Cleaning up markdown documentation.
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@ -115,26 +115,35 @@ provided. The `lib` directory is for internal use by ScriptCraft.
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Modules in this directory are not automatically loaded nor are they
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globally exported.
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### Directories
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### plugins sub-directories
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As of December 24 2013, the `scriptcraft/plugins` directory has the following sub-directories...
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* drone - Contains the drone module and drone extensions. Drone was the first scriptcraft module.
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* mini-games - Contains mini-games
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* arrows - The arrows module
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* signs - The signs module (includes example signs)
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* chat - The chat plugin/module
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* alias - The alias plugin/module
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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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* home - The home module - for setting homes and visiting other homes.
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## Core Module: functions
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## Global functions
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ScripCraft provides some functions which can be used by all plugins/modules...
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ScripCraft provides some global functions which can be used by all plugins/modules...
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* echo (message) - Displays a message on the screen.
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### echo function
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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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/js echo('Hello World')
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* echo (message) - Displays a message on the screen.
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For example: `/js echo('Hello World')` will print Hello World on the in-game chat window.
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For programmers familiar with Javascript web programming, an `alert` function is also provided.
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`alert` works exactly the same as `echo` e.g. `alert('Hello World')`
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`alert` works exactly the same as `echo` e.g. `alert('Hello World')`.
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* require (modulename) - Will load modules. See [Node.js modules][njsmod]
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@ -183,7 +192,7 @@ load() should only be used to load .json data.
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* filename - The name of the file to load.
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* warnOnFileNotFound (optional - default: false) - warn if the file was not found.
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#### Return
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#### Returns
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load() will return the result of the last statement evaluated in the file.
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@ -283,34 +292,8 @@ plugin author) safely expose javascript functions for use by players.
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See chat/colors.js or alias/alias.js or homes/homes.js for examples of how to use the `command()` function.
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### ready() function
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## global variables
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The `ready()` function provides a way for plugins to do additional
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setup once all of the other plugins/modules have loaded. For example,
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event listener registration can only be done after the
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events/events.js module has loaded. A plugin author could load the
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file explicilty like this...
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load(__folder + "../events/events.js");
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// event listener registration goes here
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... or better still, just do event regristration using the `ready()`
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handler knowing that by the time the `ready()` callback is invoked,
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all of the scriptcraft modules have been loaded...
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ready(function(){
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// event listener registration goes here
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// code that depends on other plugins/modules also goes here
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});
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The execution of the function object passed to the `ready()` function
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is *deferred* until all of the plugins/modules have loaded. That way
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you are guaranteed that when the function is invoked, all of the
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plugins/modules have been loaded and evaluated and are ready to use.
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Core Module - Special Variables
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===============================
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There are a couple of special javascript variables available in ScriptCraft...
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* __folder - The current working directory - this variable is only to be used within the main body of a .js file.
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@ -373,7 +356,7 @@ See [issue #69][issue69] for more information.
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[issue69]: https://github.com/walterhiggins/ScriptCraft/issues/69
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## Require - Node.js-style module loading in ScriptCraft
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## require - Node.js-style module loading in ScriptCraft
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Node.js is a server-side javascript environment with an excellent
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module loading system based on CommonJS. Modules in Node.js are really
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@ -415,19 +398,21 @@ and modules themeselves can use other modules. Modules have full
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control over what functions and properties they want to provide to
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others.
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## Important
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### Important
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Although ScriptCraft now supports Node.js style modules, it does not
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support node modules. Node.js and Rhino are two very different
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Javascript environments. ScriptCraft uses Rhino Javascript, not
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Node.js.
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Node.js. Standard Node.js modules such as `'fs'` are not available in ScriptCraft.
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Modules can be loaded using relative or absolute paths. Per the CommonJS
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module specification, the '.js' suffix is optional.
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[cjsmodules]: http://wiki.commonjs.org/wiki/Modules/1.1.1.
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## When resolving module names to file paths, ScriptCraft uses the following rules...
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### module name resolution
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When resolving module names to file paths, ScriptCraft uses the following rules...
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1. if the module does not begin with './' or '/' then ...
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@ -457,19 +442,19 @@ module specification, the '.js' suffix is optional.
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3.2 if no package.json file exists then look for an index.js file in the directory
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events Module
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=============
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## events Module
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The Events module provides a thin wrapper around Bukkit's
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Event-handling API. Bukkit's Events API makes use of Java Annotations
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which are not available in Javascript, so this module provides a
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simple way to listen to minecraft events in javascript.
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events.on() static method
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=========================
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### events.on() static method
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This method is used to register event listeners.
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Parameters
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----------
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#### Parameters
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* eventName - A string or java class. If a string is supplied it must
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be part of the Bukkit event class name. See [Bukkit API][buk] for
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"NORMAL", "MONITOR". For an explanation of what the different
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priorities mean refer to bukkit's [Event API Reference][buk2].
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Returns
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-------
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#### Returns
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An org.bukkit.plugin.RegisteredListener object which can be used to
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unregister the listener. This same object is passed to the callback
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function each time the event is fired.
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Example:
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------
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#### Example:
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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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var events = require('./events/events');
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events.on("block.BlockBreakEvent", function(listener, evt){
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echo (evt.player.name + " broke a block!");
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events.on('block.BlockBreakEvent', function(listener, evt){
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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});
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To handle an event only once and unregister from further events...
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var events = require('./events/events');
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events.on("block.BlockBreakEvent", function(listener, evt){
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print (evt.player.name + " broke a block!");
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events.on('block.BlockBreakEvent', function(listener, evt){
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evt.player.sendMessage( evt.player.name + ' broke a block!');
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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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var events = require('./events/events');
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var myBlockBreakListener = events.on("block.BlockBreakEvent",function(l,e){ ... });
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var myBlockBreakListener = events.on('block.BlockBreakEvent',function(l,e){ ... });
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...
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var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
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handlers.unregister(myBlockBreakListener);
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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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evt.player.sendMessage( evt.player.name + ' broke a block!');
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});
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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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@ -554,16 +539,15 @@ in-game).
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[lgr]: http://jd.bukkit.org/beta/apidocs/org/bukkit/plugin/PluginLogger.html
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[strfmt]: http://docs.oracle.com/javase/6/docs/api/java/lang/String.html#format(java.lang.String, java.lang.Object...)
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http.request() function
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====================
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## http.request() function
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The http.request() function will fetch a web address asynchronously (on a
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separate thread)and pass the URL's response to a callback function
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which will be executed synchronously (on the main thread). In this
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way, http.request() can be used to fetch web content without blocking the
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main thread of execution.
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Parameters
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----------
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### Parameters
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* request: The request details either a plain URL e.g. "http://scriptcraft.js/sample.json" or an object with the following properties...
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- responseCode: The numeric response code from the server. If the server did not respond with 200 OK then the response parameter will be undefined.
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- response: A string (if the response is of type text) or object containing the HTTP response body.
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Example
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-------
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### Example
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The following example illustrates how to use http.request to make a request to a JSON web service and evaluate its response...
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var jsResponse;
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var jsObj = eval("(" + responseBody + ")");
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});
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Utilities Module
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================
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## Utilities Module
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Miscellaneous utility functions and classes to help with programming.
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* locationToString(Location) - returns a bukkit Location object in string form.
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* getMousePos(playerName) - returns the x,y,z of the current block being targeted by the named player
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or player or `self` if no paramter is provided.
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foreach() function
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========================
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### foreach() function
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The utils.foreach() function is a utility function for iterating over
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an array of objects (or a java.util.Collection of objects) and processing each object in turn. Where
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utils.foreach() differs from other similar functions found in
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@ -624,8 +608,7 @@ package for scheduling processing of arrays.
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[sched]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/package-summary.html
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Parameters
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----------
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#### Parameters
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* array : The array to be processed - It can be a javascript array, a java array or java.util.Collection
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* callback : The function to be called to process each item in the
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@ -654,11 +637,11 @@ subsequent items are processed later). If your code relies on the
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completion of the array processing, then provide an `onDone` parameter
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and put the code there.
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Example
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-------
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#### Example
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The following example illustrates how to use foreach for immediate processing of an array...
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var utils = require('./utils/_utils');
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var utils = require('utils');
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var players = ["moe", "larry", "curly"];
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utils.foreach (players, function(item){
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server.getPlayer(item).sendMessage("Hi " + item);
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@ -678,7 +661,7 @@ without hogging CPU usage...
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// build a structure 200 wide x 200 tall x 200 long
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// (That's 8 Million Blocks - enough to tax any machine!)
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var utils = require('./utils/_utils');
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var utils = require('utils');
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var a = [];
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a.length = 200;
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@ -695,8 +678,8 @@ without hogging CPU usage...
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};
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utils.foreach (a, processItem, null, 10, onDone);
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utils.nicely() function
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=======================
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### utils.nicely() function
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The utils.nicely() function is for performing processing using the
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[org.bukkit.scheduler][sched] package/API. utils.nicely() lets you
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process with a specified delay between the completion of each `next()`
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@ -704,8 +687,7 @@ function and the start of the next `next()` function.
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`utils.nicely()` is a recursive function - that is - it calls itself
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(schedules itself actually) repeatedly until `hasNext` returns false.
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Parameters
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----------
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#### Parameters
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* next : A function which will be called if processing is to be done.
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* hasNext : A function which is called to determine if the `next`
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@ -715,29 +697,27 @@ Parameters
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* onDone : A function which is to be called when all processing is complete (hasNext returned false).
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* delay : The delay (in server ticks - 20 per second) between each call.
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Example
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-------
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#### Example
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See the source code to utils.foreach for an example of how utils.nicely is used.
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utils.at() function
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===================
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### utils.at() function
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The utils.at() function will perform a given task at a given time every
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(minecraft) day.
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Parameters
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----------
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#### Parameters
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* time24hr : The time in 24hr form - e.g. 9:30 in the morning is "09:30" while
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9:30 pm is "21:30", midnight is "00:00" and midday is "12:00"
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* callback : A javascript function which will be invoked at the given time.
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* world : (optional) Each world has its own clock. If no world is specified, the server's first world is used.
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Example
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-------
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#### Example
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To warn players when night is approaching...
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var utils = require('./utils/_utils');
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var utils = require('utils');
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utils.at( "19:00", function() {
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@ -747,6 +727,25 @@ To warn players when night is approaching...
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}, self.world);
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### utils.find() function
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The utils.find() function will return a list of all files starting at
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a given directory and recursiving trawling all sub-directories.
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#### Parameters
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* dir : The starting path. Must be a string.
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* filter : (optional) A [FilenameFilter][fnfltr] object to return only files matching a given pattern.
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[fnfltr]: http://docs.oracle.com/javase/6/docs/api/java/io/FilenameFilter.html
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#### Example
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var utils = require('utils');
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var jsFiles = utils.find('./', function(dir,name){
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return name.match(/\.js$/);
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});
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String class extensions
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-----------------------
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The following chat-formatting methods are added to the javascript String class..
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|
@ -788,28 +787,34 @@ Example
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<p style="color:gold;font-weight:bold">Hello World</p>
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Blocks Module
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=============
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You hate having to lookup [Data Values][dv] when you use ScriptCraft's Drone() functions. So do I.
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So I created this blocks object which is a helper object for use in construction.
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## Blocks Module
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Examples
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--------
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You hate having to lookup [Data Values][dv] when you use ScriptCraft's
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Drone() functions. So do I. So I created this blocks object which is
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a helper object for use in construction.
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### Examples
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box( blocks.oak ); // creates a single oak wood block
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box( blocks.sand, 3, 2, 1 ); // creates a block of sand 3 wide x 2 high x 1 long
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box( blocks.wool.green, 2 ); // creates a block of green wool 2 blocks wide
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Color aliased properties that were a direct descendant of the blocks object are no longer used to avoid confusion with carpet and stained clay blocks. In addition, there's a convenience array `blocks.rainbow` which is an array of the 7 colors of the rainbow (or closest approximations).
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Color aliased properties that were a direct descendant of the blocks
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object are no longer used to avoid confusion with carpet and stained
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clay blocks. In addition, there's a convenience array `blocks.rainbow`
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which is an array of the 7 colors of the rainbow (or closest
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approximations).
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The blocks module is globally exported by the Drone module.
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## Fireworks Module
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Fireworks Module
|
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================
|
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The fireworks module makes it easy to create fireworks using
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ScriptCraft. The module has a single function `firework` which takes
|
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a `org.bukkit.Location` as its 1 and only parameter.
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||||
Examples
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||||
--------
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### Examples
|
||||
|
||||
The module also extends the `Drone` object adding a `firework` method
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||||
so that fireworks can be created as a part of a Drone chain. For
|
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Example....
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|
@ -1533,19 +1538,18 @@ Another example: This statement creates a row of trees 2 by 3 ...
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||||
![times example 1](img/times-trees.png)
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Drone.blocktype() method
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========================
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## Drone.blocktype() method
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Creates the text out of blocks. Useful for large-scale in-game signs.
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Parameters
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||||
----------
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||||
### Parameters
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||||
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||||
* message - The message to create - (use `\n` for newlines)
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* foregroundBlock (default: black wool) - The block to use for the foreground
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* backgroundBlock (default: none) - The block to use for the background
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Example
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-------
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### Example
|
||||
|
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To create a 2-line high message using glowstone...
|
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blocktype("Hello\nWorld",blocks.glowstone);
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|
@ -1554,18 +1558,17 @@ To create a 2-line high message using glowstone...
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[imgbt1]: img/blocktype1.png
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Drone.sphere() method
|
||||
=====================
|
||||
## Drone.sphere() method
|
||||
|
||||
Creates a sphere.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* block - The block the sphere will be made of.
|
||||
* radius - The radius of the sphere.
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||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a sphere of Iron with a radius of 10 blocks...
|
||||
|
||||
sphere( blocks.iron, 10);
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|
@ -1575,18 +1578,17 @@ To create a sphere of Iron with a radius of 10 blocks...
|
|||
Spheres are time-consuming to make. You *can* make large spheres (250 radius) but expect the
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||||
server to be very busy for a couple of minutes while doing so.
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||||
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||||
Drone.sphere0() method
|
||||
======================
|
||||
## Drone.sphere0() method
|
||||
|
||||
Creates an empty sphere.
|
||||
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||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* block - The block the sphere will be made of.
|
||||
* radius - The radius of the sphere.
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a sphere of Iron with a radius of 10 blocks...
|
||||
|
||||
sphere0( blocks.iron, 10);
|
||||
|
@ -1594,67 +1596,62 @@ To create a sphere of Iron with a radius of 10 blocks...
|
|||
Spheres are time-consuming to make. You *can* make large spheres (250 radius) but expect the
|
||||
server to be very busy for a couple of minutes while doing so.
|
||||
|
||||
Drone.hemisphere() method
|
||||
=========================
|
||||
## Drone.hemisphere() method
|
||||
|
||||
Creates a hemisphere. Hemispheres can be either north or south.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* block - the block the hemisphere will be made of.
|
||||
* radius - the radius of the hemisphere
|
||||
* northSouth - whether the hemisphere is 'north' or 'south'
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a wood 'north' hemisphere with a radius of 7 blocks...
|
||||
|
||||
hemisphere(blocks.oak, 7, 'north');
|
||||
|
||||
![hemisphere example](img/hemisphereex1.png)
|
||||
|
||||
Drone.hemisphere0() method
|
||||
=========================
|
||||
## Drone.hemisphere0() method
|
||||
|
||||
Creates a hollow hemisphere. Hemispheres can be either north or south.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* block - the block the hemisphere will be made of.
|
||||
* radius - the radius of the hemisphere
|
||||
* northSouth - whether the hemisphere is 'north' or 'south'
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a glass 'north' hemisphere with a radius of 20 blocks...
|
||||
|
||||
hemisphere0(blocks.glass, 20, 'north');
|
||||
|
||||
![hemisphere example](img/hemisphereex2.png)
|
||||
|
||||
Drone.rainbow() method
|
||||
======================
|
||||
## Drone.rainbow() method
|
||||
|
||||
Creates a Rainbow.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* radius (optional - default:18) - The radius of the rainbow
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
var d = new Drone();
|
||||
d.rainbow(30);
|
||||
|
||||
![rainbow example](img/rainbowex1.png)
|
||||
|
||||
Drone.spiral_stairs() method
|
||||
============================
|
||||
## Drone.spiral_stairs() method
|
||||
|
||||
Constructs a spiral staircase with slabs at each corner.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* stairBlock - The block to use for stairs, should be one of the following...
|
||||
- 'oak'
|
||||
|
@ -1671,8 +1668,8 @@ Parameters
|
|||
|
||||
![Spiral Staircase](img/spiralstair1.png)
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To construct a spiral staircase 5 floors high made of oak...
|
||||
|
||||
spiral_stairs('oak', 5);
|
||||
|
@ -1751,8 +1748,8 @@ Aliases can be used at the in-game prompt by players or in the server
|
|||
console. Aliases will not be able to avail of command autocompletion
|
||||
(pressing the TAB key will have no effect).
|
||||
|
||||
Classroom Module
|
||||
================
|
||||
## Classroom Module
|
||||
|
||||
The `classroom` object contains a couple of utility functions for use
|
||||
in a classroom setting. The goal of these functions is to make it
|
||||
easier for tutors to facilitate ScriptCraft for use by students in a
|
||||
|
@ -1767,19 +1764,18 @@ The goal of this module is not so much to enforce restrictions
|
|||
(security or otherwise) but to make it easier for tutors to setup a shared server
|
||||
so students can learn Javascript.
|
||||
|
||||
classroom.allowScripting() function
|
||||
===================================
|
||||
### classroom.allowScripting() function
|
||||
|
||||
Allow or disallow anyone who connects to the server (or is already
|
||||
connected) to use ScriptCraft. This function is preferable to granting 'ops' privileges
|
||||
to every student in a Minecraft classroom environment.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
#### Parameters
|
||||
|
||||
* canScript : true or false
|
||||
|
||||
Example
|
||||
-------
|
||||
#### Example
|
||||
|
||||
To allow all players (and any players who connect to the server) to
|
||||
use the `js` and `jsp` commands...
|
||||
|
||||
|
|
|
@ -1,17 +1,17 @@
|
|||
/************************************************************************
|
||||
events Module
|
||||
=============
|
||||
## events Module
|
||||
|
||||
The Events module provides a thin wrapper around Bukkit's
|
||||
Event-handling API. Bukkit's Events API makes use of Java Annotations
|
||||
which are not available in Javascript, so this module provides a
|
||||
simple way to listen to minecraft events in javascript.
|
||||
|
||||
events.on() static method
|
||||
=========================
|
||||
### events.on() static method
|
||||
|
||||
This method is used to register event listeners.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
#### Parameters
|
||||
|
||||
|
||||
* eventName - A string or java class. If a string is supplied it must
|
||||
be part of the Bukkit event class name. See [Bukkit API][buk] for
|
||||
|
@ -35,54 +35,45 @@ Parameters
|
|||
"NORMAL", "MONITOR". For an explanation of what the different
|
||||
priorities mean refer to bukkit's [Event API Reference][buk2].
|
||||
|
||||
Returns
|
||||
-------
|
||||
#### Returns
|
||||
|
||||
An org.bukkit.plugin.RegisteredListener object which can be used to
|
||||
unregister the listener. This same object is passed to the callback
|
||||
function each time the event is fired.
|
||||
|
||||
Example:
|
||||
------
|
||||
#### Example:
|
||||
|
||||
The following code will print a message on screen every time a block is broken in the game
|
||||
|
||||
var events = require('./events/events');
|
||||
|
||||
events.on("block.BlockBreakEvent", function(listener, evt){
|
||||
echo (evt.player.name + " broke a block!");
|
||||
events.on('block.BlockBreakEvent', function(listener, evt){
|
||||
evt.player.sendMessage( evt.player.name + ' broke a block!');
|
||||
});
|
||||
|
||||
To handle an event only once and unregister from further events...
|
||||
|
||||
var events = require('./events/events');
|
||||
|
||||
events.on("block.BlockBreakEvent", function(listener, evt){
|
||||
print (evt.player.name + " broke a block!");
|
||||
events.on('block.BlockBreakEvent', function(listener, evt){
|
||||
evt.player.sendMessage( evt.player.name + ' broke a block!');
|
||||
evt.handlers.unregister(listener);
|
||||
});
|
||||
|
||||
To unregister a listener *outside* of the listener function...
|
||||
|
||||
var events = require('./events/events');
|
||||
|
||||
var myBlockBreakListener = events.on("block.BlockBreakEvent",function(l,e){ ... });
|
||||
var myBlockBreakListener = events.on('block.BlockBreakEvent',function(l,e){ ... });
|
||||
...
|
||||
var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
|
||||
handlers.unregister(myBlockBreakListener);
|
||||
|
||||
To listen for events using a full class name as the `eventName` parameter...
|
||||
|
||||
events.on(org.bukkit.event.block.BlockBreakEvent, function(listener, evt){
|
||||
evt.player.sendMessage( evt.player.name + ' broke a block!');
|
||||
});
|
||||
|
||||
[buk2]: http://wiki.bukkit.org/Event_API_Reference
|
||||
[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
|
||||
|
||||
***/
|
||||
|
||||
//
|
||||
// handle events in Minecraft
|
||||
// --------------------------
|
||||
// eventType can be a string (assumed to be a sub package of org.bukkit.event - e.g.
|
||||
// if the string "block.BlockBreakEvent" is supplied then it's converted to the
|
||||
// org.bukkit.event.block.BlockBreakEvent class . For custom event classes, just
|
||||
// supply the custom event class e.g.
|
||||
// events.on(net.yourdomain.events.YourCustomEvent,function(l,e){ ... });
|
||||
//
|
||||
var bkEvent = org.bukkit.event;
|
||||
var bkEvtExecutor = org.bukkit.plugin.EventExecutor;
|
||||
var bkRegListener = org.bukkit.plugin.RegisteredListener;
|
||||
|
|
|
@ -139,32 +139,6 @@ exports.autoload = function(dir) {
|
|||
}
|
||||
}
|
||||
};
|
||||
/*
|
||||
sort so that .js files with same name as parent directory appear before
|
||||
other files in the same directory
|
||||
*/
|
||||
var sortByModule = function(a,b){
|
||||
a = _canonize(a);
|
||||
b = _canonize(b);
|
||||
var aparts = (""+a).split(/\//);
|
||||
var bparts = (""+b).split(/\//);
|
||||
//var adir = aparts[aparts.length-2];
|
||||
var adir = aparts.slice(0,aparts.length-1).join("/");
|
||||
var afile = aparts[aparts.length-1];
|
||||
//var bdir = bparts[bparts.length-2];
|
||||
var bdir = bparts.slice(0,bparts.length-1).join("/");
|
||||
var bfile = bparts[bparts.length-1];
|
||||
|
||||
if(adir<bdir) return -1;
|
||||
if(adir>bdir) return 1;
|
||||
|
||||
afile = afile.match(/[a-zA-Z0-9\-_]+/)[0];
|
||||
|
||||
if (adir.match(new RegExp(afile + "$")))
|
||||
return -1;
|
||||
else
|
||||
return 1;
|
||||
};
|
||||
/*
|
||||
Reload all of the .js files in the given directory
|
||||
*/
|
||||
|
@ -174,18 +148,6 @@ exports.autoload = function(dir) {
|
|||
var sourceFiles = [];
|
||||
_listSourceFiles(sourceFiles,pluginDir);
|
||||
|
||||
//sourceFiles.sort(sortByModule);
|
||||
|
||||
//
|
||||
// script files whose name begins with _ (underscore)
|
||||
// will not be loaded automatically at startup.
|
||||
// These files are assumed to be dependencies/private to plugins
|
||||
//
|
||||
// E.g. If you have a plugin called myMiniGame.js in the myMiniGame directory
|
||||
// and which in addition to myMiniGame.js also includes _myMiniGame_currency.js _myMiniGame_events.js etc.
|
||||
// then it's assumed that _myMiniGame_currency.js and _myMiniGame_events.js will be loaded
|
||||
// as dependencies by myMiniGame.js and do not need to be loaded via js reload
|
||||
//
|
||||
var len = sourceFiles.length;
|
||||
if (config.verbose)
|
||||
logger.info(len + " scriptcraft plugins found.");
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*************************************************************************
|
||||
## Require - Node.js-style module loading in ScriptCraft
|
||||
## require - Node.js-style module loading in ScriptCraft
|
||||
|
||||
Node.js is a server-side javascript environment with an excellent
|
||||
module loading system based on CommonJS. Modules in Node.js are really
|
||||
|
@ -41,12 +41,12 @@ and modules themeselves can use other modules. Modules have full
|
|||
control over what functions and properties they want to provide to
|
||||
others.
|
||||
|
||||
## Important
|
||||
### Important
|
||||
|
||||
Although ScriptCraft now supports Node.js style modules, it does not
|
||||
support node modules. Node.js and Rhino are two very different
|
||||
Javascript environments. ScriptCraft uses Rhino Javascript, not
|
||||
Node.js.
|
||||
Node.js. Standard Node.js modules such as `'fs'` are not available in ScriptCraft.
|
||||
|
||||
Modules can be loaded using relative or absolute paths. Per the CommonJS
|
||||
module specification, the '.js' suffix is optional.
|
||||
|
@ -100,7 +100,9 @@ module specification, the '.js' suffix is optional.
|
|||
|
||||
var resolveModuleToFile = function(moduleName, parentDir) {
|
||||
/**********************************************************************
|
||||
## When resolving module names to file paths, ScriptCraft uses the following rules...
|
||||
### module name resolution
|
||||
|
||||
When resolving module names to file paths, ScriptCraft uses the following rules...
|
||||
|
||||
1. if the module does not begin with './' or '/' then ...
|
||||
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
var global = this;
|
||||
/************************************************************************
|
||||
# ScriptCraft API Reference
|
||||
|
||||
|
@ -116,26 +117,35 @@ provided. The `lib` directory is for internal use by ScriptCraft.
|
|||
Modules in this directory are not automatically loaded nor are they
|
||||
globally exported.
|
||||
|
||||
### Directories
|
||||
### plugins sub-directories
|
||||
|
||||
As of December 24 2013, the `scriptcraft/plugins` directory has the following sub-directories...
|
||||
|
||||
* drone - Contains the drone module and drone extensions. Drone was the first scriptcraft module.
|
||||
* mini-games - Contains mini-games
|
||||
* arrows - The arrows module
|
||||
* signs - The signs module (includes example signs)
|
||||
* chat - The chat plugin/module
|
||||
* alias - The alias plugin/module
|
||||
* arrows - The arrows module - Changes the behaviour of Arrows: Explosive, Fireworks, Teleportation etc.
|
||||
* signs - The signs module (includes example signs) - create interactive signs.
|
||||
* chat - The chat plugin/module
|
||||
* alias - The alias plugin/module - for creating custom aliases for commonly used commands.
|
||||
* home - The home module - for setting homes and visiting other homes.
|
||||
|
||||
## Core Module: functions
|
||||
## Global functions
|
||||
|
||||
ScripCraft provides some functions which can be used by all plugins/modules...
|
||||
ScripCraft provides some global functions which can be used by all plugins/modules...
|
||||
|
||||
* echo (message) - Displays a message on the screen.
|
||||
### echo function
|
||||
|
||||
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).
|
||||
|
||||
### Example
|
||||
|
||||
/js echo('Hello World')
|
||||
|
||||
|
||||
* echo (message) - Displays a message on the screen.
|
||||
For example: `/js echo('Hello World')` will print Hello World on the in-game chat window.
|
||||
For programmers familiar with Javascript web programming, an `alert` function is also provided.
|
||||
`alert` works exactly the same as `echo` e.g. `alert('Hello World')`
|
||||
`alert` works exactly the same as `echo` e.g. `alert('Hello World')`.
|
||||
|
||||
* require (modulename) - Will load modules. See [Node.js modules][njsmod]
|
||||
|
||||
|
@ -184,7 +194,7 @@ load() should only be used to load .json data.
|
|||
* filename - The name of the file to load.
|
||||
* warnOnFileNotFound (optional - default: false) - warn if the file was not found.
|
||||
|
||||
#### Return
|
||||
#### Returns
|
||||
|
||||
load() will return the result of the last statement evaluated in the file.
|
||||
|
||||
|
@ -284,40 +294,13 @@ plugin author) safely expose javascript functions for use by players.
|
|||
|
||||
See chat/colors.js or alias/alias.js or homes/homes.js for examples of how to use the `command()` function.
|
||||
|
||||
### ready() function
|
||||
|
||||
The `ready()` function provides a way for plugins to do additional
|
||||
setup once all of the other plugins/modules have loaded. For example,
|
||||
event listener registration can only be done after the
|
||||
events/events.js module has loaded. A plugin author could load the
|
||||
file explicilty like this...
|
||||
|
||||
load(__folder + "../events/events.js");
|
||||
|
||||
// event listener registration goes here
|
||||
|
||||
... or better still, just do event regristration using the `ready()`
|
||||
handler knowing that by the time the `ready()` callback is invoked,
|
||||
all of the scriptcraft modules have been loaded...
|
||||
|
||||
ready(function(){
|
||||
// event listener registration goes here
|
||||
// code that depends on other plugins/modules also goes here
|
||||
});
|
||||
|
||||
The execution of the function object passed to the `ready()` function
|
||||
is *deferred* until all of the plugins/modules have loaded. That way
|
||||
you are guaranteed that when the function is invoked, all of the
|
||||
plugins/modules have been loaded and evaluated and are ready to use.
|
||||
|
||||
***/
|
||||
|
||||
var global = this;
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
Core Module - Special Variables
|
||||
===============================
|
||||
## global variables
|
||||
|
||||
There are a couple of special javascript variables available in ScriptCraft...
|
||||
|
||||
* __folder - The current working directory - this variable is only to be used within the main body of a .js file.
|
||||
|
@ -545,13 +528,7 @@ See [issue #69][issue69] for more information.
|
|||
*/
|
||||
var modulePaths = [jsPluginsRootDirName + '/lib/',
|
||||
jsPluginsRootDirName + '/modules/'];
|
||||
global.require = fnRequire(__plugin.logger,
|
||||
__engine,
|
||||
config.verbose,
|
||||
jsPluginsRootDirName,
|
||||
modulePaths);
|
||||
|
||||
|
||||
global.require = fnRequire(__plugin.logger, __engine, config.verbose, jsPluginsRootDirName, modulePaths);
|
||||
|
||||
var plugins = require('plugin');
|
||||
global._onTabComplete = require('tabcomplete');
|
||||
|
@ -573,8 +550,6 @@ See [issue #69][issue69] for more information.
|
|||
global.events = events;
|
||||
|
||||
plugins.autoload(jsPluginsRootDir);
|
||||
|
||||
|
||||
}());
|
||||
|
||||
|
||||
|
|
|
@ -1,17 +1,23 @@
|
|||
/************************************************************************
|
||||
Blocks Module
|
||||
=============
|
||||
You hate having to lookup [Data Values][dv] when you use ScriptCraft's Drone() functions. So do I.
|
||||
So I created this blocks object which is a helper object for use in construction.
|
||||
## Blocks Module
|
||||
|
||||
Examples
|
||||
--------
|
||||
You hate having to lookup [Data Values][dv] when you use ScriptCraft's
|
||||
Drone() functions. So do I. So I created this blocks object which is
|
||||
a helper object for use in construction.
|
||||
|
||||
### Examples
|
||||
|
||||
box( blocks.oak ); // creates a single oak wood block
|
||||
box( blocks.sand, 3, 2, 1 ); // creates a block of sand 3 wide x 2 high x 1 long
|
||||
box( blocks.wool.green, 2 ); // creates a block of green wool 2 blocks wide
|
||||
|
||||
Color aliased properties that were a direct descendant of the blocks object are no longer used to avoid confusion with carpet and stained clay blocks. In addition, there's a convenience array `blocks.rainbow` which is an array of the 7 colors of the rainbow (or closest approximations).
|
||||
Color aliased properties that were a direct descendant of the blocks
|
||||
object are no longer used to avoid confusion with carpet and stained
|
||||
clay blocks. In addition, there's a convenience array `blocks.rainbow`
|
||||
which is an array of the 7 colors of the rainbow (or closest
|
||||
approximations).
|
||||
|
||||
The blocks module is globally exported by the Drone module.
|
||||
|
||||
***/
|
||||
var blocks = {
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
/************************************************************************
|
||||
Fireworks Module
|
||||
================
|
||||
## Fireworks Module
|
||||
|
||||
The fireworks module makes it easy to create fireworks using
|
||||
ScriptCraft. The module has a single function `firework` which takes
|
||||
a `org.bukkit.Location` as its 1 and only parameter.
|
||||
|
||||
Examples
|
||||
--------
|
||||
### Examples
|
||||
|
||||
The module also extends the `Drone` object adding a `firework` method
|
||||
so that fireworks can be created as a part of a Drone chain. For
|
||||
Example....
|
||||
|
|
|
@ -1,14 +1,13 @@
|
|||
/*************************************************************************
|
||||
http.request() function
|
||||
====================
|
||||
## http.request() function
|
||||
|
||||
The http.request() function will fetch a web address asynchronously (on a
|
||||
separate thread)and pass the URL's response to a callback function
|
||||
which will be executed synchronously (on the main thread). In this
|
||||
way, http.request() can be used to fetch web content without blocking the
|
||||
main thread of execution.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* request: The request details either a plain URL e.g. "http://scriptcraft.js/sample.json" or an object with the following properties...
|
||||
|
||||
|
@ -20,8 +19,8 @@ Parameters
|
|||
- responseCode: The numeric response code from the server. If the server did not respond with 200 OK then the response parameter will be undefined.
|
||||
- response: A string (if the response is of type text) or object containing the HTTP response body.
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
The following example illustrates how to use http.request to make a request to a JSON web service and evaluate its response...
|
||||
|
||||
var jsResponse;
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/************************************************************************
|
||||
Utilities Module
|
||||
================
|
||||
## Utilities Module
|
||||
|
||||
Miscellaneous utility functions and classes to help with programming.
|
||||
|
||||
* locationToString(Location) - returns a bukkit Location object in string form.
|
||||
|
@ -56,8 +56,8 @@ exports.getMousePos = function (player) {
|
|||
return targetedBlock.location;
|
||||
};
|
||||
/************************************************************************
|
||||
foreach() function
|
||||
========================
|
||||
### foreach() function
|
||||
|
||||
The utils.foreach() function is a utility function for iterating over
|
||||
an array of objects (or a java.util.Collection of objects) and processing each object in turn. Where
|
||||
utils.foreach() differs from other similar functions found in
|
||||
|
@ -70,8 +70,7 @@ package for scheduling processing of arrays.
|
|||
|
||||
[sched]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/package-summary.html
|
||||
|
||||
Parameters
|
||||
----------
|
||||
#### Parameters
|
||||
|
||||
* array : The array to be processed - It can be a javascript array, a java array or java.util.Collection
|
||||
* callback : The function to be called to process each item in the
|
||||
|
@ -100,11 +99,11 @@ subsequent items are processed later). If your code relies on the
|
|||
completion of the array processing, then provide an `onDone` parameter
|
||||
and put the code there.
|
||||
|
||||
Example
|
||||
-------
|
||||
#### Example
|
||||
|
||||
The following example illustrates how to use foreach for immediate processing of an array...
|
||||
|
||||
var utils = require('./utils/_utils');
|
||||
var utils = require('utils');
|
||||
var players = ["moe", "larry", "curly"];
|
||||
utils.foreach (players, function(item){
|
||||
server.getPlayer(item).sendMessage("Hi " + item);
|
||||
|
@ -124,7 +123,7 @@ without hogging CPU usage...
|
|||
|
||||
// build a structure 200 wide x 200 tall x 200 long
|
||||
// (That's 8 Million Blocks - enough to tax any machine!)
|
||||
var utils = require('./utils/_utils');
|
||||
var utils = require('utils');
|
||||
|
||||
var a = [];
|
||||
a.length = 200;
|
||||
|
@ -159,8 +158,8 @@ var _foreach = function(array, callback, object, delay, onCompletion) {
|
|||
};
|
||||
exports.foreach = _foreach;
|
||||
/************************************************************************
|
||||
utils.nicely() function
|
||||
=======================
|
||||
### utils.nicely() function
|
||||
|
||||
The utils.nicely() function is for performing processing using the
|
||||
[org.bukkit.scheduler][sched] package/API. utils.nicely() lets you
|
||||
process with a specified delay between the completion of each `next()`
|
||||
|
@ -168,8 +167,7 @@ function and the start of the next `next()` function.
|
|||
`utils.nicely()` is a recursive function - that is - it calls itself
|
||||
(schedules itself actually) repeatedly until `hasNext` returns false.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
#### Parameters
|
||||
|
||||
* next : A function which will be called if processing is to be done.
|
||||
* hasNext : A function which is called to determine if the `next`
|
||||
|
@ -179,8 +177,8 @@ Parameters
|
|||
* onDone : A function which is to be called when all processing is complete (hasNext returned false).
|
||||
* delay : The delay (in server ticks - 20 per second) between each call.
|
||||
|
||||
Example
|
||||
-------
|
||||
#### Example
|
||||
|
||||
See the source code to utils.foreach for an example of how utils.nicely is used.
|
||||
|
||||
***/
|
||||
|
@ -196,25 +194,23 @@ exports.nicely = function(next, hasNext, onDone, delay){
|
|||
}
|
||||
};
|
||||
/************************************************************************
|
||||
utils.at() function
|
||||
===================
|
||||
### utils.at() function
|
||||
|
||||
The utils.at() function will perform a given task at a given time every
|
||||
(minecraft) day.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
#### Parameters
|
||||
|
||||
* time24hr : The time in 24hr form - e.g. 9:30 in the morning is "09:30" while
|
||||
9:30 pm is "21:30", midnight is "00:00" and midday is "12:00"
|
||||
* callback : A javascript function which will be invoked at the given time.
|
||||
* world : (optional) Each world has its own clock. If no world is specified, the server's first world is used.
|
||||
|
||||
Example
|
||||
-------
|
||||
#### Example
|
||||
|
||||
To warn players when night is approaching...
|
||||
|
||||
var utils = require('./utils/_utils');
|
||||
var utils = require('utils');
|
||||
|
||||
utils.at( "19:00", function() {
|
||||
|
||||
|
@ -246,6 +242,27 @@ exports.at = function(time24hr, callback, world) {
|
|||
},forever, null, 100);
|
||||
};
|
||||
|
||||
/************************************************************************
|
||||
### utils.find() function
|
||||
|
||||
The utils.find() function will return a list of all files starting at
|
||||
a given directory and recursiving trawling all sub-directories.
|
||||
|
||||
#### Parameters
|
||||
|
||||
* dir : The starting path. Must be a string.
|
||||
* filter : (optional) A [FilenameFilter][fnfltr] object to return only files matching a given pattern.
|
||||
|
||||
[fnfltr]: http://docs.oracle.com/javase/6/docs/api/java/io/FilenameFilter.html
|
||||
|
||||
#### Example
|
||||
|
||||
var utils = require('utils');
|
||||
var jsFiles = utils.find('./', function(dir,name){
|
||||
return name.match(/\.js$/);
|
||||
});
|
||||
|
||||
***/
|
||||
exports.find = function( dir , filter){
|
||||
var result = [];
|
||||
var recurse = function(dir, store){
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
var utils = require('utils');
|
||||
|
||||
/************************************************************************
|
||||
Classroom Module
|
||||
================
|
||||
## Classroom Module
|
||||
|
||||
The `classroom` object contains a couple of utility functions for use
|
||||
in a classroom setting. The goal of these functions is to make it
|
||||
easier for tutors to facilitate ScriptCraft for use by students in a
|
||||
|
@ -17,19 +17,18 @@ The goal of this module is not so much to enforce restrictions
|
|||
(security or otherwise) but to make it easier for tutors to setup a shared server
|
||||
so students can learn Javascript.
|
||||
|
||||
classroom.allowScripting() function
|
||||
===================================
|
||||
### classroom.allowScripting() function
|
||||
|
||||
Allow or disallow anyone who connects to the server (or is already
|
||||
connected) to use ScriptCraft. This function is preferable to granting 'ops' privileges
|
||||
to every student in a Minecraft classroom environment.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
#### Parameters
|
||||
|
||||
* canScript : true or false
|
||||
|
||||
Example
|
||||
-------
|
||||
#### Example
|
||||
|
||||
To allow all players (and any players who connect to the server) to
|
||||
use the `js` and `jsp` commands...
|
||||
|
||||
|
@ -77,5 +76,5 @@ events.on('player.PlayerLoginEvent', function(listener, event) {
|
|||
if (_store.enableScripting){
|
||||
player.addAttachment(__plugin, "scriptcraft.*", true);
|
||||
}
|
||||
}, "HIGHEST");
|
||||
}, 'HIGHEST');
|
||||
|
||||
|
|
|
@ -2,19 +2,18 @@ var Drone = require('./drone').Drone;
|
|||
var blocks = require('blocks');
|
||||
|
||||
/************************************************************************
|
||||
Drone.blocktype() method
|
||||
========================
|
||||
## Drone.blocktype() method
|
||||
|
||||
Creates the text out of blocks. Useful for large-scale in-game signs.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* message - The message to create - (use `\n` for newlines)
|
||||
* foregroundBlock (default: black wool) - The block to use for the foreground
|
||||
* backgroundBlock (default: none) - The block to use for the background
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a 2-line high message using glowstone...
|
||||
|
||||
blocktype("Hello\nWorld",blocks.glowstone);
|
||||
|
|
|
@ -2,17 +2,15 @@ var Drone = require('../drone').Drone;
|
|||
var blocks = require('blocks');
|
||||
|
||||
/************************************************************************
|
||||
Drone.rainbow() method
|
||||
======================
|
||||
## Drone.rainbow() method
|
||||
|
||||
Creates a Rainbow.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* radius (optional - default:18) - The radius of the rainbow
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
var d = new Drone();
|
||||
d.rainbow(30);
|
||||
|
|
|
@ -2,12 +2,11 @@ var Drone = require('../drone').Drone;
|
|||
var blocks = require('blocks');
|
||||
|
||||
/************************************************************************
|
||||
Drone.spiral_stairs() method
|
||||
============================
|
||||
## Drone.spiral_stairs() method
|
||||
|
||||
Constructs a spiral staircase with slabs at each corner.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* stairBlock - The block to use for stairs, should be one of the following...
|
||||
- 'oak'
|
||||
|
@ -24,8 +23,8 @@ Parameters
|
|||
|
||||
![Spiral Staircase](img/spiralstair1.png)
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To construct a spiral staircase 5 floors high made of oak...
|
||||
|
||||
spiral_stairs('oak', 5);
|
||||
|
|
|
@ -1,18 +1,17 @@
|
|||
var Drone = require('./drone').Drone;
|
||||
|
||||
/************************************************************************
|
||||
Drone.sphere() method
|
||||
=====================
|
||||
## Drone.sphere() method
|
||||
|
||||
Creates a sphere.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* block - The block the sphere will be made of.
|
||||
* radius - The radius of the sphere.
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a sphere of Iron with a radius of 10 blocks...
|
||||
|
||||
sphere( blocks.iron, 10);
|
||||
|
@ -68,18 +67,17 @@ Drone.extend('sphere', function(block,radius)
|
|||
return this.move('sphere');
|
||||
});
|
||||
/************************************************************************
|
||||
Drone.sphere0() method
|
||||
======================
|
||||
## Drone.sphere0() method
|
||||
|
||||
Creates an empty sphere.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* block - The block the sphere will be made of.
|
||||
* radius - The radius of the sphere.
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a sphere of Iron with a radius of 10 blocks...
|
||||
|
||||
sphere0( blocks.iron, 10);
|
||||
|
@ -168,19 +166,18 @@ Drone.extend('sphere0', function(block,radius)
|
|||
|
||||
});
|
||||
/************************************************************************
|
||||
Drone.hemisphere() method
|
||||
=========================
|
||||
## Drone.hemisphere() method
|
||||
|
||||
Creates a hemisphere. Hemispheres can be either north or south.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* block - the block the hemisphere will be made of.
|
||||
* radius - the radius of the hemisphere
|
||||
* northSouth - whether the hemisphere is 'north' or 'south'
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a wood 'north' hemisphere with a radius of 7 blocks...
|
||||
|
||||
hemisphere(blocks.oak, 7, 'north');
|
||||
|
@ -239,19 +236,18 @@ Drone.extend('hemisphere', function(block,radius, northSouth){
|
|||
|
||||
});
|
||||
/************************************************************************
|
||||
Drone.hemisphere0() method
|
||||
=========================
|
||||
## Drone.hemisphere0() method
|
||||
|
||||
Creates a hollow hemisphere. Hemispheres can be either north or south.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
### Parameters
|
||||
|
||||
* block - the block the hemisphere will be made of.
|
||||
* radius - the radius of the hemisphere
|
||||
* northSouth - whether the hemisphere is 'north' or 'south'
|
||||
|
||||
Example
|
||||
-------
|
||||
### Example
|
||||
|
||||
To create a glass 'north' hemisphere with a radius of 20 blocks...
|
||||
|
||||
hemisphere0(blocks.glass, 20, 'north');
|
||||
|
|
|
@ -1,4 +1,7 @@
|
|||
var utils = require('utils');
|
||||
/*
|
||||
TODO: Document this plugin!
|
||||
*/
|
||||
var _store = {
|
||||
houses: {},
|
||||
openHouses: {},
|
||||
|
|
Reference in a new issue