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1 changed files with 41 additions and 41 deletions
82
drone.js
82
drone.js
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@ -7,43 +7,43 @@ var global = this;
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// Please read the following section to understand what a Minecraft Drone can do.
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//
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var Drone = {
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//
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// TLDNR; (Just read this if you're impatient)
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// ======
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// At the in-game command prompt type...
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//
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// /js box(5)
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//
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// ... creates a single wooden block at the cross-hairs or player location
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//
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// /js box(5).right(2).box('35:15',3,7,2)
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//
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// ... creates a single wooden block and a 2001 black obelisk 3x7x2 in size.
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// If you want to see what else ScriptCraft's Drone can do, read on...
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//
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// TLDNR; (Just read this if you're impatient)
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// ======
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// At the in-game command prompt type...
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//
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// /js box(5)
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//
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// ... creates a single wooden block at the cross-hairs or player location
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//
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// /js box(5).right(2).box('35:15',3,7,2)
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//
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// ... creates a single wooden block and a 2001 black obelisk 3x7x2 in size.
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// If you want to see what else ScriptCraft's Drone can do, read on...
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//
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// creating a new drone
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// ====================
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//
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// Drones can be created in 3 ways...
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//
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// [1] Calling any one of the methods listed below will return a Drone object. For example...
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//
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// /js var d = box(5)
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//
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// ... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
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// object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
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// of the Drone class's methods are also global functions that return new Drone objects.
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// This is short-hand for creating drones and is useful for playing around with Drones at the in-game
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// command prompt. It's shorter than typing ...
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//
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// /js var d = new Drone().box(5)
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//
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// ... All of the Drone's methods return `this` (self) so you can chain operations together like this...
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//
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// /js var d = box(5).up().box(5,3,1,3).down().fwd(2).box(5).turn().fwd(2).box(5).turn().fwd(2).box(5)
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//
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// [1] Calling any one of the methods listed below will return a Drone object. For example...
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//
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// /js var d = box(5)
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//
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// ... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
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// object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
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// of the Drone class's methods are also global functions that return new Drone objects.
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// This is short-hand for creating drones and is useful for playing around with Drones at the in-game
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// command prompt. It's shorter than typing ...
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//
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// /js var d = new Drone().box(5)
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//
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// ... All of the Drone's methods return `this` (self) so you can chain operations together like this...
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//
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// /js var d = box(5).up().box(5,3,1,3).down().fwd(2).box(5).turn().fwd(2).box(5).turn().fwd(2).box(5)
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//
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// [2] /js d = new Drone()
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//
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//
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// This will create a new Drone. If the cross-hairs are pointing
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// at a block at the time then, that block's location becomes the drone's
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// starting point.
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@ -69,16 +69,16 @@ var Drone = {
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// ... which will move the drone up one block as soon as it's created.
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//
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// [3] d = new Drone(x,y,z,direction)
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//
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//
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// This will create a new Drone at the location you specified using x, y, z
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// In minecraft, the X axis runs west to east and the Z axis runs north to south.
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// The direction parameter says what direction you want the drone to face:
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// 0 = east, 1 = south, 2 = west, 3 = north.
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// If the direction parameter is omitted, the player's direction is used instead.
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//
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// When you load() the drone.js javascript file, a default `drone` Object is created at
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// the cross-hair's or player's location.
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//
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// When you load() the drone.js javascript file, a default `drone` Object is created at
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// the cross-hair's or player's location.
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//
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// movement
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// ========
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//
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@ -401,18 +401,18 @@ var Drone = {
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// for blocks 68 (wall signs) 65 (ladders) 61,62 (furnaces) 23 (dispenser) and 54 (chest)
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Drone.PLAYER_SIGN_FACING = [4,2,5,3];
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Drone.PLAYER_TORCH_FACING = [2,4,1,3];
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//
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// add custom methods to the Drone object using this function
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//
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Drone.extend = function(name, func)
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{
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Drone.prototype[name] = func;
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//
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// add custom methods to the Drone object using this function
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//
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Drone.extend = function(name, func)
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{
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Drone.prototype[name] = func;
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global[name] = function(){
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var result = new Drone();
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result[name].apply(result,arguments);
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return result;
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};
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};
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};
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Drone.prototype.prism0 = function(block,w,d){
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this.prism(block,w,d).fwd().right().prism(0,w-2,d-2).left().back();
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