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代码报错,谁能帮帮我~555

用户:飞跃的流星丨冲四千粉飞跃的流星丨冲四千粉查看:15 回复:4 评论:15 创建时间:2022-04-15T11:49:43


这个代码报错了,谁能帮帮我

全部代码:

world.onPlayerJoin(({ entity }) => {
    entity.onVoxelContact(async({ entity , voxel}) => {
        if(voxel == voxels.id('lava02')) {
            entity.enableDamage = true;
            entity.hurt(10);
            sleep(2)
        }
    })
})

world.onVoxelContact(({ entity, voxel, x, y, z }) => {
    if (voxel === voxels.id('carpet_08')) {
        entity.hp = entity.maxHp
    }
})

world.onDie(async({ entity }) => {
    if (!entity.isPlayer) return;
    for (let t = 1; t <= 6; t++) {
        entity.player.directMessage(`你还有 ${String(6 - t)} 秒后复活`);
        await sleep(1000);
    }
    entity.player.forceRespawn();
});

for (const e of world.querySelectorAll('*')) {//遍历所有实体
    if (e.id.startsWith('存档点')) {//如果当前实体名左边部分刚好是"存档点", 比如 存档点-1 存档点-2...
        e.collides = true //开启碰撞
        e.fixed = true //固定实体不被推移
        e.meshScale = e.meshScale.scale(1) //放大2倍
        e.onEntityContact(({ other }) => { //每当存档点碰到另一个实体
            if (other.isPlayer) { //另一个实体是玩家
                if (e.position !== other.player.spawnPoint) { // 检测当前存档点是否玩家重生点, 避免反复在同一个存档点做多余的保存
                    other.player.directMessage('到达新的重生点') // 给玩家发消息,存档点信息
                    other.player.spawnPoint = e.position // 玩家重生点坐标设置成存档点的坐标
                }
            }
        })
    }
}

world.onPlayerJoin(({ entity }) => {
    entity.cundang = 100000000
});
world.onPress(async ({ button, entity, raycast: { hitEntity, distance } }) => {
    if (button == "action1") {
        const s = await entity.player.dialog({
            type: Box3DialogType.SELECT,
            title: "操作台",
            content: `请选择操作`,
            options: [`存档(还剩${entity.cundang}次)`, '退出', '回到存档点']
        });
        if(!s){return}
        if (s.value == `存档(还剩${entity.cundang}次)`) {
            if (entity.cundang >= 1) {
                entity.cundang -= 1
                entity.player.spawnPoint.copy(entity.position)
                entity.player.directMessage(`存档成功,次数剩余${entity.cundang}`)
            }
            else { entity.player.directMessage(`次数不足`) }
        }
        if (s.value == '回到存档点') {
            entity.position.set(entity.player.spawnPoint)}
        return

    }
})

for (const e of world.querySelectorAll('*')) {//遍历所有实体
    if (e.id.startsWith('终点')) {//如果当前实体名左边部分刚好是"终点", 比如 终点-1 终点-2...
        e.collides = true //开启碰撞
        e.fixed = true //固定实体不被推移
        // e.meshScale = e.meshScale.scale(2) //放大2倍
        e.onEntityContact(({ other }) => { //每当存档点碰到另一个实体
            if (other.isPlayer) { //另一个实体是玩家
                if (e.position !== other.player.spawnPoint) { // 检测当前存档点是否玩家重生点, 避免反复在同一个存档点做多余的保存
                    other.player.directMessage('到达终点!') // 给玩家发消息
                    other.player.canFly = true
                    world.say(`恭喜${other.player.name}到达了跑酷终点并获得了飞行奖励`)
                    other.player.spawnPoint = e.position // 喵家重生点坐标设置成存档点的坐标
                }
            }
        })     
    }
}



//world.onPress(async({entity,button})=>{
    //if(button == Box3ButtonType.ACTION0){
        //const say = await entity.player.dialog({
           // type:'input',
           // title:'请输入要说的话:',
           // content:'',
           // confirmText:'发送',
        //})
        //if(say == null||say.length >= 20 ){return}
       // world.say(entity.player.name+':'+say)
        
    //}
//})

world.onPlayerJoin(({ entity }) => {
    entity.onFluidEnter(() => {
        entity.position.copy(entity.player.spawnPoint)
        entity.position.y += 0
    })
})

world.querySelectorAll('.invisible').forEach((e)=>{e.meshInvisible=true})

const TEST_PLAYER = ['飞跃的流星']

world.onPlayerJoin(({ entity }) => {
    if (!TEST_PLAYER.includes(entity.player.name)) return; 
    world.say(`创作者——${entity.player.name} 出现了!`);
}



world.onDie(({entity})=>{
    if(entity.isPlayer){
        entity.player.forceRespawn();
    }
})
points.forEach((e)=>{
    e.level = Number(e.tags()[0]);
    e.onEntityContact(({other})=>{
        const spawnPoint = e.position.add({x: 0,y: 2.5,z: 0});
        if(spawnPoint.equals(other.player.spawnPoint))return;
        other.player.spawnPoint = spawnPoint;
        other.player.directMessage('存档成功!');
        other.level = e.level;
        update.call(other);
    })
})
function getRecord(){
    const result = {};
    Object.keys(INIT).forEach((e)=>{
        result[e] = this[e];
    })  
    return JSON.stringify(result);
}
function update(){
    if(!this.player.userKey)return;
    this.x = this.position.x;
    this.y = this.position.y;
    this.z = this.position.z;
    this.qx = this.player.spawnPoint.x;
    this.qy = this.player.spawnPoint.y;
    this.qz = this.player.spawnPoint.z;
    db.sql`UPDATE leaderboard SET record = ${getRecord.call(this)} WHERE id = ${this.player.userKey}`;
}
world.onPlayerLeave(({entity})=>{
    update.call(entity);
world.onPlayerJoin(({ entity }) => {
    entity.onVoxelContact(async({ entity , voxel}) => {
        if(voxel == voxels.id('lava02')) {
            entity.enableDamage = true;
            entity.hurt(10);
            sleep(2)
        }
    })
})

world.onVoxelContact(({ entity, voxel, x, y, z }) => {
    if (voxel === voxels.id('carpet_08')) {
        entity.hp = entity.maxHp
    }
})

world.onDie(async({ entity }) => {
    if (!entity.isPlayer) return;
    for (let t = 1; t <= 6; t++) {
        entity.player.directMessage(`你还有 ${String(6 - t)} 秒后复活`);
        await sleep(1000);
    }
    entity.player.forceRespawn();
});

for (const e of world.querySelectorAll('*')) {//遍历所有实体
    if (e.id.startsWith('终点')) {//如果当前实体名左边部分刚好是"终点", 比如 终点-1 终点-2...
        e.collides = true //开启碰撞
        e.fixed = true //固定实体不被推移
        // e.meshScale = e.meshScale.scale(2) //放大2倍
        e.onEntityContact(({ other }) => { //每当存档点碰到另一个实体
            if (other.isPlayer) { //另一个实体是玩家
                if (e.position !== other.player.spawnPoint) { // 检测当前存档点是否玩家重生点, 避免反复在同一个存档点做多余的保存
                    other.player.directMessage('到达终点!') // 给玩家发消息
                    other.player.canFly = true
                    world.say(`恭喜${other.player.name}到达了跑酷终点并获得了飞行奖励`)
                    other.player.spawnPoint = e.position // 喵家重生点坐标设置成存档点的坐标
                }
            }
        })     
    }
}



//world.onPress(async({entity,button})=>{
    //if(button == Box3ButtonType.ACTION0){
        //const say = await entity.player.dialog({
           // type:'input',
           // title:'请输入要说的话:',
           // content:'',
           // confirmText:'发送',
        //})
        //if(say == null||say.length >= 20 ){return}
       // world.say(entity.player.name+':'+say)
        
    //}
//})

world.onPlayerJoin(({ entity }) => {
    entity.onFluidEnter(() => {
        entity.position.copy(entity.player.spawnPoint)
        entity.position.y += 0
    })
})

world.querySelectorAll('.invisible').forEach((e)=>{e.meshInvisible=true})

const TEST_PLAYER = ['飞跃的流星']

world.onPlayerJoin(({ entity }) => {
    if (!TEST_PLAYER.includes(entity.player.name)) return; 
    world.say(`创作者——${entity.player.name} 出现了!`);
}


world.onPlayerJoin(({ entity }) => {
    entity.cundang = 100000
});
world.onPress(async ({ button, entity, raycast: { hitEntity, distance } }) => {
    if (button == "action1") {
        const s = await entity.player.dialog({
            type: Box3DialogType.SELECT,
            title: "操作台",
            content: `请选择操作`,
            options: [`存档(还剩${entity.cundang}次)`, '退出', '回到存档点']
        });
        if(!s){return}
        if (s.value == `存档(还剩${entity.cundang}次)`) {
            if (entity.cundang >= 1) {
                entity.cundang -= 1
                entity.player.spawnPoint.copy(entity.position)
                entity.player.directMessage(`存档成功,次数剩余${entity.cundang}`)
            }
            else { entity.player.directMessage(`次数不足`) }
        }
        if (s.value == '回到存档点') {
            entity.position.set(entity.player.spawnPoint)}
        return

    }
})


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治愈绾兮治愈绾兮

喵,保存信息()

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飞跃的流星丨冲四千粉飞跃的流星丨冲四千粉

报错信息:

SyntaxError:missing)after argument
list  

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飞跃的流星丨冲四千粉飞跃的流星丨冲四千粉

center_image

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治愈绾兮治愈绾兮

有一行少括号了

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