directory reorg - moving non-core javascript files to examples directory

This commit is contained in:
walterhiggins 2013-01-01 20:33:59 +00:00
parent 718475d7b0
commit 5218f66659
8 changed files with 206 additions and 0 deletions

52
example_scripts/castle.js Normal file
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load($SCRIPT_DIR + "/fort.js");
//
// a castle is just a big wide fort with 4 taller forts at each corner
//
function castle (side, height, drone)
{
//
// use sensible default parameter values
// if no parameters are supplied
//
if (typeof drone == "undefined")
drone = new Drone();
if (typeof side == "undefined")
side = 24;
if (typeof height == "undefined")
height = 10;
if (height < 8 || side < 20)
throw new java.lang.RuntimeException("Castles must be at least 20 wide X 8 tall");
//
// remember where the drone is so it can return 'home'
//
drone.chkpt('castle');
//
// how big the towers at each corner will be...
//
var towerSide = 10;
var towerHeight = height+4;
//
// the main castle building will be front and right of the first tower
//
drone.fwd(towerSide/2).right(towerSide/2);
//
// the castle is really just a big fort with 4 smaller 'tower' forts at each corner
//
drone = fort(side,height,drone);
//
// move back to start position
//
drone.move('castle');
//
// now place 4 towers at each corner (each tower is another fort)
//
for (var corner = 0; corner < 4; corner++)
{
// construct a 'tower' fort
fort(towerSide,towerHeight,drone);
// move forward the length of the castle then turn right
drone.fwd(side+towerSide-1).turn();
}
return drone.move('castle');
}

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//
// need to use the drone module to create buildings easily
// it can be done using calls to putBlock(), putSign(), getPlayerPos() and getMousePos()
// but it's easier to use the Drone class
// $SCRIPT_DIR is a special javascript variable whose value is the directory where the
// current script resides.
// $SCRIPT is a special javascript variable whose value is the full name of the current script.
//
var scriptDir = $SCRIPT_DIR;
load(scriptDir + "/drone.js"); // assumes cottage.js and drone.js are in same directory
//
// usage:
// [1] to build a cottage at the player's current location or the cross-hairs location...
//
// /js cottage();
//
// [2] to build a cottage using an existing drone...
//
// /js cottage(drone);
//
function cottage(/* optional */ drone)
{
if (typeof drone == "undefined"){
drone = new Drone();
}
drone.chkpt('cottage')
.box0(48,7,2,6) // 4 walls
.right(3).door() // door front and center
.up(1).left(2).box(102) // windows to left and right
.right(4).box(102)
.left(5).up().prism0(53,7,6);
//
// put up a sign near door.
//
drone.down().right(4).sign(["Home","Sweet","Home"],68);
return drone.move('cottage');
};
//
// a more complex script that builds an tree-lined avenue with
// cottages on both sides.
//
function cottage_road(numberCottages,/* optional */ drone)
{
if (typeof numberCottages == "undefined"){
numberCottages = 6;
}
if (typeof drone == "undefined"){
drone = new Drone();
}
var i=0, distanceBetweenTrees = 11;
//
// step 1 build the road.
//
var cottagesPerSide = Math.floor(numberCottages/2);
drone
.chkpt("cottage_road") // make sure the drone's state is saved.
.box(43,3,1,cottagesPerSide*(distanceBetweenTrees+1)) // build the road
.up().right() // now centered in middle of road
.chkpt("cr"); // will be returning to this position later
//
// step 2 line the road with trees
//
for (; i < cottagesPerSide+1;i++){
drone
.left(5).oak()
.right(10).oak()
.left(5) // return to middle of road
.fwd(distanceBetweenTrees+1); // move forward.
}
drone.move("cr").back(6); // move back 1/2 the distance between trees
// this function builds a path leading to a cottage.
function pathAndCottage(d){
return cottage(d.down().box(43,1,1,5).fwd(5).left(3).up());
};
//
// step 3 build cottages on each side
//
for (i = 0;i < cottagesPerSide; i++)
{
drone.fwd(distanceBetweenTrees+1).chkpt("r"+i);
// build cottage on left
pathAndCottage(drone.turn(3)).move("r"+i);
// build cottage on right
pathAndCottage(drone.turn()).move("r"+i);
}
// return drone to where it was at start of function
return drone.move("cottage_road");
}

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load($SCRIPT_DIR + "/drone.js");
//
// constructs a medieval fort
//
function fort(side, height, drone)
{
if (typeof drone == "undefined")
drone = new Drone();
if (typeof side == "undefined")
side = 18;
if (typeof height == "undefined")
height = 6;
if (height < 4 || side < 10)
throw new java.lang.RuntimeException("Forts must be at least 9 wide X 4 tall");
// make sure side is even
if (side%2)
side++;
var brick = 98;
//
// build walls.
//
drone.chkpt('fort').box0(brick,side,height-1,side);
//
// build turrets
//
drone.up(height-1);
for (i = 0;i <= 3;i++){
var turret = [];
drone.box(brick) // solid brick corners
.up().box('50:5').down() // light a torch on each corner
.fwd();
turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[drone.dir]);
turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[(drone.dir+2)%4]);
drone.box(turret,1,1,side-2).fwd(side-2).turn();
}
//
// build battlements
//
drone.move('fort');
drone.up(height-2).fwd().right().box('44:5',side-2,1,side-2);
var battlementWidth = 3;
if (side <= 12)
battlementWidth = 2;
drone.fwd(battlementWidth).right(battlementWidth)
.box(0,side-((1+battlementWidth)*2),1,side-((1+battlementWidth)*2));
//
// add door
//
var torch = '50:' + Drone.PLAYER_TORCH_FACING[drone.dir];
drone.move('fort').right((side/2)-1).door2() // double doors
.back().left().up().box(torch) // left torch
.right(3).box(torch); // right torch
//
// add ladder up to battlements
//
var ladder = '65:' + Drone.PLAYER_SIGN_FACING[(drone.dir+2)%4];
drone.move('fort').right((side/2)-3).fwd(1) // move inside fort
.box(ladder, 1,height-1,1);
return drone.move('fort');
};

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