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签名:为高考做准备
在 【每日一个岛3建图小技巧】可穿戴设备教程,给自己在地图里换个装吧! 中回复
我又来白喵imgsrc="https://static.codemao.cn/emotion/thunder_monkey/%E9%9B%B7%E7%94%B5%E7%8C%B4-%E6%8D%82%E5%98%B4%E7%AC%91.gif"alt="emotion_雷电猴_捂嘴笑"
2021-08-29T20:21:45 点赞:0
在 【岛3】粒子特效代码破解! 中回复
var canfly = ['填用户名', '','' ] var player_hostory = ['','','','','','','','','','','','','','','','','','','','',] var player_hostory_time=[Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,] var save = world.querySelectorAll('player') world.onPlayerJoin(({ entity }) => { entity.position.set(123, 16.1, 2); }) world.onPlayerJoin(({ entity }) => { if (canfly.includes(entity.player.name)){ Object.assign(entity, { particleRate: 1500, //粒子数量,可更改,越大粒子越多 particleSize: [1.5,1, 1.5, 1, 1.5], //粒子在每个阶段的大小,可更 particleColor: [ //例子在每个阶段的颜色,可更改 new Box3RGBColor(10, 0, 0, 0), //第一阶段 new Box3RGBColor(0, 10, 0, 0), //第二阶段 new Box3RGBColor(0, 0, 10, 0), //第三阶段 new Box3RGBColor(0, 0, 0, 10), //第四阶段 ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(0, 0, 0), }); } }); world.onPlayerJoin(({ entity }) => { if (canfly.includes(entity.player.name)){ Object.assign(entity, { particleRate: 1000, //粒子数量,可更改,越大粒子越多 particleSize: [1.5,1, 1.5, 1, 1.5], //粒子在每个阶段的大小,可更改 particleColor: [ //粒子在每个阶段的颜色,可更改 new Box3RGBColor(10, 0, 0), //第一阶段 new Box3RGBColor(0, 10, 0), //第二阶段 new Box3RGBColor(0, 0, 10), //第三阶段 ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(0, 0, 0), }); } }); 效果
2021-09-05T20:58:37 点赞:0
在 【岛3】粒子特效代码破解! 中回复
var canfly = ['填用户名', '','' ] var player_hostory = ['','','','','','','','','','','','','','','','','','','','',] var player_hostory_time=[Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,] var save = world.querySelectorAll('player') world.onPlayerJoin(({ entity }) => { entity.position.set(123, 16.1, 2); }) world.onPlayerJoin(({ entity }) => { if (canfly.includes(entity.player.name)){ Object.assign(entity, { particleRate: 1500, //粒子数量,可更改,越大粒子越多 particleSize: [1.5,1, 1.5, 1, 1.5], //粒子在每个阶段的大小,可更 particleColor: [ //例子在每个阶段的颜色,可更改 new Box3RGBColor(10, 0, 0, 0), //第一阶段 new Box3RGBColor(0, 10, 0, 0), //第二阶段 new Box3RGBColor(0, 0, 10, 0), //第三阶段 new Box3RGBColor(0, 0, 0, 10), //第四阶段 ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(0, 0, 0), }); } }); world.onPlayerJoin(({ entity }) => { if (canfly.includes(entity.player.name)){ Object.assign(entity, { particleRate: 1000, //粒子数量,可更改,越大粒子越多 particleSize: [1.5,1, 1.5, 1, 1.5], //粒子在每个阶段的大小,可更改 particleColor: [ //粒子在每个阶段的颜色,可更改 new Box3RGBColor(10, 0, 0), //第一阶段 new Box3RGBColor(0, 10, 0), //第二阶段 new Box3RGBColor(0, 0, 10), //第三阶段 ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(0, 0, 0), }); } }); 效果2021-09-05T20:58:57 点赞:0
在 有哪位大佬知道让实体移动的代码怎么写啊? 中回复
//先从模型库搜索"电梯"的模型, 并把它拖入场景中(请自行调用)const 电梯2 = world.querySelector('#电梯2') //获取电梯板实体const 电梯2开始位置 = [58.42, 60.83, 29.78]//电梯的最低位置const 电梯2结束位置 = [22, 60, 29]//电梯的最高位置 const 电梯2播放时间 = 电梯2.animate([// 1+5+1+2=9, 总时间15秒被切成9份 { position: 电梯2开始位置, duration: 0.5 },// 1/9 的时间停留在地面 { position: 电梯2开始位置, duration: 5 },// 5/9 的时间用于地面往楼顶移动 { position: 电梯2结束位置, duration: 0.5 },// 1/9 的时间停留在楼顶 { position: 电梯2结束位置, duration: 5 },// 2/9 的时间从楼顶回到地面], { duration: 16 * 12, //播放一个循环共用时15秒, iterations: Infinity,//动画只播放1次 direction: Box3Ani喵Direction.WRAP,//让动画实体从终点回到起点}) 电梯2播放时间.onReady(() => {//当动画开始播放时 }) 电梯2播放时间.onFinish(() => {//当动画结束播放时 })//万能框架//万能框架
2021-09-11T23:18:43 点赞:0
在 [存档点] 存档点怎么搞 中回复
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"
e.collides = true //开启碰撞
e.fixed = true //固定实体不被推移
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
other.player.directMessage('到达新的存档点') // 给玩家发消息
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.onFluidEnter(() => {
entity.position.copy(entity.player.spawnPoint)//侦测
entity.position.y += 2
entity.player.directMessage(`${entity.player.name}溺水身亡`) // 给玩家发消息
})
})
/*--------------------------------------------------------------------------------------------------------------------------*/
for (const e of world.querySelectorAll('*')) {//遍历所有实体
if (e.id.startsWith('终点-1')) {//如果当前实体名左边部分刚好是"终点"
e.collides = true //开启碰撞
e.fixed = true //固定实体不被推移
e.onEntityContact(({ other }) => { //每当终点碰到另一个实体
if (other.isPlayer) { //另一个实体是玩家
world.say(`${other.player.name} 到了跑酷的终点,让我们恭喜TA`)//向世界广播
if (e.position !== other.player.spawnPoint) {
other.player.directMessage('恭喜你,到了终点,获得了飞行能力,逛一逛地图吧') // 给玩家发消息
other.player.spawnPoint = e.position // 玩家重生点坐标设置成存档点的坐标
}
other.player.canFly = true;
}
})
}
}
/*-----------------------------------------------------------------------------------------------------------*/
2021-09-19T21:06:38 点赞:2
在 【岛3】粒子特效代码破解! 中回复
var canfly = ['填用户名', '','' ] var player_hostory = ['','','','','','','','','','','','','','','','','','','','',] var player_hostory_time=[Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,Infinity,] var save = world.querySelectorAll('player') world.onPlayerJoin(({ entity }) => { entity.position.set(123, 16.1, 2); }) world.onPlayerJoin(({ entity }) => { if (canfly.includes(entity.player.name)){ Object.assign(entity, { particleRate: 1500, //粒子数量,可更改,越大粒子越多 particleSize: [1.5,1, 1.5, 1, 1.5], //粒子在每个阶段的大小,可更 particleColor: [ //例子在每个阶段的颜色,可更改 new Box3RGBColor(10, 0, 0, 0), //第一阶段 new Box3RGBColor(0, 10, 0, 0), //第二阶段 new Box3RGBColor(0, 0, 10, 0), //第三阶段 new Box3RGBColor(0, 0, 0, 10), //第四阶段 ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(0, 0, 0), }); } }); world.onPlayerJoin(({ entity }) => { if (canfly.includes(entity.player.name)){ Object.assign(entity, { particleRate: 1000, //粒子数量,可更改,越大粒子越多 particleSize: [1.5,1, 1.5, 1, 1.5], //粒子在每个阶段的大小,可更改 particleColor: [ //粒子在每个阶段的颜色,可更改 new Box3RGBColor(10, 0, 0), //第一阶段 new Box3RGBColor(0, 10, 0), //第二阶段 new Box3RGBColor(0, 0, 10), //第三阶段 ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(0, 0, 0), }); } }); 效果:2021-09-20T22:33:38 点赞:0
在 在哈哈农场中瞎按了一通键盘,然后························· 中回复
新手:这啥呀,没用
大佬:抄代码中....:你还愣着干啥,抄啊
2021-09-20T22:38:54 点赞:0
在 玩家怎么发射子弹,火球,炮弹之类的实体教程 中回复
for(consteofworld.querySelectorAll('*')){//遍历每个实体e.enableDamage=true//允许这个实体受伤/喵/复活} functionspawnEntity(x,y,z,meshName){ constmeshScale=1/10//默认模型方块大小倍数为地图方块的1/16,看你实体的大小 returnworld.createEntity({ mesh:meshName,//模型名 collides:true,//能碰撞 fixed:false,//固定 gravity:false,//受重力影响 meshScale:[meshScale,meshScale,meshScale],//xyz放大倍数 position:[x,y,z],//位置坐标 }) }world.onPress(({button,entity,raycast})=>{if(button==='action0'){//判断是否按了左键(action1是右键)console.log(`${entity.player.name}按下了左键`);varball=spawnEntity(entity.position.x+raycast.direction.x,entity.position.y+raycast.direction.y,entity.position.z+raycast.direction.z,"mesh/火球.vb");//发射模型的名称ball.velocity.x+=raycast.direction.x*3;ball.velocity.y+=raycast.direction.y*3;ball.velocity.z+=raycast.direction.z*3;//把乘数放大可以让实体飞得更快!注意xyz放大的数都要一样!!!}})
2021-10-19T18:26:31 点赞:0
在 泽莫做过山车 中回复
imgsrc="https://static.codemao.cn/emoji/codemao/%E7%BC%96%E7%A8%8B%E7%8C%AB_%E7%82%B9%E8%B5%9E.gif"alt="emotion_编程猫_点赞"
2021-11-09T14:04:54 点赞:0
在 光轮特效代码大公布 中回复
world.onPress(async ({ entity, button }) => { if (entity.hasTag('999')) { if (entity.wuqi === "光能法杖") { if (button != 'action0') return const round=world.createEntity({ position:entity.position, collides:false, gravity:false, meshColor:new Box3RGBAColor(1,1,1,1), mesh:'mesh/光轮特效.vb' }) var scale=0; function addScale(){ if(round.destroyed)return; scale+=0.005; round.meshScale=new Box3Vector3(scale,0.1,scale); setTimeout(addScale,5) } addScale(); Object.assign(round, { particleRate: 3000, particleSize: [2, 4, 8, 4, 10], particleColor: [ new Box3RGBColor(1, 1, 1), new Box3RGBColor(1, 1, 1), new Box3RGBColor(1, 1, 1), new Box3RGBColor(1, 1, 1), new Box3RGBColor(1, 1, 1), new Box3RGBColor(1,1,1) ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(2, 2, 2), }); setTimeout(()=>{ round.destroy(); },1000) }
} })
真是服了
2021-11-10T09:30:33 点赞:0