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@ -123,7 +123,7 @@ As of December 24 2013, the `scriptcraft/plugins` directory has the following su
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* arrows - The arrows module - Changes the behaviour of Arrows: Explosive, Fireworks, Teleportation etc.
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* signs - The signs module (includes example signs) - create interactive signs.
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* chat - The chat plugin/module
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* alias - The alias plugin/module - for creating custom aliases for commonly used commands.
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* alias - The alias plugin/module - for creating custom aliases for commonly-used commands.
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* home - The home module - for setting homes and visiting other homes.
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## Global variables
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@ -137,10 +137,7 @@ The ScriptCraft JavaPlugin object.
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The Minecraft Server object
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### self variable
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The current player. (Note - this value should not be used in
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multi-threaded scripts or event-handling code - it's not
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thread-safe). This variable is only safe to use at the in-game prompt
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and should *never* be used in modules. For example you can use it here...
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The current player. (Note - this value should not be used in multi-threaded scripts or event-handling code - it's not thread-safe). This variable is only safe to use at the in-game prompt and should *never* be used in modules. For example you can use it here...
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/js console.log(self.name)
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@ -169,9 +166,7 @@ ScripCraft provides some global functions which can be used by all plugins/modul
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### echo function
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The `echo()` function displays a message on the in-game screen. The
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message is displayed to the `self` player (this is usually the player
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who issued the `/js` or `/jsp` command).
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The `echo()` function displays a message on the in-game screen. The message is displayed to the `self` player (this is usually the player who issued the `/js` or `/jsp` command).
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#### Example
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@ -183,19 +178,13 @@ e.g. `alert('Hello World')`.
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#### Notes
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The `echo` and `alert` functions are provided as convenience functions
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for beginning programmers. The use of these 2 functions is not
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recommended in event-handling code or multi-threaded code. In such
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cases, if you want to send a message to a given player then use the
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Bukkit API's [Player.sendMessage()][plsm] function instead.
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The `echo` and `alert` functions are provided as convenience functions for beginning programmers. The use of these 2 functions is not recommended in event-handling code or multi-threaded code. In such cases, if you want to send a message to a given player then use the Bukkit API's [Player.sendMessage()][plsm] function instead.
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[plsm]: http://jd.bukkit.org/dev/apidocs/org/bukkit/command/CommandSender.html#sendMessage(java.lang.String)
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### require() function
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ScriptCraft's `require()` function is used to load modules. The
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`require()` function takes a module name as a parameter and will try
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to load the named module.
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ScriptCraft's `require()` function is used to load modules. The `require()` function takes a module name as a parameter and will try to load the named module.
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#### Parameters
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@ -303,48 +292,35 @@ ScriptCraft Plugin][anatomy].
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### command() function
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The `command()` function is used to expose javascript functions for
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use by non-operators (regular players). Only operators should be
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allowed use raw javascript using the `/js ` command because it is too
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powerful for use by regular players and can be easily abused. However,
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the `/jsp ` command lets you (the operator / server administrator /
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plugin author) safely expose javascript functions for use by players.
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The `command()` function is used to expose javascript functions for use by non-operators (regular players). Only operators should be allowed use raw javascript using the `/js ` command because it is too powerful for use by regular players and can be easily abused. However, the `/jsp ` command lets you (the operator / server administrator / plugin author) safely expose javascript functions for use by players.
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#### Parameters
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* commandName : The name to give your command - the command will
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be invoked like this by players `/jsp commandName`
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* commandFunction: The javascript function which will be invoked when
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the command is invoked by a player. The callback function in turn
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takes 2 parameters...
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* commandFunction: The named javascript function which will be invoked when the command is invoked by a player. The name of the function will be used as the command name so name this function accordingly. The callback function in turn takes 2 parameters...
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* params : An Array of type String - the list of parameters
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passed to the command.
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* sender : The [CommandSender][bukcs] object that invoked the
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command (this is usually a Player object but can be a Block
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([BlockCommandSender][bukbcs]).
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* params : An Array of type String - the list of parameters passed to the command.
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* sender : The [CommandSender][bukcs] object that invoked the command (this is usually a Player object but can be a Block ([BlockCommandSender][bukbcs]).
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* options (Array - optional) : An array of command options/parameters
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which the player can supply (It's useful to supply an array so that
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Tab-Completion works for the `/jsp ` commands.
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* intercepts (boolean - optional) : Indicates whether this command
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can intercept Tab-Completion of the `/jsp ` command - advanced
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usage - see alias/alias.js for example.
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* options (Array - optional) : An array of command options/parameters which the player can supply (It's useful to supply an array so that Tab-Completion works for the `/jsp ` commands.
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* intercepts (boolean - optional) : Indicates whether this command can intercept Tab-Completion of the `/jsp ` command - advanced usage - see alias/alias.js for example.
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#### Example
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See chat/colors.js or alias/alias.js or homes/homes.js for examples of
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how to use the `command()` function.
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// javascript code
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function boo( params, sender) {
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sender.sendMessage( params[0] );
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}
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command( boo );
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# in-game execution
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/jsp boo Hi!
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> Hi!
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See chat/colors.js or alias/alias.js or homes/homes.js for more examples of how to use the `command()` function.
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### setTimeout() function
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This function mimics the setTimeout() function used in browser-based
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javascript. However, the function will only accept a function
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reference, not a string of javascript code. Where setTimeout() in the
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browser returns a numeric value which can be subsequently passed to
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clearTimeout(), This implementation returns a [BukkitTask][btdoc]
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object which can be subsequently passed to ScriptCraft's own
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clearTimeout() implementation.
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This function mimics the setTimeout() function used in browser-based javascript. However, the function will only accept a function reference, not a string of javascript code. Where setTimeout() in the browser returns a numeric value which can be subsequently passed to clearTimeout(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearTimeout() implementation.
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If Node.js supports setTimeout() then it's probably good for ScriptCraft to support it too.
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@ -368,16 +344,9 @@ A scriptcraft implementation of clearTimeout().
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### setInterval() function
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This function mimics the setInterval() function used in browser-based
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javascript. However, the function will only accept a function
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reference, not a string of javascript code. Where setInterval() in
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the browser returns a numeric value which can be subsequently passed
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to clearInterval(), This implementation returns a [BukkitTask][btdoc]
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object which can be subsequently passed to ScriptCraft's own
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clearInterval() implementation.
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This function mimics the setInterval() function used in browser-based javascript. However, the function will only accept a function reference, not a string of javascript code. Where setInterval() in the browser returns a numeric value which can be subsequently passed to clearInterval(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearInterval() implementation.
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If Node.js supports setInterval() then it's probably good for
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ScriptCraft to support it too.
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If Node.js supports setInterval() then it's probably good for ScriptCraft to support it too.
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[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
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@ -387,9 +356,7 @@ A scriptcraft implementation of clearInterval().
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### refresh() function
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The refresh() function can be used to only reload the ScriptCraft
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plugin (it's like the `reload` command except it only reloads
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ScriptCraft). The refresh() function will ...
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The refresh() function can be used to only reload the ScriptCraft plugin (it's like the `reload` command except it only reloads ScriptCraft). The refresh() function will ...
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1. Disable the ScriptCraft plugin.
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2. Unload all event listeners associated with the ScriptCraft plugin.
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@ -402,14 +369,9 @@ See [issue #69][issue69] for more information.
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### addUnloadHandler() function
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The addUnloadHandler() function takes a callback function as a
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parameter. The callback will be called when the ScriptCraft plugin is
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unloaded (usually as a result of a a `reload` command or server
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shutdown).
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The addUnloadHandler() function takes a callback function as a parameter. The callback will be called when the ScriptCraft plugin is unloaded (usually as a result of a a `reload` command or server shutdown).
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This function provides a way for ScriptCraft modules to do any
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required cleanup/housekeeping just prior to the ScriptCraft Plugin
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unloading.
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This function provides a way for ScriptCraft modules to do any required cleanup/housekeeping just prior to the ScriptCraft Plugin unloading.
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***/
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