further syntax-highlighting and ignore netbeans folder.
This commit is contained in:
parent
f1925efd87
commit
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6 changed files with 116 additions and 94 deletions
2
.gitignore
vendored
2
.gitignore
vendored
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@ -13,3 +13,5 @@ target
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build.local.properties
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build.local.properties
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/src/main/javascript/lib/.#tabcomplete.js
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/src/main/javascript/lib/.#tabcomplete.js
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/src/main/javascript/plugins/.#example-1.js
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/src/main/javascript/plugins/.#example-1.js
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/nbproject/private/private.xml
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/nbproject/project.xml
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@ -693,29 +693,36 @@ function each time the event is fired.
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The following code will print a message on screen every time a block is broken in the game
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The following code will print a message on screen every time a block is broken in the game
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events.on('block.BlockBreakEvent', function(listener, evt){
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```javascript
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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events.on( 'block.BlockBreakEvent', function( listener, evt ) {
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});
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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} );
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```
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To handle an event only once and unregister from further events...
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To handle an event only once and unregister from further events...
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events.on('block.BlockBreakEvent', function(listener, evt){
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```javascript
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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events.on( 'block.BlockBreakEvent', function( listener, evt ) {
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evt.handlers.unregister(listener);
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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});
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evt.handlers.unregister( listener );
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} );
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To unregister a listener *outside* of the listener function...
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To unregister a listener *outside* of the listener function...
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var myBlockBreakListener = events.on('block.BlockBreakEvent',function(l,e){ ... });
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```javascript
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...
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var myBlockBreakListener = events.on( 'block.BlockBreakEvent', function( l, e ) { ... } );
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var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
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...
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handlers.unregister(myBlockBreakListener);
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var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
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handlers.unregister(myBlockBreakListener);
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```
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To listen for events using a full class name as the `eventName` parameter...
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To listen for events using a full class name as the `eventName` parameter...
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events.on(org.bukkit.event.block.BlockBreakEvent, function(listener, evt){
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```javascript
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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events.on( org.bukkit.event.block.BlockBreakEvent, function( listener, evt ) {
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});
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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} );
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```
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[buk2]: http://wiki.bukkit.org/Event_API_Reference
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[buk2]: http://wiki.bukkit.org/Event_API_Reference
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[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
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[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
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@ -950,29 +957,30 @@ an interactive sign.
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##### plugins/signs/time-of-day.js
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##### plugins/signs/time-of-day.js
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var utils = require('utils'),
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```javascript
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signs = require('signs');
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var utils = require('utils'),
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signs = require('signs');
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var onTimeChoice = function(event){
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var onTimeChoice = function(event){
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var selectedIndex = event.number;
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var selectedIndex = event.number;
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// convert to Minecraft time 0 = Dawn, 6000 = midday, 12000 = dusk, 18000 = midnight
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// convert to Minecraft time 0 = Dawn, 6000 = midday, 12000 = dusk, 18000 = midnight
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var time = selectedIndex * 6000;
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var time = selectedIndex * 6000;
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event.player.location.world.setTime(time);
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event.player.location.world.setTime(time);
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};
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};
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// signs.menu returns a function which can be called for one or more signs in the game.
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// signs.menu returns a function which can be called for one or more signs in the game.
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var convertToTimeMenu = signs.menu('Time of Day',
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var convertToTimeMenu = signs.menu('Time of Day',
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['Dawn', 'Midday', 'Dusk', 'Midnight'],
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['Dawn', 'Midday', 'Dusk', 'Midnight'],
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onTimeChoice);
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onTimeChoice);
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exports.time_sign = function( player ){
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exports.time_sign = function( player ){
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var sign = signs.getTargetedBy(player);
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var sign = signs.getTargetedBy(player);
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if ( !sign ) {
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if (!sign){
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throw new Error('You must look at a sign');
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throw new Error('You must look at a sign');
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}
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}
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convertToTimeMenu(sign);
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convertToTimeMenu(sign);
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};
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};
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```
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To use the above function at the in-game prompt, look at an existing
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To use the above function at the in-game prompt, look at an existing
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sign and type...
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sign and type...
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@ -990,13 +998,15 @@ the entity has targeted. It is a utility function for use by plugin authors.
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#### Example
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#### Example
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var signs = require('signs'),
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```javascript
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utils = require('utils');
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var signs = require('signs'),
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var player = utils.player('tom1234');
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utils = require('utils');
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var sign = signs.getTargetedBy( player );
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var player = utils.player('tom1234');
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if (!sign){
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var sign = signs.getTargetedBy( player );
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player.sendMessage('Not looking at a sign');
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if ( !sign ) {
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}
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player.sendMessage('Not looking at a sign');
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}
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```
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[buksign]: http://jd.bukkit.org/dev/apidocs/org/bukkit/block/Sign.html
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[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...
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```javascript
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```javascript
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var i = 1;
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var i = 1;
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while (i <= 100){
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while ( i <= 100 ) {
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console.log( i );
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console.log( i );
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i = i + 1;
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i = i + 1;
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}
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}
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@ -892,12 +892,12 @@ type the following...
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```javascript
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```javascript
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var myskyscraper = function(floors) {
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var myskyscraper = function(floors) {
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if (typeof floors == 'undefined'){
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var i ;
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if ( typeof floors == 'undefined' ) {
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floors = 10;
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floors = 10;
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}
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}
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this.chkpt('myskyscraper'); // saves the drone position so it can return there later
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this.chkpt('myskyscraper'); // saves the drone position so it can return there later
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for (var i = 0; i < floors; i++)
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for ( i = 0; i < floors; i++ ) {
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{
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this.box(blocks.iron,20,1,20)
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this.box(blocks.iron,20,1,20)
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.up()
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.up()
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.box0(blocks.glass_pane,20,3,20)
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.box0(blocks.glass_pane,20,3,20)
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8
src/docs/templates/ypgpm.md
vendored
8
src/docs/templates/ypgpm.md
vendored
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@ -730,7 +730,7 @@ loop. The following `while` loop counts to 100...
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```javascript
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```javascript
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var i = 1;
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var i = 1;
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while (i <= 100){
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while ( i <= 100 ) {
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console.log( i );
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console.log( i );
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i = i + 1;
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i = i + 1;
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}
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}
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@ -857,12 +857,12 @@ type the following...
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```javascript
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```javascript
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var myskyscraper = function(floors) {
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var myskyscraper = function(floors) {
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if (typeof floors == 'undefined'){
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var i ;
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if ( typeof floors == 'undefined' ) {
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floors = 10;
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floors = 10;
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}
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}
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this.chkpt('myskyscraper'); // saves the drone position so it can return there later
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this.chkpt('myskyscraper'); // saves the drone position so it can return there later
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for (var i = 0; i < floors; i++)
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for ( i = 0; i < floors; i++ ) {
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{
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this.box(blocks.iron,20,1,20)
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this.box(blocks.iron,20,1,20)
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.up()
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.up()
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.box0(blocks.glass_pane,20,3,20)
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.box0(blocks.glass_pane,20,3,20)
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@ -46,29 +46,36 @@ function each time the event is fired.
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The following code will print a message on screen every time a block is broken in the game
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The following code will print a message on screen every time a block is broken in the game
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events.on('block.BlockBreakEvent', function(listener, evt){
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```javascript
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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events.on( 'block.BlockBreakEvent', function( listener, evt ) {
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});
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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} );
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```
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To handle an event only once and unregister from further events...
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To handle an event only once and unregister from further events...
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events.on('block.BlockBreakEvent', function(listener, evt){
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```javascript
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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events.on( 'block.BlockBreakEvent', function( listener, evt ) {
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evt.handlers.unregister(listener);
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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});
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evt.handlers.unregister( listener );
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} );
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To unregister a listener *outside* of the listener function...
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To unregister a listener *outside* of the listener function...
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var myBlockBreakListener = events.on('block.BlockBreakEvent',function(l,e){ ... });
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```javascript
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...
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var myBlockBreakListener = events.on( 'block.BlockBreakEvent', function( l, e ) { ... } );
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var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
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...
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handlers.unregister(myBlockBreakListener);
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var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
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handlers.unregister(myBlockBreakListener);
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```
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To listen for events using a full class name as the `eventName` parameter...
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To listen for events using a full class name as the `eventName` parameter...
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events.on(org.bukkit.event.block.BlockBreakEvent, function(listener, evt){
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```javascript
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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events.on( org.bukkit.event.block.BlockBreakEvent, function( listener, evt ) {
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});
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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} );
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```
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[buk2]: http://wiki.bukkit.org/Event_API_Reference
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[buk2]: http://wiki.bukkit.org/Event_API_Reference
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[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
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[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
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@ -38,29 +38,30 @@ an interactive sign.
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##### plugins/signs/time-of-day.js
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##### plugins/signs/time-of-day.js
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var utils = require('utils'),
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```javascript
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signs = require('signs');
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var utils = require('utils'),
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signs = require('signs');
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var onTimeChoice = function(event){
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var onTimeChoice = function(event){
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var selectedIndex = event.number;
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var selectedIndex = event.number;
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// convert to Minecraft time 0 = Dawn, 6000 = midday, 12000 = dusk, 18000 = midnight
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// convert to Minecraft time 0 = Dawn, 6000 = midday, 12000 = dusk, 18000 = midnight
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var time = selectedIndex * 6000;
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var time = selectedIndex * 6000;
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event.player.location.world.setTime(time);
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event.player.location.world.setTime(time);
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};
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};
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// signs.menu returns a function which can be called for one or more signs in the game.
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// signs.menu returns a function which can be called for one or more signs in the game.
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var convertToTimeMenu = signs.menu('Time of Day',
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var convertToTimeMenu = signs.menu('Time of Day',
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['Dawn', 'Midday', 'Dusk', 'Midnight'],
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['Dawn', 'Midday', 'Dusk', 'Midnight'],
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onTimeChoice);
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onTimeChoice);
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exports.time_sign = function( player ){
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exports.time_sign = function( player ){
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var sign = signs.getTargetedBy(player);
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var sign = signs.getTargetedBy(player);
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if ( !sign ) {
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if (!sign){
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throw new Error('You must look at a sign');
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throw new Error('You must look at a sign');
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}
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}
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convertToTimeMenu(sign);
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convertToTimeMenu(sign);
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};
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};
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```
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To use the above function at the in-game prompt, look at an existing
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To use the above function at the in-game prompt, look at an existing
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sign and type...
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sign and type...
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@ -78,13 +79,15 @@ the entity has targeted. It is a utility function for use by plugin authors.
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#### Example
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#### Example
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var signs = require('signs'),
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```javascript
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utils = require('utils');
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var signs = require('signs'),
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var player = utils.player('tom1234');
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utils = require('utils');
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var sign = signs.getTargetedBy( player );
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var player = utils.player('tom1234');
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if (!sign){
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var sign = signs.getTargetedBy( player );
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player.sendMessage('Not looking at a sign');
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if ( !sign ) {
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}
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player.sendMessage('Not looking at a sign');
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}
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```
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[buksign]: http://jd.bukkit.org/dev/apidocs/org/bukkit/block/Sign.html
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[buksign]: http://jd.bukkit.org/dev/apidocs/org/bukkit/block/Sign.html
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