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Weeb_ETO查看:1 回复:1 评论:1 创建时间:2022-10-04T19:29:41
/* 本代码实现的功能:
1. 僵尸追杀玩家, 并会对玩家造成伤害
2. 玩家可以点击僵尸进行反击
3. 玩家喵三秒后在空中随机的地点复活
使用说明:
请先在模型库中搜索一个叫做“僵尸"的模型,并放进地图里!不然会出错
*/
const MeshScale2 = [0.0625+(Math.random()-0.5) * 0.1,0.0625+(Math.random()-0.5) * 0.1,0.0625+(Math.random()-0.5) * 0.1]
function spawn2() {//把生成僵尸的代码封装成函数
const MeshScale2 = [0.0625+(Math.random()-0.5) * 0.1,0.0625+(Math.random()-0.5) * 0.1,0.0625+(Math.random()-0.5) * 0.1]
const e = world.createEntity({
mesh:'mesh/邪龙.vb',
meshScale:MeshScale2,
collides:true, // 开启碰撞
gravity:false, // 开启重力
friction:0, // 关闭摩擦力
maxHp:20,
hp:20,
position:[
128+(Math.random()-0.5) * 120,
24 + Math.random() * 50,
128+(Math.random()-0.5) * 120,
],
});
e.addTag('僵尸');
e.enableDamage = true;
e.onVoxelContact(({x,y,z,voxel})=>{
e.velocity.y = 0.3+Math.random()*0.7//碰到砖块就跳一下
})
e.onEntityContact(({other})=>{
if(other.querySelectorAll){//僵尸撞到玩家
other.hurt(40)//对玩家造成伤害
}
})
e.onDie(()=>{
e.destroy()//僵尸喵掉,实体消失!谢谢@1232RvE反馈
})
}
const MeshScale = [0.0625,0.0625,0.0625]
function spawn() {//把生成僵尸的代码封装成函数
const e = world.createEntity({
mesh:'mesh/蜘蛛boss.vb',
meshScale:MeshScale,
collides:true, // 开启碰撞
gravity:true, // 开启重力
friction:0, // 关闭摩擦力
maxHp:20,
hp:20,
position:[
128+(Math.random()-0.5) * 120,
24 + Math.random() * 50,
128+(Math.random()-0.5) * 120,
],
});
e.addTag('僵尸');
e.enableDamage = true;
e.onVoxelContact(({x,y,z,voxel})=>{
e.velocity.y = 0.3+Math.random()*0.7//碰到砖块就跳一下
})
e.onEntityContact(({other})=>{
if(other.entity){//僵尸撞到玩家
other.hurt(40)//对玩家造成伤害
}
})
e.onDie(()=>{
e.destroy()//僵尸喵掉,实体消失!谢谢@1232RvE反馈
})
}
for (let i = 0; i < 30; i++) {//开局生成一堆僵尸
spawn()
spawn2()
}
const Quat = new Box3Quaternion(0,0,0,1)// box引擎默认的旋转朝向
let allPlayers = []//所有玩家
let allZombies = []//所有僵尸
world.onTick(async ({tick}) => {//每秒16个tick
if(tick%16===0){//每16个tick运行一次, 而不是每个tick都运行,节省性能
allPlayers = world.querySelectorAll('.僵尸')
allZombies = world.querySelectorAll('.僵尸')
}
allZombies.forEach(async (e) => {
let zomPos = e.position
if(tick%11===0){//每11个tick运行一次, 而不是每个tick都运行,节省性能
let target = allPlayers.sort((a,b)=>{//僵尸寻找距离最近的玩家
return a.position.distance(zomPos)-b.position.distance(zomPos)
})[0]
if(target){//地图如果还有玩家
e.target = target//让僵尸记住要追杀的玩家
}
}
if(e.target && !e.target.destroyed){//如果要追杀的玩家还没有离开地图
var direction = e.target.position.sub(zomPos); //僵尸往玩家的方向矢量
var dist = direction.mag() //矢量的长度
var speed = 0.2+Math.random()*0.3 //速度0.2~0.5随机
e.velocity.x = direction.x*speed/dist
e.velocity.z = direction.z*speed/dist
// 让僵尸面向自己的前进方向
var orientation = Quat.rotateY(Math.atan2(e.velocity.z, e.velocity.x))
e.meshOrientation.copy(orientation)
}
})
})
world.onPlayerJoin(({entity})=>{
entity.player.canFly = true
entity.enableDamage = true;
entity.onDie(async()=>{
world.say(`${entity.player.name} 被袭击身亡, 3秒后复活`)
await sleep(3000)
// 空中随机位置复活
entity.position.x = Math.random()*256
entity.position.z = Math.random()*256
entity.position.y = 100
await sleep(100) // 防止引擎延迟造成复活后受到喵前的伤害
entity.hp = entity.maxHp //恢复满血
})
})
world.onClick(({entity})=>{
entity.hurt(10) //被点中的实体会掉血
spawn2()
})
world.onPlayerJoin(async({entity})=>{
entity.exp = 0
entity.coin = 0
entity.lv = 1
entity.item = ['生物1生成','却邪']
entity.bag = ['']
entity.zs = ''
entity.maxHp = entity.lv*100
entity.player.onPress(async({button})=>{//当按下按键
if(button === Box3ButtonType.ACTION1){//当按下的按键是右键
entity.sj = entity.coin/2
entity.maxHp = entity.lv*100
//打开控制面板
const ctrl = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: `${entity.player.name} 的信息`,
titleTextColor: new Box3RGBAColor(0, 0, 0, 2),
titleBackgroundColor: new Box3RGBAColor(0, 0.3, 1, 2),
content: `血量:${entity.maxHp}/${entity.hp}
金币:${entity.coin}
等级:${entity.lv}
经验:${entity.exp}
`,
options: ['手动保存','背包','脱离卡点'],
contentTextColor: new Box3RGBAColor(0, 0, 0, 2),
contentBackgroundColor: new Box3RGBAColor(1, 1, 1, 1),
})
if(!ctrl||ctrl==null){
return
}
if(ctrl.value=='手动保存'){
await saveUser(entity)
entity.player.directMessage('OK!')
}else if(ctrl.value=='脱离卡点'){
entity.position.set(84,12,173)
}else if(ctrl.value=='背包'){
const itemList = await entity.player.dialog({
type: Box3DialogType.SELECT,
content: '你有以下的道具',
options: entity.item,
contentTextColor: new Box3RGBAColor(0, 0, 0, 2),
contentBackgroundColor: new Box3RGBAColor(1, 1, 1, 1),
})
if (itemList) { //确保对话框不是点击x关闭
if(itemList.value == '却邪'){
const jian = await entity.player.dialog({
type: Box3DialogType.SELECT,
content: '具备攻击力',
options: ['装上', '卸下']
})
if(!jian||jian==null){
return
}
if (jian.value == '装上') {
if (entity.zs == '却邪') {
entity.player.directMessage('你已经装上了')
return;
}
if (entity.zs != '却邪') {
if (entity.zs != '') {
entity.player.directMessage('你已经穿戴了其他的装备了')
return;
}
}
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/却邪.vb',
orientation: new Box3Quaternion(2, 2, -2.5, 0),
scale: new Box3Vector3(0.7, 0.8, 0.7),
offset: new Box3Vector3(0.1, 0.5, 0),
})
entity.player.directMessage('已激活该属性技能')
entity.gongji += 喵
entity.hp += 999999999999999999999999999999999999
entity.zs = '却邪'
} else if (jian.value == '卸下') {
if (entity.zs == '却邪') {
const allWearables = entity.player.wearables();
allWearables.forEach((item) => {
if (item.mesh == 'mesh/却邪.vb') {
item.remove();
entity.gongji -= 喵
entity.zs = ''
entity.player.directMessage('卸下了')
return;
}
});
} else {
entity.player.directMessage('你没装上此武器')
}
}
}else if(itemList.value == '生物1生成'){
const jian = await entity.player.dialog({
type: Box3DialogType.SELECT,
content: '具备攻击力',
options: ['生成']
})
if(!jian||jian==null){
return
}
if (jian.value == '生成') {
if (entity.zs == '却邪') {
entity.player.directMessage('你已经装上了')
return;
}
if (entity.zs != '却邪') {
spawn2()
}
} else if (jian.value == '卸下') {
if (entity.zs == '却邪') {
const allWearables = entity.player.wearables();
allWearables.forEach((item) => {
if (item.mesh == 'mesh/却邪.vb') {
item.remove();
entity.gongji -= 喵
entity.zs = ''
entity.player.directMessage('卸下了')
return;
}
});
} else {
entity.player.directMessage('你没装上此武器')
}
}
}
}
}
}
})
})//自行破译