
voxels.setVoxelId(ij, 8, ji, voxels.id('black'));
};
};
};
}
gameLoop();
//贪吃蛇复杂板
下面是精简版
console.log("Link Start!");//桐老爷专属水印[doge]
const SECONDS_PER_TICK = 1000 / 128;
const ROUND_TIME = 200 * SECONDS_PER_TICK;//每局游戏时长
const MIN_PLAYERS = 2;//玩家数量下限
const BLACK_TIME = 250 //刷新黑方块的时间,默认一秒钟4个
const GRID_X = 128;//两个都是地图边界
const GRID_Z = 128;
var t;
world.gravity *= 10;
const TEAMS = [
{ r: 1, g: 0, b: 0, v: voxels.id('red_light'), n: '红队', score: 0, },
{ r: 0, g: 1, b: 0, v: voxels.id('green_light'), n: '绿队', score: 0, },
{ r: 0, g: 0, b: 1, v: voxels.id('blue_light'), n: '蓝队', score: 0, },
{ r: 1, g: 0, b: 1, v: voxels.id('purple'), n: '紫队', score: 0, },
{ r: 0, g: 1, b: 1, v: voxels.id('indigo_light'), n: '青队', score: 0, },
{ r: 1, g: 1, b: 0, v: voxels.id('yellow_light'), n: '黄队', score: 0, },
];
world.onPlayerJoin(({ entity }) => {
//初始化各参数
entity.player.Len = 1
//因为刚开始玩家就有一条尾迹,所以说不是0而是1
entity.player.All = []
//因为尾迹的添加是在触碰后再添加的,所以说目前为空列表
});
// 辅助函数,用于随机打乱一个数组(未魔改)
function shuffle (array) {
for (let i = 1; i < array.length; ++i) {
const temp = array[i];
const x = (Math.random() * (i + 1)) | 0;
array[i] = array[x];
array[x] = temp;
}
return array;
}
async function startGame () {
// 将地面初始化,全部变成white
for (let j = 0; j < GRID_Z; ++j) {
for (let i = 0; i < GRID_X; ++i) {
voxels.setVoxel(i, 8, j, 'white');
}
}
// 等待玩家进入(未魔改)
while (world.querySelectorAll('player').length < MIN_PLAYERS) {
world.say('等待其他玩家加入...');
await sleep(1000);
world.say('2个玩家立即开始');
await world.nextPlayerJoin();
}
// 足够玩家加入后,就开始倒计时(未魔改)
for (let i = 3; i > 0; --i) {
world.say(i + '...');
await sleep(1000);
}
world.say('游戏开始!');
putb()
//putb()即"put black",用于随机放置黑色方块
// 每局都随机打乱队伍(喵)
const players = shuffle(world.querySelectorAll('player'));
// 设置玩家的颜色、分值和初始位置
function setTeam (p, t) {
p.player.color.r = t.r;
p.player.color.g = t.g;
p.player.color.b = t.b;
p.position.x = Math.random() * GRID_X;
p.position.y = 30;
p.position.z = Math.random() * GRID_Z;
//新加了一个v的私人变量(储存他的颜色),用于下面的队伍判断
p.player.v = t.v;
//初始化分数(似乎有点多余了?但也不敢随意删去hhhc)
p.player.Len = 1
//初始化身体(似乎有点多余了?但也不敢随意删去hhhc)
p.player.All = []
}
// 获得初始团队(未魔改……吧)
const teams = players.map((p, i) => {
t = TEAMS[i % TEAMS.length]
setTeam(p, t);
return t;
})
//当玩家接触到地面任意方块时,更新该方块的颜色
const contactHandler = world.onVoxelContact(({voxel, entity, x, y, z }) => {
//获得该玩家的索引idx:从所有的玩家列表中获得第一个(唯一一个)符合条件的玩家)
//调用私人变量时要用entity.player.xxx
const idx = players.indexOf(entity);
if (idx < 0) {
//indexOf返回-1时表明未找到
return;
}
if (voxel === voxels.id('black')){
//如果染色的方块为black(食物)
entity.player.Len ++ ;
//长度增加
entity.player.All[entity.player.All.length] = [x, y, z];
//向列表末尾添加染色方块的位置
//因为他会让玩家变长,所以说不用删除末尾的方块(举个例子:大家都在退步,你不退步就是进步)
}
else if (voxel === voxels.id('white')){
//如果染色的方块为white(空地)
//向列表末尾添加染色方块的位置
entity.player.All[entity.player.All.length] = [x, y, z];
//将列表第一项填充为white(末尾减少)
voxels.setVoxelId(entity.player.All[0][0], entity.player.All[0][1], entity.player.All[0][2], voxels.id('white'));
if (entity.player.All.length != 1){
//喵我也不知道哪来的BUG
entity.player.All.shift()
}
//之前用的第一项,看不懂忽略即可:entity.player.All[-(entity.player.Len + 1)]
}
else if (voxel === entity.player.v){
//如果染色的方块为自己的颜色(遗留痕迹/尾迹)
//向列表末尾添加染色方块的位置
entity.player.All[entity.player.All.length] = [x, y, z];
//将列表第一项填充为white(尾迹减少)
voxels.setVoxelId(entity.player.All[0][0], entity.player.All[0][1], entity.player.All[0][2], voxels.id('white'));
if (entity.player.All.length != 1){
//同上,喵我也不知道哪来的BUG
entity.player.All.shift()
}
//同上,第一项:entity.player.All[-(entity.player.Len + 1)]
else{
//如果染色的方块不为black、white或自己的颜色(其他人)
//获取目标(将要被染色)的方块
mubiao = voxels.getVoxel(x,y,z);
for(i=0; i<TEAMS.length; i++){
//遍历查找该队
if (mubiao === TEAMS[i].v){
for(let j=0; j<players.length; j++){
//遍历查找属于这个队伍的玩家
if (players[j].player.v == mubiao){
//如果颜色相匹配(与上方的player.v相对应)
players[j].position.x = Math.random() * GRID_X;
players[j].position.y = 30;
players[j].position.z = Math.random() * GRID_Z;
//GO DIETH!
restart(players[j])
};
};
};
};
//向列表末尾添加染色方块的位置
entity.player.All[entity.player.All.length] = [x, y, z];
//将列表第一项填充为white(末尾减少)
if (entity.player.All.length != 1){
//喵我也不知道哪来的BUG×3
entity.player.All.shift()
}
}
const t = teams[idx];
voxels.setVoxelId(x, y, z, t.v);
});
world.onVoxelSeparate(({entity}) => {
//当有玩家停止接触方块(即有可能掉出虚空)
if(entity && entity.isPlayer){
if(entity.position['y'] < 9){
//如果y坐标小于9(玩家是10)
restart(entity);
//GO DEATH!
}
}
});
// 新玩家加入,会被随机分配到一个队伍(未魔改)
const joinHandler = world.onPlayerJoin(({entity}) => {
const t = TEAMS[(Math.random() * teams.length) | 0];
setTeam(entity, t);
teams.push(t);
players.push(entity)
});
// 每局游戏会在计时到达时结束。(未魔改)
const endTick = world.currentTick + ROUND_TIME;
// 检测游戏是否进行中(未魔改)
function gameInProgress () {
let numActivePlayers = 0;
for (let i = 0; i < players.length; ++i) {
if (!players[i].destroyed) {
numActivePlayers += 1;
}
}
return world.currentTick < endTick && numActivePlayers >= MIN_PLAYERS;
//返回一布尔值,是否游戏中
}
// 当游戏结束时(未魔改)
while (gameInProgress()) {
// 等待 1 Tick
await world.nextTick();
}
// 计算各队伍的分数(其实就是把一队的玩家的Len加起来)
for (let i = 0; i < TEAMS.length; ++i) {
//遍历各队伍计算分数
for (let j = 0; j < players.length; j++){
//遍历各玩家,找出这一个队伍的
if (players[j].player.v == TEAMS[i].v){
//如果该玩家颜色与该队伍颜色一样
TEAMS[i].score += players[j].player.Len;
//将队伍分数加上该玩家分数
}
}
}
// 清除事件处理器(未魔改,似乎还要把putb.cancel()加上的,但咱也不敢动(小心翼翼))
contactHandler.cancel();
joinHandler.cancel();
// 重置玩家颜色(未魔改)
for (let i = 0; i < players.length; ++i) {
const c = players[i].player.color;
c.r = c.g = c.b = 1;
}
world.say('本局游戏结束!');
await sleep(5000);
// 宣布获胜队伍(未魔改)
TEAMS.sort((a, b) => b.score - a.score);
world.say(`恭喜 ${TEAMS[0].n} 胜利!!`);
await sleep(10000);
for(let i=0;i<TEAMS.length;i++ ){
TEAMS[i].score = 0
}
}
// 无限循环游戏(未魔改)
async function gameLoop () {
while (true) {
await startGame();
}
}
async function putb(){
//刷黑方块
voxels.setVoxelId((Math.random() * GRID_X), 8, (Math.random() * GRID_Z), voxels.id('black'));
await sleep(BLACK_TIME)
putb()
//无限套娃喵好!(滑稽)
};
async function restart(f_player){
//用于处理当玩家喵后的还原(包括掉下虚空与被别人触碰尾迹,似乎可以用forEach重构的)
console.log(f_player.player.name + "喵了")
f_player.player.Len = 1;
f_player.player.All = []
for(let ij=0; ij<GRID_X; ij++){
//通过遍历还原所有方块
for(let ji=0; ji<GRID_Z; ji++){
//c我电脑要炸了,*龙门粗口*,谁想试试就把注释符号删去:console.log(ij+ "," +ji)
if(voxels.getVoxel(ij,8,ji) == f_player.player.v){
//如果该方块为该玩家的颜色
//s**t:console.log("开始还原颜色")
voxels.setVoxelId(ij, 8, ji, voxels.id('black'));
};
};
};
}
gameLoop();
水印你们自己去掉
world.gravity=-0.14; // 将重力变大
world.lunarPhase = 0.3; //月亮变弯咯
//奇妙滴城市
//在玩家脚下挖方块
world.onVoxelContact(({ x, y, z }) => {
voxels.setVoxel(x, y, z, 0);
});
//也是奇妙城市
world.onChat(({ entity, message }) => {
// 当玩家发送‘我要变大’文字的时候变大到1.5倍,当玩家发送‘我要变小’文字的时候缩小成0.5倍。发送‘我要还原'则恢复
if (entity && entity.isPlayer) {
if (message === '我要变大') {
entity.player.scale = 1.5;
} else if (message === '我要变小') {
entity.player.scale = 0.5;
}else if (message === '我要还原') {
entity.player.scale = 1;
}
}
})
吉吉喵的奇妙滴城市帖子提供的代码
//请先在地图中,给一个小狗模型,加上‘狗‘的标签
//这段代码可以让狗说话
world.querySelectorAll('.狗').forEach((dog) => {
dog.say('汪汪~')
dog.onEntityContact(({other}) =>{
dog.say('汪,你好! '+other.player.name)
}
)
}
)
哦,还有一个也是↑
const SECONDS_PER_TICK = 1000 / 128;
const ROUND_TIME = 200 * SECONDS_PER_TICK;//每局游戏时长
const MIN_PLAYERS = 2;//玩家数量下限
const GRID_X = 128;
const GRID_Z = 128;
const TEAMS = [
{ r: 1, g: 0, b: 0, v: voxels.id('red_light'), n: '红队', score: 0, },
{ r: 0, g: 1, b: 0, v: voxels.id('green_light'), n: '绿队', score: 0, },
{ r: 0, g: 0, b: 1, v: voxels.id('blue_light'), n: '蓝队', score: 0, },
{ r: 1, g: 0, b: 1, v: voxels.id('purple'), n: '紫队', score: 0, },
{ r: 0, g: 1, b: 1, v: voxels.id('indigo_light'), n: '靛蓝队', score: 0, },
{ r: 1, g: 1, b: 0, v: voxels.id('yellow_light'), n: '黄队', score: 0, },
];
// 辅助函数,用于随机打乱一个数组
function shuffle (array) {
for (let i = 1; i < array.length; ++i) {
const temp = array[i];
const x = (Math.random() * (i + 1)) | 0;
array[i] = array[x];
array[x] = temp;
}
return array;
}
async function startGame () {
// 将地面初始化,全部变成不锈钢
for (let j = 0; j < GRID_Z; ++j) {
for (let i = 0; i < GRID_X; ++i) {
voxels.setVoxel(i, 8, j, 'stainless_steel');
}
}
// 等待玩家进入
while (world.querySelectorAll('player').length < MIN_PLAYERS) {
world.say('等待其他玩家加入...');
await sleep(1000);
world.say('2个玩家立即开始');
await world.nextPlayerJoin();
}
// 足够玩家加入后,就开始倒计时
for (let i = 3; i > 0; --i) {
world.say(i + '...');
await sleep(1000);
}
world.say('去圈地吧!看谁是圈地之王?');
// 每局都随机打乱队伍
const players = shuffle(world.querySelectorAll('player'));
shuffle(TEAMS);
// 设置玩家的颜色和初始位置
function setTeam (p, t) {
p.player.color.r = t.r;
p.player.color.g = t.g;
p.player.color.b = t.b;
p.position.x = Math.random() * GRID_X;
p.position.y = 30;
p.position.z = Math.random() * GRID_Z;
}
// 获得初始团队
const teams = players.map((p, i) => {
const t = TEAMS[i % TEAMS.length]
setTeam(p, t);
return t;
})
//当玩家接触到地面任意方块时,更新该方块的颜色
const contactHandler = world.onVoxelContact(({ entity, x, y, z }) => {
const idx = players.indexOf(entity);
if (idx < 0) {
return;
}
const t = teams[idx];
voxels.setVoxelId(x, y, z, t.v);
});
// 新玩家加入,会被随机分配到一个队伍
const joinHandler = world.onPlayerJoin(({entity}) => {
const t = TEAMS[(Math.random() * teams.length) | 0];
setTeam(entity, t);
teams.push(t);
players.push(entity)
});
// 每局游戏会在计时到达时结束。
const endTick = world.currentTick + ROUND_TIME;
// 检测游戏是否进行中
function gameInProgress () {
let numActivePlayers = 0;
for (let i = 0; i < players.length; ++i) {
if (!players[i].destroyed) {
numActivePlayers += 1;
}
}
return world.currentTick < endTick && numActivePlayers >= MIN_PLAYERS;
}
// 通过深度优先搜索,将圈起来的地自动填色
const visited = new Uint8Array(GRID_X * GRID_Z)
const toVisit = []
function mark (i, j, team) {
const idx = i + j * GRID_X;
if (i < 0 || i >= GRID_X ||
j < 0 || j >= GRID_Z ||
visited[idx] ||
voxels.getVoxel(i, 8, j) === team) {
return;
}
visited[idx] = true;
toVisit.push(i, j);
}
function fillHoles (team) {
visited.fill(0);
for (let i = 0; i < Math.max(GRID_X, GRID_Z); ++i) {
mark(i, 0, team);//更正了,将8改成了0
mark(0, i, team);
mark(GRID_X - 1, i, team);
mark(i, GRID_Z - 1, team);
}
while (toVisit.length > 0) {
const z = toVisit.pop() | 0;
const x = toVisit.pop() | 0;
mark(x - 1, z, team);
mark(x + 1, z, team);
mark(x, z - 1, team);
mark(x, z + 1, team);
}
let score = 0;
for (let j = 0; j < GRID_Z; ++j) {
for (let i = 0; i < GRID_X; ++i) {
const idx = i + j * GRID_X;
if (!visited[idx]) {
voxels.setVoxelId(i, 8, j, team);
score += 1;
}
}
}
return score;
}
// 当游戏运行时
while (gameInProgress()) {
// 等待 1 Tick
await world.nextTick();
// 计算各队伍的分数
for (let i = 0; i < TEAMS.length; ++i) {
const c = TEAMS[i].score = fillHoles(TEAMS[i].v);
// 如果有团队圈完全场,那么直接胜出
if (c >= GRID_X * GRID_Z) {
break;
}
}
}
// 清除事件处理器
contactHandler.cancel();
joinHandler.cancel();
// 重置玩家颜色
for (let i = 0; i < players.length; ++i) {
const c = players[i].player.color;
c.r = c.g = c.b = 1;
}
world.say('本局游戏结束!');
await sleep(5000);
// 宣布获胜队伍
TEAMS.sort((a, b) => b.score - a.score);
world.say(`恭喜 ${TEAMS[0].n} 成为圈地之王!!`);
await sleep(10000);
}
// 无限循环游戏
async function gameLoop () {
while (true) {
await startGame();
}
}
gameLoop();
//圈地之王
//还原代码
world.querySelectorAll('.thp')/*标签名称*/.forEach((e)=>{//触发机制
e.onEntityContact(({entity,other})=>{
if(!other.isPlayer){return} //检测
other.mesh=other; //还原自己的造型
other.player.invisible=false;//隐身解除
other.player.canFly = false;//飞行解除
other.player.scale = 1;//大小还原
world.say(other.player.name+"还原了自己");//广播信息
});
});
world.querySelectorAll('.跑车').forEach((e)=>{
e.onEntityContact(({entity,other})=>{
if(!other.isPlayer){return}
other.mesh=entity.mesh;//设置玩家的外观
other.meshScale=entity.meshScale;//设置玩家的大小
other.player.invisible=true;//影身
other.meshOrientation = new Box3Quaternion(0, 1, 0, 0);//设置跑车的旋转角度,没有反不要这个代码
world.say(other.player.name+" 开启了敞篷跑车");//广播消息
other.player.runSpeed = 2;//设置跑步的速度
other.player.walkSpeed = 1.5;//设置走路的速度
other.player.scale =0.6;//因为实体比较小,设置玩家的大小小一些
other.player.jumpPower = 0;//关闭跳跃能力
});
});不会大飞模型的代码来了!
world.onPlayerJoin(({ entity }) => {
entity.enableDamage = true;
entity.player.onPress(({ button, raycast:{ hitEntity, direction } }) => {
if (button !== 'action0' || !hitEntity) {
return;
}
hitEntity.velocity.x += direction.x;
hitEntity.velocity.y += 0.5;
hitEntity.velocity.z += direction.z;
if(!hitEntity.isPlayer){return}
hitEntity.hurt(5 * Math.random() + 5, {
attacker: entity,
});
});
});
//检测攻击代码
world.onDie(({ entity, attacker }) => {
if (attacker) {
world.say(attacker.player.name + ' 击杀了 ' + entity.player.name)
}
entity.player.forceRespawn();
});//死亡后代码点赞1
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world.onPlayerJoin(({entity})=>{
entity.position.set(3, 8+Math.random()*5, 125);//玩家进来的时候,将ta传送到8以上随机5格的位置
entity.player.spawnPoint.copy(entity.position);//将玩家复活点复制为上面的坐标
})
出生点代码
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for(z=0;z<128;z++){for(x=0;x<128;x++){for(y=0;y<喵;y++){voxels.setVoxel(x,y,z,0)}}}
//还原地图代码(放控制台)点赞0
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if (timeS <= 500){//如果用时小于 500 秒...
world.say("${entity.player.name}"+ "到达终点!用时:${timeS} 秒!放大 5 倍!");
entity.player.scale = 5//可修改
} else {
world.say("${entity.player.name}"+ "到达终点!用时:${timeS} 秒!放大 2 倍!");
entity.player.scale = 2//可修改
}
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(async()=>{
for(y=0;y<128;y++){
for(x=0;x<128;x++){
for(z=0;z<128;z++){
if(voxels.getVoxel(x,y,z)==voxels.id('被替换的方块名称')){
voxels.setVoxel(x,y,z,voxels.id('替换后的方块名称'))
}
}
}
}
})()
//输入控制台,替换世界的方块点赞0
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(async()=>{
for(y=8;y<128;y++){
for(x=0;x<128;x++){
for(z=0;z<128;z++){
if(voxels.getVoxel(x,y,z)==voxels.id('air')){
voxels.setVoxel(x,y,z,voxels.id('/*岩浆*/'))//岩浆方块自己写
}
}
};await sleep(1000);
}
})()点赞0
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//模仿系统说话代码:放控制台或者代码栏都可
world.say("你要说的话")
//控制别人说话
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "你想要坑的人") {x.say("我是***")}})
//让自己飞行
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "名字鬼知道") {x.player.canFly = true}});
//让自己解除飞行
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "名字鬼知道") {x.player.canFly = flase}});
//让自己变身幽灵,无视实体
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "名字鬼知道") {x.player.spectator = true}});
//让自己变回人类,有实体影响
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "名字鬼知道") {x.player.spectator = flase}});
// 控制玩家的行走和跳跃
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "你要坑的人") {x.velocity.y+=1}})// 跳一下
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "你要坑的人") {x.velocity.x+=1}}) // 向右或左走一步
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "你要坑的人") {x.velocity.z+=1}}) // 向前向后退
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "你要坑的人") {x.velocity.x=10}}) //传送
//控制玩家大小
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "你要坑的人") {x.player.scale = 6}}) // scale 的值可以变
//触碰控制玩家隐身
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "名字鬼知道") {x.player.invisible = true}}); // true是隐身 false是解除
//触碰控制玩家现身
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "名字
鬼知道") {x.player.invisible = false}}); // true是隐身 false是解除
//让玩家发光
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "名字鬼知道") {x.player.emissive = 2}});
//下方代码纯属过期,基本没用
// 强制退出游戏
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "你要坑的人") {x.player.Pokering=true}}); //true是喵亡
// 强制退出游戏
world.querySelectorAll('player').forEach((x) => {if (x.player.name == "你要坑的人") {x.fixed = true}}); //true是喵亡
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world.onTick(()=>{world.querySelectorAll('player').forEach((e)=>{
if(e.position.y<0){e.hurt(e.hp/10+1);}
})
})
//掉虚空凋谢点赞0
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world.onPlayerJoin(({entity})=>{
entity.player.crouchAcceleration=0.5;
entity.player.crouchSpeed=0.5;
entity.player.walkAcceleration=0.5;
entity.player.walkSpeed=0.5;
entity.player.runAcceleration=0.5;
entity.player.runSpeed=0.5;
entity.player.jumpAccelerationFactor=0.5;
entity.player.jumpPower=0.75;
entity.player.jumpSpeedFactor=0.5;
entity.player.doublejumpAccelerationFactor=0.5;
entity.player.doublejumpPower=0.75;
entity.player.doublejumpSpeedFactor=0.5;
entity.player.swimAcceleration=0.5;
entity.player.swimSpeed=0.5;
entity.player.flyAcceleration=0.5;
entity.player.flySpeed=0.5;
entity.player.fallAcceleration=0.05;
})
//更改玩家的一些设置点赞0
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setInterval(() => {
world.querySelectorAll('*').forEach((e) => {
if (e.isPlayer&&e.player.name=='你要整的人的名字') {
e.position=new Box3Vector3(Math.floor(Math.random()*128),11,Math.floor(Math.random()*128))
//随机移动
//为什么random要加上*128呢?因为random给出的是一个0~1之间的小数,将它*128就可以得到0~128之间的小数,正好是box3地图的范围
//加上floor的原因是Math.random()*128得到的是一个小数,所以要将它向下取整(汗)
}
});
}, 10);
//坑人代码,让他闪现,得输控制台点赞0
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setInterval(() => {
world.querySelectorAll('*').forEach((e) => {
if (e.isPlayer&&e.player.name=='你要整的人的名字') {
e.velocity.y += 1;
//增加Y坐标上的速度
}
});
}, 10);
//让人喵,也要控制台点赞0
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sleep(100000)
world.say("喵进村了!")
sleep(100000)
world.say("喵来了!")
sleep(100000)
world.say("救命啊!")
sleep(100000)
world.say("八 嘎!")
//每隔1000000÷1000秒说一句话点赞0
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world.querySelectorAll('.喵').forEach((e)=>{
e.onEntityContact(({entity,other})=>{ //设置目标模型的碰撞事件。
if(!other.isPlayer){return} //防止非玩家实体参与检测。
other.mesh=entity.mesh; //设置玩家的外观。
})
})
//背喵的代码点赞0
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//监狱代码
function contains(arr,obj){//判断元素是否存在于某数组中
var i=arr.length;
while(i>=0){
if(arr[i]===obj){
return true;
}
i--;
}
return false;
}
function find(arr,obj){//查找数组中某个元素的下标
var i=arr.length;
while(i>=0){
if(arr[i]===obj){
return i;
}
i--;
}
return -1;
}
var in_jail=new Array();//监狱名单
var all_player_name=new Array();
var jail_count=0;
world.onPlayerJoin(({entity})=>{
all_player_name.push(entity.player.name);
})
world.onChat(({message,entity})=>{
if(message[0]==='进'&&message[1]==='监'&&message[2]==='狱'&&entity.player.name==='人工智能AI'){//名字可改
var message_01=message;
message_01=message_01.replace("进监狱 ","");//将前面的字删除,只留玩家名
if(message_01==='人工智能AI'){//名字可改
entity.player.directMessage('你不能使该玩家进入监狱,他是作者!');
return;
}
if(contains(all_player_name,message_01)&&contains(in_jail,message_01)===false){
in_jail.push(message_01);
world.say(message_01+'已进入监狱!');
} else{
entity.player.directMessage('该玩家不存在!');
}
}
else if(message[0]==='出'&&message[1]==='监'&&message[2]==='狱'&&entity.player.name==='人工智能AI'){//名字可改
var message_01=message;
message_01=message_01.replace("出监狱 ","");//将前面的字删除,只留玩家名
if(contains(in_jail,message_01)===false){
entity.player.directMessage('该玩家不再监狱内!');
return;
}
if(contains(all_player_name,message_01)){
world.say(message_01+'出狱了!');
world.querySelectorAll('player').forEach((e)=>{
if(e.player.name===message_01){
e.position.set(喵,喵,喵);
in_jail.splice(find(in_jail,message_01),1);//将玩家名从监狱名单中删除
}
})
} else{
entity.player.directMessage('该玩家不存在!');
}
}
})
world.onTick(()=>{//跨时段监狱代码的主要部分
jail_count++;
if(jail_count>=250){
world.querySelectorAll('player').forEach((e)=>{
for(let i=0;i<=in_jail.length;i++){
if(in_jail[i]===e.player.name){
e.position.set(123,10,123);//监狱位置,可改
}
}
})
jail_count=0;
}
})点赞0
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(async function(){world.onTick((evt)=>{ world.querySelector("."+'狗').onEntityContact(async ({entitiy,other})=>{ if (other.isPlayer) { world.say(String(other.player.name) + '被狗咬死了!'); entity.say('汪汪汪!'); other.showHealthBar=true; other.enableDamage=true; other.hurt(100); await sleep(1000); other.player.forceRespawn(); other.position=new Box3Vector3(64,10,64); world.say(String(other.player.name) + '被送往森林医院急救,成功复活!'); } });});})();点赞0
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