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岛3代码师的代码教程

用户:星惠awa星惠awa查看:13 回复:16 评论:13 创建时间:2022-05-04T17:19:40



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星惠awa星惠awa

本帖属于编程猫创作者协会!!!!!!!!!!

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灵清帝王吃爆一切厕所灵清帝王吃爆一切厕所

你真的确定这是你自己的代码????????这些代码我在别的图都见过

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秋洋赦春秋洋赦春

我看不到图片。。

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星惠awa星惠awa

我合作图80+诶

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好动的花卷卷mYXx好动的花卷卷mYXx

是真名吗?我不想泄露隐私,神岛账号:Ssky+理由:想找代码师来完成代码,但是没邀请到代码师,发现了教程,想用一哈

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时_代眼泪_卡西米尔骑士时_代眼泪_卡西米尔骑士

不是,你自己都把代码作为教程发出来了,别人要用还得经过你同意?

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我爱Kitten我爱Kitten

代码还行,就是每个玩家进入游戏都开一个on Tick ,就是耗费亿点资源

本人觉得代码这样写更好:

//挂机检测(大约4分钟)
world.onPlayerJoin(({entity})=>{//当玩家进入地图
    entity.time1=0;//初始化玩家私有属性time1
    r.resume();//开启Tick循环
})
const r= world.onTick(()=>{
    world.querySelectorAll('player').forEach((entity)=>{
        if(entity.player.walkState==''){//判断玩家行走状态,无行走为""也就是挂机
            entity.time1++;
        }
        else{
            entity.time1=0;
        }
        if(entity.time1 >= 3000){//当挂机时间超过3000Tick
            world.say(`玩家${entity.player.name}因为挂机过久被系统送入挂机房!`)
            entity.player.dialog({
                type: Box3DialogType.TEXT,
                title: `系统`,
                content: '你因为挂机太久被系统送入挂机房!'
            })
            entity.position.set(喵,121,喵)//传送玩家
            r.cancel();//关闭Tick循环
        }
    })
})
//注意: 借鉴使用需得到作者许嘉茗本人同意,否则默认成抄袭!!!
world.onPlayerLeave(({entity})=>{//当玩家离开地图
    r.cancel();//关闭Tick循环
})

 

 

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1086爱编程1086爱编程

《教程》

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1086爱编程1086爱编程

公开代码吧))

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1086爱编程1086爱编程

那对话框代码都是可乐的

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星惠awa星惠awa

https://shequ.codemao.cn/community/461993希望能帮到大家

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azzzz代码师azzzz代码师

var wanjia = []

 

world.onPlayerJoin(({entity}) => {

entity.player.maxHp = 100

entity.player.Hp = 100

entity.player.coin = 0

entity.player.jurisdiction = ‘玩家’

if (entity.player.name == ‘许嘉茗’){

world.say(本图独家代码顾问(兼代码师)${entity.player.name}来到了地图!大家欢迎!)

entity.addTag(‘本图独家代码顾问(兼代码师)’)

entity.player.jurisdiction = ‘本图独家代码顾问(兼代码师)’

}else if (entity.player.name == ‘玉耒.ZHYUE’){

world.say(本图作者${entity.player.name}来到了地图!大家欢迎!)

entity.addTag(‘作者’)

entity.player.jurisdiction = ‘作者’

}else if (entity.player.name == ‘奇异果博士’){

world.say(本图管喵${entity.player.name}来到了地图!大家欢迎!)

entity.addTag(‘管喵’)

entity.player.jurisdiction = ‘管喵’

}

})

 

world.onChat(async ({ entity, message }) => {

if (admin.includes(entity.player.name) && (entity.player.jurisdiction == ‘作者’ ||

entity.player.jurisdiction == ‘管喵’ || entity.player.jurisdiction == ‘本图独家代码顾问(兼代码师)’)) {

if (message == ‘作者权限’) { world.say(‘作者特权:特殊功能包含日出、天亮、傍晚、天黑变大、变小、还原大小、飞行、解除飞行、隐身、现身、隐藏名字、显示名字、幽灵模式、解除幽灵、发光、还原发光、反光、还原反光、变红色、变蓝色、变绿色、变黄色、变浅蓝色、还原颜色、全部还原、封神,禁言(例如:禁言+禁言者名字)、解除禁言(例如:解除禁言+被禁言者名字),提示(禁言和禁言者名字间不要加空格)设置临时管喵,删除临时管喵,查看临时管喵名单,发布公告,踢出(例如:踢出+踢出者名字),关闭粒子特效、开启粒子特效、变彩虹,清屏,击杀(例如:击杀+击杀名字),加金币,金币清0,重置服务器,重置方块倒计时,进监狱(例如:进监狱+进监狱玩家的名字),出监狱(例如:出监狱+出监狱玩家的名字),手动添喵誉值,手动减少信誉值,作者权限选项版’)}

if (message == ‘变大’) { entity.player.scale = 1.5; world.say(‘作者’ + entity.player.name + ‘变大了’) }

if (message == ‘变小’) { entity.player.scale = 0.5; world.say(‘作者’ + entity.player.name + ‘变小了’) }

if (message == ‘还原大小’) { entity.player.scale = 1; world.say(‘作者’ + entity.player.name + ‘还原了大小’) }

if (message == ‘飞行’) { entity.player.canFly = true; world.say(‘作者’ + entity.player.name + ‘开启了飞行模式’) }

if (message == ‘关闭飞行’) { entity.player.canFly = false; world.say(‘作者’ + entity.player.name + ‘关闭了飞行模式’) }

if (message == ‘加速’) {

entity.player.walkSpeed += 300

entity.player.runSpeed += 190

entity.player.flySpeed += 100

world.say(‘作者’ + entity.player.name + ‘ clock up’)

}

if (message == ‘隐身’) { entity.player.invisible = true; world.say(‘作者’ + entity.player.name + ‘隐身’) }

if (message == ‘现身’) { entity.player.invisible = false; world.say(‘作者’ + entity.player.name + ‘现身了’) }

if (message == ‘隐藏名字’) { entity.player.showName = false; world.say(‘作者’ + entity.player.name + ‘隐藏了名字’) }

if (message == ‘显示名字’) { entity.player.showName = true; world.say(‘作者’ + entity.player.name + ‘显示了名字’) }

if (message == ‘幽灵模式’) { entity.player.spectator = true; world.say(‘作者’ + entity.player.name + ‘开启了幽灵模式’) }

if (message == ‘关闭幽灵’) { entity.player.spectator = false; world.say(‘作者’ + entity.player.name + ‘关闭了幽灵模式’) }

if (message == ‘发光’) { entity.player.emissive = 1; world.say(‘作者’ + entity.player.name + ‘开启了发光效果’) }

if (message == ‘还原发光’) { entity.player.emissive = 0; world.say(‘作者’ + entity.player.name + ‘还原了发光效果’) }

if (message == ‘反光’) { entity.player.shininess = 1; world.say(‘作者’ + entity.player.name + ‘开启了反光效果’) }

if (message == ‘关闭反光’) { entity.player.shininess = 0; world.say(‘作者’ + entity.player.name + ‘还原了反光效果’) }

if (message == ‘变红色’) { entity.player.color.set(1, 0, 0); world.say(‘作者’ + entity.player.name + ‘变成了红色’) }

if (message == ‘变绿色’) { entity.player.color.set(0, 1, 0); world.say(‘作者’ + entity.player.name + ‘变成了绿色’) }

if (message == ‘变蓝色’) { entity.player.color.set(0, 0, 1); world.say(‘作者’ + entity.player.name + ‘变成了蓝色’) }

if (message == ‘变黄色’) { entity.player.color.set(1, 1, 0); world.say(‘作者’ + entity.player.name + ‘变成了黄色’) }

if (message == ‘变浅蓝色’) { entity.player.color.set(0, 1, 1); world.say(‘作者’ + entity.player.name + ‘变成了浅蓝色’) }

if (message == ‘还原颜色’) { entity.player.color.set(1, 1, 1); world.say(‘作者’ + entity.player.name + ‘还原了颜色’) }

if (message === “日出”) { world.sunPhase = 0; entity.player.directMessage(‘已设置到日出’) }

if (message === “天亮”) { world.sunPhase = 0.25; entity.player.directMessage(‘已设置到天亮’) }

if (message === “傍晚”) { world.sunPhase = 0.5; entity.player.directMessage(‘已设置到傍晚’) }

if (message === “天黑”) { world.sunPhase = 0.75; entity.player.directMessage(‘已设置到天黑’) }

if (message == ‘封神’) {

entity.player.invisible = true;

entity.player.showName = false;

entity.player.spectator = true;

entity.atta = 1;

entity.player.canFly = true;

entity.player.walkSpeed += 500;

entity.player.runSpeed += 500;

entity.player.flySpeed += 500;

entity.player.jumpPower = 5;

Object.assign(entity, {

particleRate: 1000,//粒子数量,可更改,越大粒子越多

particleSize: [1, 3, 5, 3, 1],//粒子在每个阶段的大小,可更改

particleColor: [//例子在每个阶段的颜色,可更改

new Box3RGBColor(6, 0, 0),//第一阶段

new Box3RGBColor(5, 0, 0),//第二阶段

new Box3RGBColor(5, 0, 0),//第三阶段

new Box3RGBColor(8, 6, 0),//第四阶段

new Box3RGBColor(9, 0, 0),//第五阶段

],

particleLifetime: 0.4,

particleVelocitySpread: new Box3Vector3(2, 2, 2),

});

world.say(‘作者’ + entity.player.name + ‘封神了!’)

};

if (message == ‘清屏’) {

for (let x = 0; x < 50; x++) {

world.say(‘清屏中······’)

}

for (let x = 0; x < 1000; x++) {

world.say(‘’)

}

world.say(‘清屏完成’)

}

if (message.startsWith(‘击杀’)) {

if (message.slice(4) == entity.player.name) {

entity.player.directMessage(‘无法击杀自己,请重新尝试!’)

} else {

world.querySelectorAll(‘player’).forEach((x) => {

if (x.player.name == message.slice(4)) {

x.player.directMessage(‘击杀’)

world.say(玩家${x.player.name}被作者${entity.player.name}击杀了)

x.player.hp -= 999999999999999999999

}

})

}

}

if (message == ‘全部还原’) {

entity.player.scale = 1;

entity.player.canFly = false;

entity.player.showName = true;

entity.player.spectator = false;

entity.player.invisible = false;

entity.player.emissive = 0;

entity.player.shininess = 0;

entity.player.color.set(1, 1, 1);

Object.assign(entity, { particleRate: 250, });

world.say(entity.player.name + ‘全部还原了’);

}

if (message.startsWith(‘禁言’)) {

if (message.slice(2) == entity.player.name) {

entity.player.directMessage(‘这么想禁言自己??’)

} else {

world.querySelectorAll(‘player’).forEach((x) => {

if (x.player.name == message.slice(2)) {

x.player.dialog({

type:Box3DialogType.TEXT,

title:’系统’,

content:你已被作者${entity.player.name}禁言,请等待作者${entity.player.name}解除禁言!,

})

world.say(玩家${x.player.name}犯了错,被作者${entity.player.name}禁言了)

x.player.muted = true

}

})

}

}

if (message.startsWith(‘解除禁言’)) {

if (message.slice(4) == entity.player.name) {

entity.player.directMessage(‘无法解除禁言自己’)

} else {

world.querySelectorAll(‘player’).forEach((x) => {

if (x.player.name == message.slice(4)) {

x.player.dialog({

type:Box3DialogType.TEXT,

title:’系统’,

content:你已被作者${entity.player.name}解除禁言,下次不要再乱说话了!,

})

world.say(玩家${x.player.name}被作者${entity.player.name}解除禁言了!)

x.player.muted = false

}

})

}

}if (message == ‘设置临时管喵’){

const result = await entity.player.dialog({

type: Box3DialogType.INPUT,

title: “系统”,

titleTextColor: new Box3RGBAColor(1, 1, 1, 1),

titleBackgroundColor: new Box3RGBAColor(0, 0, 0, 0.98),

content: 亲爱的作者${entity.player.name},你要给谁临时权限呢?,

confirmText: ‘确定’, // 确定按钮上面的文字。按下确定按钮后,提交回答。

placeholder: ‘输入那个人的名字’, // 输入框背景上的提示文字。

contentTextColor: new Box3RGBAColor(1, 1, 1, 1),

contentBackgroundColor: new Box3RGBAColor(0, 0, 0, 0.98),

lookEye: entity.position.add(entity.player.facingDirection.scale(5)),

lookTarget: entity,

});

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azzzz代码师azzzz代码师

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(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('到达新的重生点') // 给玩家发消息

                    other.player.spawnPoint = e.position // 喵家重生点坐标设置成存档点的坐标

                }

            }

        })

    }

}

 

world.onPlayerJoin(({ entity }) => {

    entity.onFluidEnter(() => {//当玩家掉到水里

        entity.position.copy(entity.player.spawnPoint)

        entity.position.y += 4

    })

})

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azzzz代码师azzzz代码师

world.onPlayerJoin(async({ entity })=> {

    //设置视角

    entity.player.cameraMode = "relative"

    entity.player.cameraTarget.y = 1

    entity.player.cameraPosition.set(0, 0, -20)//3个数随便调,假设是a1,a2,a3,那么这一行的意思就是指从x+a1,y+a2,z+a3的地方看你()

    //禁用WS

    entity.player.disableInputDirection = Box3InputDirection.VERTICAL;//这东西是禁止ws的

    entity.player.swapInputDirection = true//把这一行注释了后就可以搞事情了(?)

    //防止移动出错

    entity.player.freezedForwardDirection = new Box3Vector3(1, 0, 0);

})

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azzzz代码师azzzz代码师

来呀,互相伤害

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azzzz代码师azzzz代码师

https://box3.codemao.cn/e/ce531f6b8f65ce6186a2?p=1n3UBJD5vjqqQFh3Q4CxeBp4c2fAWzVnU1Fxrc5XBSA4qKzEePM喵ndWVzdA%3D%3D  

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