further syntax-highlighting and ignore netbeans folder.

This commit is contained in:
walterhiggins 2014-02-04 21:49:12 +00:00
parent f1925efd87
commit 39b459ab7f
6 changed files with 116 additions and 94 deletions

2
.gitignore vendored
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@ -13,3 +13,5 @@ target
build.local.properties build.local.properties
/src/main/javascript/lib/.#tabcomplete.js /src/main/javascript/lib/.#tabcomplete.js
/src/main/javascript/plugins/.#example-1.js /src/main/javascript/plugins/.#example-1.js
/nbproject/private/private.xml
/nbproject/project.xml

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@ -693,29 +693,36 @@ function each time the event is fired.
The following code will print a message on screen every time a block is broken in the game The following code will print a message on screen every time a block is broken in the game
events.on('block.BlockBreakEvent', function(listener, evt){ ```javascript
events.on( 'block.BlockBreakEvent', function( listener, evt ) {
evt.player.sendMessage( evt.player.name + ' broke a block!'); evt.player.sendMessage( evt.player.name + ' broke a block!');
}); } );
```
To handle an event only once and unregister from further events... To handle an event only once and unregister from further events...
events.on('block.BlockBreakEvent', function(listener, evt){ ```javascript
events.on( 'block.BlockBreakEvent', function( listener, evt ) {
evt.player.sendMessage( evt.player.name + ' broke a block!'); evt.player.sendMessage( evt.player.name + ' broke a block!');
evt.handlers.unregister(listener); evt.handlers.unregister( listener );
}); } );
To unregister a listener *outside* of the listener function... To unregister a listener *outside* of the listener function...
var myBlockBreakListener = events.on('block.BlockBreakEvent',function(l,e){ ... }); ```javascript
... var myBlockBreakListener = events.on( 'block.BlockBreakEvent', function( l, e ) { ... } );
var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList(); ...
handlers.unregister(myBlockBreakListener); var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
handlers.unregister(myBlockBreakListener);
```
To listen for events using a full class name as the `eventName` parameter... To listen for events using a full class name as the `eventName` parameter...
events.on(org.bukkit.event.block.BlockBreakEvent, function(listener, evt){ ```javascript
events.on( org.bukkit.event.block.BlockBreakEvent, function( listener, evt ) {
evt.player.sendMessage( evt.player.name + ' broke a block!'); evt.player.sendMessage( evt.player.name + ' broke a block!');
}); } );
```
[buk2]: http://wiki.bukkit.org/Event_API_Reference [buk2]: http://wiki.bukkit.org/Event_API_Reference
[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html [buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
@ -950,29 +957,30 @@ an interactive sign.
##### plugins/signs/time-of-day.js ##### plugins/signs/time-of-day.js
var utils = require('utils'), ```javascript
var utils = require('utils'),
signs = require('signs'); signs = require('signs');
var onTimeChoice = function(event){ var onTimeChoice = function(event){
var selectedIndex = event.number; var selectedIndex = event.number;
// convert to Minecraft time 0 = Dawn, 6000 = midday, 12000 = dusk, 18000 = midnight // convert to Minecraft time 0 = Dawn, 6000 = midday, 12000 = dusk, 18000 = midnight
var time = selectedIndex * 6000; var time = selectedIndex * 6000;
event.player.location.world.setTime(time); event.player.location.world.setTime(time);
}; };
// signs.menu returns a function which can be called for one or more signs in the game. // signs.menu returns a function which can be called for one or more signs in the game.
var convertToTimeMenu = signs.menu('Time of Day', var convertToTimeMenu = signs.menu('Time of Day',
['Dawn', 'Midday', 'Dusk', 'Midnight'], ['Dawn', 'Midday', 'Dusk', 'Midnight'],
onTimeChoice); onTimeChoice);
exports.time_sign = function( player ){ exports.time_sign = function( player ){
var sign = signs.getTargetedBy(player); var sign = signs.getTargetedBy(player);
if (!sign){ if ( !sign ) {
throw new Error('You must look at a sign'); throw new Error('You must look at a sign');
} }
convertToTimeMenu(sign); convertToTimeMenu(sign);
}; };
```
To use the above function at the in-game prompt, look at an existing To use the above function at the in-game prompt, look at an existing
sign and type... sign and type...
@ -990,13 +998,15 @@ the entity has targeted. It is a utility function for use by plugin authors.
#### Example #### Example
var signs = require('signs'), ```javascript
var signs = require('signs'),
utils = require('utils'); utils = require('utils');
var player = utils.player('tom1234'); var player = utils.player('tom1234');
var sign = signs.getTargetedBy( player ); var sign = signs.getTargetedBy( player );
if (!sign){ if ( !sign ) {
player.sendMessage('Not looking at a sign'); player.sendMessage('Not looking at a sign');
} }
```
[buksign]: http://jd.bukkit.org/dev/apidocs/org/bukkit/block/Sign.html [buksign]: http://jd.bukkit.org/dev/apidocs/org/bukkit/block/Sign.html

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@ -765,7 +765,7 @@ loop. The following `while` loop counts to 100...
```javascript ```javascript
var i = 1; var i = 1;
while (i <= 100){ while ( i <= 100 ) {
console.log( i ); console.log( i );
i = i + 1; i = i + 1;
} }
@ -892,12 +892,12 @@ type the following...
```javascript ```javascript
var myskyscraper = function(floors) { var myskyscraper = function(floors) {
if (typeof floors == 'undefined'){ var i ;
if ( typeof floors == 'undefined' ) {
floors = 10; floors = 10;
} }
this.chkpt('myskyscraper'); // saves the drone position so it can return there later this.chkpt('myskyscraper'); // saves the drone position so it can return there later
for (var i = 0; i < floors; i++) for ( i = 0; i < floors; i++ ) {
{
this.box(blocks.iron,20,1,20) this.box(blocks.iron,20,1,20)
.up() .up()
.box0(blocks.glass_pane,20,3,20) .box0(blocks.glass_pane,20,3,20)

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@ -730,7 +730,7 @@ loop. The following `while` loop counts to 100...
```javascript ```javascript
var i = 1; var i = 1;
while (i <= 100){ while ( i <= 100 ) {
console.log( i ); console.log( i );
i = i + 1; i = i + 1;
} }
@ -857,12 +857,12 @@ type the following...
```javascript ```javascript
var myskyscraper = function(floors) { var myskyscraper = function(floors) {
if (typeof floors == 'undefined'){ var i ;
if ( typeof floors == 'undefined' ) {
floors = 10; floors = 10;
} }
this.chkpt('myskyscraper'); // saves the drone position so it can return there later this.chkpt('myskyscraper'); // saves the drone position so it can return there later
for (var i = 0; i < floors; i++) for ( i = 0; i < floors; i++ ) {
{
this.box(blocks.iron,20,1,20) this.box(blocks.iron,20,1,20)
.up() .up()
.box0(blocks.glass_pane,20,3,20) .box0(blocks.glass_pane,20,3,20)

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@ -46,29 +46,36 @@ function each time the event is fired.
The following code will print a message on screen every time a block is broken in the game The following code will print a message on screen every time a block is broken in the game
events.on('block.BlockBreakEvent', function(listener, evt){ ```javascript
events.on( 'block.BlockBreakEvent', function( listener, evt ) {
evt.player.sendMessage( evt.player.name + ' broke a block!'); evt.player.sendMessage( evt.player.name + ' broke a block!');
}); } );
```
To handle an event only once and unregister from further events... To handle an event only once and unregister from further events...
events.on('block.BlockBreakEvent', function(listener, evt){ ```javascript
events.on( 'block.BlockBreakEvent', function( listener, evt ) {
evt.player.sendMessage( evt.player.name + ' broke a block!'); evt.player.sendMessage( evt.player.name + ' broke a block!');
evt.handlers.unregister(listener); evt.handlers.unregister( listener );
}); } );
To unregister a listener *outside* of the listener function... To unregister a listener *outside* of the listener function...
var myBlockBreakListener = events.on('block.BlockBreakEvent',function(l,e){ ... }); ```javascript
... var myBlockBreakListener = events.on( 'block.BlockBreakEvent', function( l, e ) { ... } );
var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList(); ...
handlers.unregister(myBlockBreakListener); var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
handlers.unregister(myBlockBreakListener);
```
To listen for events using a full class name as the `eventName` parameter... To listen for events using a full class name as the `eventName` parameter...
events.on(org.bukkit.event.block.BlockBreakEvent, function(listener, evt){ ```javascript
events.on( org.bukkit.event.block.BlockBreakEvent, function( listener, evt ) {
evt.player.sendMessage( evt.player.name + ' broke a block!'); evt.player.sendMessage( evt.player.name + ' broke a block!');
}); } );
```
[buk2]: http://wiki.bukkit.org/Event_API_Reference [buk2]: http://wiki.bukkit.org/Event_API_Reference
[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html [buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html

View file

@ -38,29 +38,30 @@ an interactive sign.
##### plugins/signs/time-of-day.js ##### plugins/signs/time-of-day.js
var utils = require('utils'), ```javascript
var utils = require('utils'),
signs = require('signs'); signs = require('signs');
var onTimeChoice = function(event){ var onTimeChoice = function(event){
var selectedIndex = event.number; var selectedIndex = event.number;
// convert to Minecraft time 0 = Dawn, 6000 = midday, 12000 = dusk, 18000 = midnight // convert to Minecraft time 0 = Dawn, 6000 = midday, 12000 = dusk, 18000 = midnight
var time = selectedIndex * 6000; var time = selectedIndex * 6000;
event.player.location.world.setTime(time); event.player.location.world.setTime(time);
}; };
// signs.menu returns a function which can be called for one or more signs in the game. // signs.menu returns a function which can be called for one or more signs in the game.
var convertToTimeMenu = signs.menu('Time of Day', var convertToTimeMenu = signs.menu('Time of Day',
['Dawn', 'Midday', 'Dusk', 'Midnight'], ['Dawn', 'Midday', 'Dusk', 'Midnight'],
onTimeChoice); onTimeChoice);
exports.time_sign = function( player ){ exports.time_sign = function( player ){
var sign = signs.getTargetedBy(player); var sign = signs.getTargetedBy(player);
if (!sign){ if ( !sign ) {
throw new Error('You must look at a sign'); throw new Error('You must look at a sign');
} }
convertToTimeMenu(sign); convertToTimeMenu(sign);
}; };
```
To use the above function at the in-game prompt, look at an existing To use the above function at the in-game prompt, look at an existing
sign and type... sign and type...
@ -78,13 +79,15 @@ the entity has targeted. It is a utility function for use by plugin authors.
#### Example #### Example
var signs = require('signs'), ```javascript
var signs = require('signs'),
utils = require('utils'); utils = require('utils');
var player = utils.player('tom1234'); var player = utils.player('tom1234');
var sign = signs.getTargetedBy( player ); var sign = signs.getTargetedBy( player );
if (!sign){ if ( !sign ) {
player.sendMessage('Not looking at a sign'); player.sendMessage('Not looking at a sign');
} }
```
[buksign]: http://jd.bukkit.org/dev/apidocs/org/bukkit/block/Sign.html [buksign]: http://jd.bukkit.org/dev/apidocs/org/bukkit/block/Sign.html