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娃娃vvveaewe

用户:两个小八路两个小八路查看:0 回复:1 评论:0 创建时间:2020-07-02T19:47:23


world.onTick(async({tick})=>{
    world.querySelectorAll('.1').forEach((e)=>{
    e.position.x+=3
        if(e.position.x>123){
            e.position.x=0
}
})//别忘了框架哦
})
world.onVoxelContact(({voxel,entity})=>{
    
    if(voxel==voxels.id('add')){
        entity.player.directMessage('你到了迷宫终点奖励变小');
        entity.player.scale = 0.25;
        entity.player.forceRespawn();
    }
})

world.onChat(async ({entity,message})=>{
if(entity.player){
    if(entity.player.name == "两个小八路"){
        entity.player.mess=message;
        var name = entity.player.mess.slice(3);
        world.querySelectorAll('player').forEach((x) => {
            if (x.player.name == name){
                x.position.x = 3;
                x.position.y = 3;
                x.position.z = 118;
            }
        })
    }
    world.onPlayerJoin(({ entity }) => {
    entity.player.colorvariable=new Box3RGBColor(1,1,1)
    entity.player.attack=5;
    entity.player.Pokering=false;
    entity.enableDamage = true;
    entity.player.onPress(({ button, raycast:{ hitEntity, direction } }) => {
        if (button !== 'action0' || !hitEntity) {
            return;
        }
        if(!hitEntity.isPlayer){return}
        hitEntity.velocity.x += direction.x;
        hitEntity.velocity.y += 0.5;
        hitEntity.velocity.z += direction.z;
        hitEntity.hurt(entity.player.attack+Math.random()*5, {
            attacker: entity,
        });
    });
});

world.onDie(({ entity, attacker }) => {
    if (attacker) {
        world.say(attacker.player.name + ' 击杀了 ' + entity.player.name)
    }
    entity.player.spawnPoint.set(Math.random()*125,10,Math.random()*125)
});


world.onTick(()=>{world.querySelectorAll('player').forEach((e)=>{
    if(e.position.y<0){e.hurt(e.hp/10+1)}

    })
})




world.onPress(({entity,button})=>{
    if(button=="crouch"&&entity.hp<100&&!entity.player.Pokering){
        if(entity.hp<98){
            entity.hp+=2;
            entity.player.color=new Box3RGBColor(0,1,0)
            setTimeout(()=>{
              entity.player.color=entity.player.colorvariable
            },100)
        }else{
            entity.hp=100;
            entity.player.color=new Box3RGBColor(0,1,0)
            setTimeout(()=>{
              entity.player.color=entity.player.colorvariable
            },100)
        }
        
    }
})
world.querySelector('.666').onEntityContact(async ({entitiy,other})=>{
  other.hurt(10);
  world.say('你被车撞了!')
   await sleep(5000);//等待5秒
    entity.player.forceRespawn();//强制重生,这里需要设好出生点,不然会从天上掉下来
});
//需要标签


world.querySelector('.111').onEntityContact(async ({entitiy,other})=>{
  other.hurt(10);
  world.say('你被火车撞了!')
        await sleep(5000);//等待5秒
    entity.player.forceRespawn();

});
world.querySelectorAll('.3333').forEach((e)=>{
    e.onEntityContact(({other})=>{
        other.velocity.y+=2.8;
        e.say('我跳~')
    })
})
world.querySelector('.0000').onEntityContact(async ({entitiy,other})=>{
  other.hurt(10);
  world.say('我咬你哈哈!')
   await sleep(5000);//等待5秒
    entity.player.forceRespawn();//强制重生,这里需要设好出生点,不然会从天上掉下来
});
//需要标签
world.querySelector('.000000').onEntityContact(async ({entitiy,other})=>{
  other.hurt(10);
  world.say('咬你哈哈!')
   await sleep(5000);//等待5秒
    entity.player.forceRespawn();//强制重生,这里需要设好出生点,不然会从天上掉下来
});
//需要标签
world.querySelectorAll('.8888').forEach((e)=>{
    e.onEntityContact(({other})=>{
        other.velocity.y+=2.5;
        other.velocity.z+=0.5;
        other.velocity.x+=2.5;
        other.hurt(30);
        e.say('炸喵你~')
    })
})
world.querySelectorAll('.123').forEach((e)=>{//遍历带标签‘火箭’的模型
    e.onClick(({clicker})=>{//当被点击时检测
        e.velocity.y+=5;//velocity表示加速度,这里是设置一个朝上6力度的加速度
        world.say(clicker.player.name+" 发射了火箭")//提示语
        clicker.player.directMessage("发射成功!");//提示语
        sleep(5000).then(()=>{//等待5秒
            e.position.y=15.5;//模型复位
            e.velocity.y=0;//取消加速度
            world.say("火箭已复位!")//提示语
        })
    })
})
world.querySelectorAll('.567').forEach((e)=>{//遍历带标签‘火箭’的模型
    e.onClick(({clicker})=>{//当被点击时检测
        e.velocity.y+=5;//velocity表示加速度,这里是设置一个朝上6力度的加速度
        world.say(clicker.player.name+" 发射了吉吉喵")//提示语
        clicker.player.directMessage("吉吉喵发射成功!");//提示语
        sleep(5000).then(()=>{//等待5秒
            e.position.y=9.5;//模型复位
            e.velocity.y=0;//取消加速度
            world.say("吉吉喵已复位!")//提示语
        })
    })
})

world.onVoxelContact(({voxel,entity})=>{
    if(voxel==voxels.id('dark_surface')){
        world.say(entity.player.name+'凉凉了,让我们默哀一秒钟');
    }
    if(voxel==voxels.id('s')){
        world.say(entity.player.name+'到达了迷宫终点');
    }
    if(voxel==voxels.id('board9')){
        world.say(entity.player.name+'出发走迷宫了');
    }
})
world.onPlayerJoin(({entity})=>{
    entity.player.panduan = 0;
})
world.querySelectorAll('player').forEach((e)=>{
    setInterval(() => {
        if(e.player.name == '两个小八路'){
            world.querySelector('.11111').position.set(e.position.x+2,e.position.y-1,e.position.z);
            world.querySelector('.22222').position.set(e.position.x,e.position.y-1,e.position.z+2);
            world.querySelector('.33333').position.set(e.position.x-2,e.position.y-1,e.position.z);
            world.querySelector('.44444').position.set(e.position.x,e.position.y-1,e.position.z-2);
        }
    }, 500)
})
world.onPress(({button,entity})=>{
    if(entity.player.name=='两个小八路'){return;}
    if(button=='action1'){
        world.querySelector('.11111').meshColor = new Box3RGBAColor(1,0,0,1);
        world.querySelector('.22222').meshColor = new Box3RGBAColor(0,1,0,1);
        world.querySelector('.33333').meshColor = new Box3RGBAColor(0,0,1,1);
        world.querySelector('.4').meshColor = new Box3RGBAColor(1,1,0,1);
    }
    if(button=='action0'){
        world.querySelector('.11111').meshColor = new Box3RGBAColor(1,1,1,1);
        world.querySelector('.22222').meshColor = new Box3RGBAColor(1,1,1,1);
        world.querySelector('.33333').meshColor = new Box3RGBAColor(1,1,1,1);
        world.querySelector('.44444').meshColor = new Box3RGBAColor(1,1,1,1);
    }
    if(button=='crouch'){
        if((entity.player.panduan)==0){
            entity.player.panduan = 1;
            world.querySelector('.11111').meshEmissive=2;
            world.querySelector('.22222').meshEmissive=2;
            world.querySelector('.33333').meshEmissive=2;
            world.querySelector('.44444').meshEmissive=2;
        }else if((entity.player.panduan)==1){
            entity.player.panduan = 0;
            world.querySelector('.11111').meshEmissive=1;
            world.querySelector('.22222').meshEmissive=1;
            world.querySelector('.33333').meshEmissive=1;
            world.querySelector('.44444').meshEmissive=1;
        }
    }
})
world.querySelectorAll('.按钮').forEach((e)=>{
    e.onClick(({clicker})=>{//当被点击时检测
 const red_light = voxels.id('red_light');
voxels.setVoxelId(2, 9, 2, red_light);
        world.say(clicker.player.name+" 发射了飞天大炮")//提示语
        clicker.player.directMessage("飞天大炮发射成功!");//提示语
        sleep(3000).then(()=>{
             const red_light = voxels.id('air');
voxels.setVoxelId(2, 9, 2, );
 
        })
    })
})
world.onPlayerJoin(({entity})=>{
    if(entity.player.name == '两个小八路'){
        entity.player.swimAcceleration=1//加速挂(游泳)
        entity.player.flyAcceleration=1//加速挂(飞行)
        entity.player.A=100;//伤害
        entity.player.enableDamage=false;//喵
        entity.player.canFly = true;//飞行
    }
})
world.onTick(async({tick})=>{//重复执行!!!
    world.querySelectorAll('.白云').forEach((e)=>{
    e.position.x+=0.5//z轴持续+3
        if(e.position.x>123){//假如超过一定范围
            e.position.x=0//把它抓回去!!
}
})//别忘了框架哦
})
setInterval(function(){//来看墨水每秒15下的打字手速
    world.querySelectorAll(".888888").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==="两个小八路"){//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
    })
},30)//跟随效果,玩家移动后30毫秒才开始跟随移动

world.onTick(async({tick})=>{
    world.querySelectorAll('.1').forEach((e)=>{
    e.position.x+=3
        if(e.position.x>123){
            e.position.x=0
}
})//别忘了框架哦
})
world.onVoxelContact(({voxel,entity})=>{
    
    if(voxel==voxels.id('add')){
        entity.player.directMessage('你到了迷宫终点奖励变小');
        entity.player.scale = 0.25;
        entity.player.forceRespawn();
    }
})

world.onChat(async ({entity,message})=>{
if(entity.player){
    if(entity.player.name == "两个小八路"){
        entity.player.mess=message;
        var name = entity.player.mess.slice(3);
        world.querySelectorAll('player').forEach((x) => {
            if (x.player.name == name){
                x.position.x = 3;
                x.position.y = 3;
                x.position.z = 118;
            }
        })
    }
    world.onPlayerJoin(({ entity }) => {
    entity.player.colorvariable=new Box3RGBColor(1,1,1)
    entity.player.attack=5;
    entity.player.Pokering=false;
    entity.enableDamage = true;
    entity.player.onPress(({ button, raycast:{ hitEntity, direction } }) => {
        if (button !== 'action0' || !hitEntity) {
            return;
        }
        if(!hitEntity.isPlayer){return}
        hitEntity.velocity.x += direction.x;
        hitEntity.velocity.y += 0.5;
        hitEntity.velocity.z += direction.z;
        hitEntity.hurt(entity.player.attack+Math.random()*5, {
            attacker: entity,
        });
    });
});

world.onDie(({ entity, attacker }) => {
    if (attacker) {
        world.say(attacker.player.name + ' 击杀了 ' + entity.player.name)
    }
    entity.player.spawnPoint.set(Math.random()*125,10,Math.random()*125)
});


world.onTick(()=>{world.querySelectorAll('player').forEach((e)=>{
    if(e.position.y<0){e.hurt(e.hp/10+1)}

    })
})




world.onPress(({entity,button})=>{
    if(button=="crouch"&&entity.hp<100&&!entity.player.Pokering){
        if(entity.hp<98){
            entity.hp+=2;
            entity.player.color=new Box3RGBColor(0,1,0)
            setTimeout(()=>{
              entity.player.color=entity.player.colorvariable
            },100)
        }else{
            entity.hp=100;
            entity.player.color=new Box3RGBColor(0,1,0)
            setTimeout(()=>{
              entity.player.color=entity.player.colorvariable
            },100)
        }
        
    }
})
world.querySelector('.666').onEntityContact(async ({entitiy,other})=>{
  other.hurt(10);
  world.say('你被车撞了!')
   await sleep(5000);//等待5秒
    entity.player.forceRespawn();//强制重生,这里需要设好出生点,不然会从天上掉下来
});
//需要标签


world.querySelector('.111').onEntityContact(async ({entitiy,other})=>{
  other.hurt(10);
  world.say('你被火车撞了!')
        await sleep(5000);//等待5秒
    entity.player.forceRespawn();

});
world.querySelectorAll('.3333').forEach((e)=>{
    e.onEntityContact(({other})=>{
        other.velocity.y+=2.8;
        e.say('我跳~')
    })
})
world.querySelector('.0000').onEntityContact(async ({entitiy,other})=>{
  other.hurt(10);
  world.say('我咬你哈哈!')
   await sleep(5000);//等待5秒
    entity.player.forceRespawn();//强制重生,这里需要设好出生点,不然会从天上掉下来
});
//需要标签
world.querySelector('.000000').onEntityContact(async ({entitiy,other})=>{
  other.hurt(10);
  world.say('咬你哈哈!')
   await sleep(5000);//等待5秒
    entity.player.forceRespawn();//强制重生,这里需要设好出生点,不然会从天上掉下来
});
//需要标签
world.querySelectorAll('.8888').forEach((e)=>{
    e.onEntityContact(({other})=>{
        other.velocity.y+=2.5;
        other.velocity.z+=0.5;
        other.velocity.x+=2.5;
        other.hurt(30);
        e.say('炸喵你~')
    })
})
world.querySelectorAll('.123').forEach((e)=>{//遍历带标签‘火箭’的模型
    e.onClick(({clicker})=>{//当被点击时检测
        e.velocity.y+=5;//velocity表示加速度,这里是设置一个朝上6力度的加速度
        world.say(clicker.player.name+" 发射了火箭")//提示语
        clicker.player.directMessage("发射成功!");//提示语
        sleep(5000).then(()=>{//等待5秒
            e.position.y=15.5;//模型复位
            e.velocity.y=0;//取消加速度
            world.say("火箭已复位!")//提示语
        })
    })
})
world.querySelectorAll('.567').forEach((e)=>{//遍历带标签‘火箭’的模型
    e.onClick(({clicker})=>{//当被点击时检测
        e.velocity.y+=5;//velocity表示加速度,这里是设置一个朝上6力度的加速度
        world.say(clicker.player.name+" 发射了吉吉喵")//提示语
        clicker.player.directMessage("吉吉喵发射成功!");//提示语
        sleep(5000).then(()=>{//等待5秒
            e.position.y=9.5;//模型复位
            e.velocity.y=0;//取消加速度
            world.say("吉吉喵已复位!")//提示语
        })
    })
})

world.onVoxelContact(({voxel,entity})=>{
    if(voxel==voxels.id('dark_surface')){
        world.say(entity.player.name+'凉凉了,让我们默哀一秒钟');
    }
    if(voxel==voxels.id('s')){
        world.say(entity.player.name+'到达了迷宫终点');
    }
    if(voxel==voxels.id('board9')){
        world.say(entity.player.name+'出发走迷宫了');
    }
})
world.onPlayerJoin(({entity})=>{
    entity.player.panduan = 0;
})
world.querySelectorAll('player').forEach((e)=>{
    setInterval(() => {
        if(e.player.name == '两个小八路'){
            world.querySelector('.11111').position.set(e.position.x+2,e.position.y-1,e.position.z);
            world.querySelector('.22222').position.set(e.position.x,e.position.y-1,e.position.z+2);
            world.querySelector('.33333').position.set(e.position.x-2,e.position.y-1,e.position.z);
            world.querySelector('.44444').position.set(e.position.x,e.position.y-1,e.position.z-2);
        }
    }, 500)
})
world.onPress(({button,entity})=>{
    if(entity.player.name=='两个小八路'){return;}
    if(button=='action1'){
        world.querySelector('.11111').meshColor = new Box3RGBAColor(1,0,0,1);
        world.querySelector('.22222').meshColor = new Box3RGBAColor(0,1,0,1);
        world.querySelector('.33333').meshColor = new Box3RGBAColor(0,0,1,1);
        world.querySelector('.4').meshColor = new Box3RGBAColor(1,1,0,1);
    }
    if(button=='action0'){
        world.querySelector('.11111').meshColor = new Box3RGBAColor(1,1,1,1);
        world.querySelector('.22222').meshColor = new Box3RGBAColor(1,1,1,1);
        world.querySelector('.33333').meshColor = new Box3RGBAColor(1,1,1,1);
        world.querySelector('.44444').meshColor = new Box3RGBAColor(1,1,1,1);
    }
    if(button=='crouch'){
        if((entity.player.panduan)==0){
            entity.player.panduan = 1;
            world.querySelector('.11111').meshEmissive=2;
            world.querySelector('.22222').meshEmissive=2;
            world.querySelector('.33333').meshEmissive=2;
            world.querySelector('.44444').meshEmissive=2;
        }else if((entity.player.panduan)==1){
            entity.player.panduan = 0;
            world.querySelector('.11111').meshEmissive=1;
            world.querySelector('.22222').meshEmissive=1;
            world.querySelector('.33333').meshEmissive=1;
            world.querySelector('.44444').meshEmissive=1;
        }
    }
})
world.querySelectorAll('.按钮').forEach((e)=>{
    e.onClick(({clicker})=>{//当被点击时检测
 const red_light = voxels.id('red_light');
voxels.setVoxelId(2, 9, 2, red_light);
        world.say(clicker.player.name+" 发射了飞天大炮")//提示语
        clicker.player.directMessage("飞天大炮发射成功!");//提示语
        sleep(3000).then(()=>{
             const red_light = voxels.id('air');
voxels.setVoxelId(2, 9, 2, );
 
        })
    })
})
world.onPlayerJoin(({entity})=>{
    if(entity.player.name == '两个小八路'){
        entity.player.swimAcceleration=1//加速挂(游泳)
        entity.player.flyAcceleration=1//加速挂(飞行)
        entity.player.A=100;//伤害
        entity.player.enableDamage=false;//喵
        entity.player.canFly = true;//飞行
    }
})
world.onTick(async({tick})=>{//重复执行!!!
    world.querySelectorAll('.白云').forEach((e)=>{
    e.position.x+=0.5//z轴持续+3
        if(e.position.x>123){//假如超过一定范围
            e.position.x=0//把它抓回去!!
}
})//别忘了框架哦
})
setInterval(function(){//来看墨水每秒15下的打字手速
    world.querySelectorAll(".888888").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==="两个小八路"){//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
    })
},30)//跟随效果,玩家移动后30毫秒才开始跟随移动


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