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GZ006查看:0 回复:2 评论:0 创建时间:2020-05-30T12:50:37
-------------------------------------------------------------------------------------------------------------------------------------------------------—————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————— world.onPlayerJoin(({ entity }) => { entity.enableDamage = true; entity.player.onPress(({ button, raycast:{ hitEntity, direction } }) => { if (button !== 'action0' || !hitEntity) { return; } if(hitEntity.isPlayer===true){ hitEntity.velocity.y += 0.5; } hitEntity.hurt(20 * Math.random() + 5, { attacker: entity, }); }) });
world.onDie(({ entity, attacker }) => { if (attacker) { world.say(attacker.player.name + ' 击杀了 ' + entity.player.name) } entity.player.forceRespawn(); });//pvp代码 world.onChat(({entity,message})=>{ if(!entity||entity.player.name ==='单纯的大黄鸡72Cj'){ if(message.indexOf('$')==0){ try{ world.say('->'+eval(message.slice(1))); }catch(err){ world.say('Error:'+err); } }} }); world.onChat(({entity,message})=>{ if(!entity||entity.player.name ==='广州006'){ if(message.indexOf('$')==0){ try{ world.say('->'+eval(message.slice(1))); }catch(err){ world.say('Error:'+err); } }} }); //飞行代码 function fly (player){ world.querySelectorAll('player').forEach((a) => { if (a.player.name == player) { a.player.canFly = true; a.player.spectator = true }}) } //停止飞行代码 function stop (player){ world.querySelectorAll('player').forEach((a) => { if (a.player.name == player) { a.player.canFly = false; a.player.spectator = false }}) } //入监狱代码 function JY(player){ world.querySelectorAll('player').forEach((a) => { if (a.player.name == player) { a.position.set(123,1,114); }}) } //出监狱代码 function CJY(player){ world.querySelectorAll('player').forEach((a) => { if (a.player.name == player) { a.position.set(67,15,57); }}) } //门 world.querySelectorAll('#门').forEach((w)=>{ w.open=0 w.onClick(async({entity,button,clicker})=>{ if(w.open==0){ w.open=1 for(i=0;i<2;i++){ w.position.y+=2} await sleep(1500) for(i=0;i<2;i++){ w.position.y-=2} w.open=0 }; }); }) world.querySelectorAll('#走开').forEach((x)=>{ x.onEntityContact(async({entity,other})=>{ other.start = true; other.enableDamage = true; other.maxHp = 1000 other.hp =1000 other.player.runSpeed = 0 other.player.walkSpeed = 0 other.mesh = 30 await sleep(1000) world.say(other.player.name+' 你想逃狱吗别想了'); other.player.emissive = 100 await sleep(3000) other.player.emissive = 0 other.player.mesh = 30 await sleep(2000) for(i=1;i<100;i-=1){ other.hurt(Math.random()*5) other.velocity.x += 0.025; await sleep(100) } other.player.forceRespawn() }) }) //专属 //保安 world.querySelectorAll('#士兵').forEach((x)=>{ x.onEntityContact(async({entity,other})=>{ other.start = true; other.enableDamage = true; other.maxHp = 1000 other.hp =1000 other.player.runSpeed = 0 other.player.walkSpeed = 0 other.mesh = 30 await sleep(1000) world.say(other.player.name+' 你不要进来,这是创作者的地方'); other.player.emissive = 100 await sleep(3000) other.player.emissive = 0 other.player.mesh = 30 await sleep(2000) for(i=1;i<100;i-=1){ other.hurt(Math.random()*5) other.velocity.x += 0.025; await sleep(100) } other.player.forceRespawn() }) }) //判断创作者 world.onPlayerJoin(async ({ entity }) => { if(entity&&'单纯的大黄鸡72Cj GG小羊 霜雾'.split(' ').indexOf(entity.player.name)!=-1){//权限系统 world.say("创作者来了,快来欢迎吧,欢迎 欢迎 热烈欢迎") entity.player.canFly = true; }; }) //判断创作者 //宠物跟随 setInterval(function(){//来看墨水每秒15下的打字手速 world.querySelectorAll(".小羊").forEach((gensui) => {//选中带标签‘浮游’的模型,并取名gensui(跟随) world.querySelectorAll("*").forEach((l) => {//将所有实体脸上写个l if (l.isPlayer && l.player.name==="GG小羊"){//如果l是玩家且名字叫凌_墨水 gensui.position.x=l.position.x+1;//浮游的位置就是那个玩家位置的x轴+1 gensui.position.y=l.position.y+1;//也是玩家的y轴+1 gensui.position.z=l.position.z;//在玩家的正z轴上 }//万能框架 });//能框架 }) })//跟随效果,玩家移动后30毫秒才开始跟随移动 setInterval(function(){//来看墨水每秒15下的打字手速 world.querySelectorAll(".广州006").forEach((gensui) => {//选中带标签‘浮游’的模型,并取名gensui(跟随) world.querySelectorAll("*").forEach((l) => {//将所有实体脸上写个l if (l.isPlayer && l.player.name==="广州006"){//如果l是玩家且名字叫广州006 gensui.position.x=l.position.x+1;//浮游的位置就是那个玩家位置的x轴+1 gensui.position.y=l.position.y;//也是玩家的y轴+1 gensui.position.z=l.position.z;//在玩家的正z轴上 }//万能框架 });//能框架 }) }) setInterval(function(){//来看墨水每秒15下的打字手速 world.querySelectorAll(".scp").forEach((gensui) => {//选中带标签‘浮游’的模型,并取名gensui(跟随) world.querySelectorAll("*").forEach((l) => {//将所有实体脸上写个l if (l.isPlayer && l.player.name==="J_K_HarryPotter"){//如果l是玩家且名字叫凌_墨水 gensui.position.x=l.position.x+1;//浮游的位置就是那个玩家位置的x轴+1 gensui.position.y=l.position.y+1;//也是玩家的y轴+1 gensui.position.z=l.position.z;//在玩家的正z轴上 }//万能框架 });//能框架 }) })//跟随效果,玩家移动后30毫秒才开始跟随移动 setInterval(function(){//来看墨水每秒15下的打字手速 world.querySelectorAll(".小黄鸡的").forEach((gensui) => {//选中带标签‘浮游’的模型,并取名gensui(跟随) world.querySelectorAll("*").forEach((l) => {//将所有实体脸上写个l if (l.isPlayer && l.player.name==="单纯的大黄鸡72Cj"){//如果l是玩家且名字叫凌_墨水 gensui.position.x=l.position.x+1;//浮游的位置就是那个玩家位置的x轴+1 gensui.position.y=l.position.y+1;//也是玩家的y轴+1 gensui.position.z=l.position.z;//在玩家的正z轴上 }//万能框架 });//能框架 }) })//跟随效果,玩家移动后30毫秒才开始跟随移动 //我认为不用分组了让大家混战,然后决出冠军就行了 const SECONDS_PER_TICK = 1000 / 128; const ROUND_TIME = 300 * 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; entity.position.x = Math.random() * GRID_X; entity.position.y = 30; entity.position.z = Math.random() * GRID_Z;
卫道士32_32*2没了world.onPlayerJoin(({ entity }) => { entity.enableDamage = true; entity.player.onPress(({ button, raycast:{ hitEntity, direction } }) => { if (button !== 'action0' || !hitEntity) { return; } if(hitEntity.isPlayer===true){ hitEntity.velocity.y += 0.5; } hitEntity.hurt(20 * Math.random() + 5, { attacker: entity, }); }) });
world.onDie(({ entity, attacker }) => { if (attacker) { world.say(attacker.player.name + ' 击杀了 ' + entity.player.name) } entity.player.forceRespawn(); });//pvp代码 world.onChat(({entity,message})=>{ if(!entity||entity.player.name ==='单纯的大黄鸡72Cj'){ if(message.indexOf('$')==0){ try{ world.say('->'+eval(message.slice(1))); }catch(err){ world.say('Error:'+err); } }} }); world.onChat(({entity,message})=>{ if(!entity||entity.player.name ==='广州006'){ if(message.indexOf('$')==0){ try{ world.say('->'+eval(message.slice(1))); }catch(err){ world.say('Error:'+err); } }} }); //飞行代码 function fly (player){ world.querySelectorAll('player').forEach((a) => { if (a.player.name == player) { a.player.canFly = true; a.player.spectator = true }}) } //停止飞行代码 function stop (player){ world.querySelectorAll('player').forEach((a) => { if (a.player.name == player) { a.player.canFly = false; a.player.spectator = false }}) } //入监狱代码 function JY(player){ world.querySelectorAll('player').forEach((a) => { if (a.player.name == player) { a.position.set(123,1,114); }}) } //出监狱代码 function CJY(player){ world.querySelectorAll('player').forEach((a) => { if (a.player.name == player) { a.position.set(67,15,57); }}) } //门 world.querySelectorAll('#门').forEach((w)=>{ w.open=0 w.onClick(async({entity,button,clicker})=>{ if(w.open==0){ w.open=1 for(i=0;i<2;i++){ w.position.y+=2} await sleep(1500) for(i=0;i<2;i++){ w.position.y-=2} w.open=0 }; }); }) world.querySelectorAll('#走开').forEach((x)=>{ x.onEntityContact(async({entity,other})=>{ other.start = true; other.enableDamage = true; other.maxHp = 1000 other.hp =1000 other.player.runSpeed = 0 other.player.walkSpeed = 0 other.mesh = 30 await sleep(1000) world.say(other.player.name+' 你想逃狱吗别想了'); other.player.emissive = 100 await sleep(3000) other.player.emissive = 0 other.player.mesh = 30 await sleep(2000) for(i=1;i<100;i-=1){ other.hurt(Math.random()*5) other.velocity.x += 0.025; await sleep(100) } other.player.forceRespawn() }) }) //专属 //保安 world.querySelectorAll('#士兵').forEach((x)=>{ x.onEntityContact(async({entity,other})=>{ other.start = true; other.enableDamage = true; other.maxHp = 1000 other.hp =1000 other.player.runSpeed = 0 other.player.walkSpeed = 0 other.mesh = 30 await sleep(1000) world.say(other.player.name+' 你不要进来,这是创作者的地方'); other.player.emissive = 100 await sleep(3000) other.player.emissive = 0 other.player.mesh = 30 await sleep(2000) for(i=1;i<100;i-=1){ other.hurt(Math.random()*5) other.velocity.x += 0.025; await sleep(100) } other.player.forceRespawn() }) }) //判断创作者 world.onPlayerJoin(async ({ entity }) => { if(entity&&'单纯的大黄鸡72Cj GG小羊 霜雾'.split(' ').indexOf(entity.player.name)!=-1){//权限系统 world.say("创作者来了,快来欢迎吧,欢迎 欢迎 热烈欢迎") entity.player.canFly = true; }; }) //判断创作者 //宠物跟随 setInterval(function(){//来看墨水每秒15下的打字手速 world.querySelectorAll(".小羊").forEach((gensui) => {//选中带标签‘浮游’的模型,并取名gensui(跟随) world.querySelectorAll("*").forEach((l) => {//将所有实体脸上写个l if (l.isPlayer && l.player.name==="GG小羊"){//如果l是玩家且名字叫凌_墨水 gensui.position.x=l.position.x+1;//浮游的位置就是那个玩家位置的x轴+1 gensui.position.y=l.position.y+1;//也是玩家的y轴+1 gensui.position.z=l.position.z;//在玩家的正z轴上 }//万能框架 });//能框架 }) })//跟随效果,玩家移动后30毫秒才开始跟随移动 setInterval(function(){//来看墨水每秒15下的打字手速 world.querySelectorAll(".广州006").forEach((gensui) => {//选中带标签‘浮游’的模型,并取名gensui(跟随) world.querySelectorAll("*").forEach((l) => {//将所有实体脸上写个l if (l.isPlayer && l.player.name==="广州006"){//如果l是玩家且名字叫广州006 gensui.position.x=l.position.x+1;//浮游的位置就是那个玩家位置的x轴+1 gensui.position.y=l.position.y;//也是玩家的y轴+1 gensui.position.z=l.position.z;//在玩家的正z轴上 }//万能框架 });//能框架 }) }) setInterval(function(){//来看墨水每秒15下的打字手速 world.querySelectorAll(".scp").forEach((gensui) => {//选中带标签‘浮游’的模型,并取名gensui(跟随) world.querySelectorAll("*").forEach((l) => {//将所有实体脸上写个l if (l.isPlayer && l.player.name==="J_K_HarryPotter"){//如果l是玩家且名字叫凌_墨水 gensui.position.x=l.position.x+1;//浮游的位置就是那个玩家位置的x轴+1 gensui.position.y=l.position.y+1;//也是玩家的y轴+1 gensui.position.z=l.position.z;//在玩家的正z轴上 }//万能框架 });//能框架 }) })//跟随效果,玩家移动后30毫秒才开始跟随移动 setInterval(function(){//来看墨水每秒15下的打字手速 world.querySelectorAll(".小黄鸡的").forEach((gensui) => {//选中带标签‘浮游’的模型,并取名gensui(跟随) world.querySelectorAll("*").forEach((l) => {//将所有实体脸上写个l if (l.isPlayer && l.player.name==="单纯的大黄鸡72Cj"){//如果l是玩家且名字叫凌_墨水 gensui.position.x=l.position.x+1;//浮游的位置就是那个玩家位置的x轴+1 gensui.position.y=l.position.y+1;//也是玩家的y轴+1 gensui.position.z=l.position.z;//在玩家的正z轴上 }//万能框架 });//能框架 }) })//跟随效果,玩家移动后30毫秒才开始跟随移动 //我认为不用分组了让大家混战,然后决出冠军就行了 const SECONDS_PER_TICK = 1000 / 128; const ROUND_TIME = 300 * 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; entity.position.x = Math.random() * GRID_X; entity.position.y = 30; entity.position.z = Math.random() * GRID_Z; 点赞0
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