tidy up code - hide all but .start() method
This commit is contained in:
parent
a621c473c1
commit
7c393ea070
1 changed files with 120 additions and 82 deletions
|
@ -8,6 +8,10 @@ load(__folder + "../events/events.js");
|
||||||
/js var greenTeam = ['<player5>','<player6>,...etc]
|
/js var greenTeam = ['<player5>','<player6>,...etc]
|
||||||
/js new SnowBallFight({red: redTeam,blue: blueTeam,green: greenTeam},60).start();
|
/js new SnowBallFight({red: redTeam,blue: blueTeam,green: greenTeam},60).start();
|
||||||
|
|
||||||
|
Alternatively you can just have all players play against each other...
|
||||||
|
|
||||||
|
/js new SnowBallFight(['player1','player2','player3'],60).start();
|
||||||
|
|
||||||
(where <player1> etc are the names of actual players)
|
(where <player1> etc are the names of actual players)
|
||||||
|
|
||||||
You specify the teams in the game as an object where each property's name is a team name and
|
You specify the teams in the game as an object where each property's name is a team name and
|
||||||
|
@ -17,103 +21,137 @@ load(__folder + "../events/events.js");
|
||||||
I need to work on a better in-game mechanism for players to choose teams and start the game
|
I need to work on a better in-game mechanism for players to choose teams and start the game
|
||||||
but this will do for now.
|
but this will do for now.
|
||||||
|
|
||||||
When the game starts, each player is put in survival mode and given 192 snowballs. The aim of the
|
When the game starts, each player is put in survival mode and given snowballs. The aim of the
|
||||||
game is to hit players on opposing teams. If you hit a player on your own team, you lose a point.
|
game is to hit players on opposing teams. If you hit a player on your own team, you lose a point.
|
||||||
|
|
||||||
At the end of the game the scores for each team are broadcast. Create a small arena
|
At the end of the game the scores for each team are broadcast. Create a small arena
|
||||||
with a couple of small buildings for cover to make the game more fun :-)
|
with a couple of small buildings for cover to make the game more fun :-)
|
||||||
|
|
||||||
*/
|
*/
|
||||||
var SnowBallFight = function(teams,duration)
|
|
||||||
{
|
var SnowBallFight = function(teams, duration){};
|
||||||
this.teams = teams;
|
SnowBallFight.prototype.start = function(){};
|
||||||
this.duration = duration;
|
|
||||||
};
|
(function(){
|
||||||
SnowBallFight.prototype.start = function()
|
|
||||||
{
|
var _snowBalls = new org.bukkit.inventory.ItemStack(org.bukkit.Material.SNOW_BALL, 64);
|
||||||
|
/*
|
||||||
|
setup game
|
||||||
|
*/
|
||||||
|
var _startGame = function(gameState){
|
||||||
|
// don't let game start if already in progress (wait for game to finish)
|
||||||
|
if (gameState.inProgress)
|
||||||
|
return;
|
||||||
|
gameState.inProgress = true;
|
||||||
|
// reset timer
|
||||||
|
gameState.duration = gameState.originalDuration;
|
||||||
// put all players in survival mode and give them each 200 snowballs
|
// put all players in survival mode and give them each 200 snowballs
|
||||||
var snowBalls = new org.bukkit.inventory.ItemStack(org.bukkit.Material.SNOW_BALL, 64);
|
|
||||||
var ammo = [snowBalls];
|
|
||||||
// 64 snowballs for every 30 seconds should be more than enough
|
// 64 snowballs for every 30 seconds should be more than enough
|
||||||
for (var i = 30;i < this.duration;i+=30){
|
for (var i = 30;i < gameState.duration;i+=30)
|
||||||
ammo.push(snowBalls);
|
gameState.ammo.push(_snowBalls);
|
||||||
}
|
|
||||||
var teamScores = {};
|
for (var teamName in gameState.teams){
|
||||||
var savedModes = {};
|
gameState.teamScores[teamName] = 0;
|
||||||
for (var teamName in this.teams){
|
var team = gameState.teams[teamName];
|
||||||
teamScores[teamName] = 0;
|
|
||||||
var team = this.teams[teamName];
|
|
||||||
for (var i = 0;i < team.length;i++)
|
for (var i = 0;i < team.length;i++)
|
||||||
{
|
{
|
||||||
var player = server.getPlayer(team[i]);
|
var player = server.getPlayer(team[i]);
|
||||||
savedModes[player.name] = player.gameMode;
|
gameState.savedModes[player.name] = player.gameMode;
|
||||||
player.gameMode = org.bukkit.GameMode.SURVIVAL;
|
player.gameMode = org.bukkit.GameMode.SURVIVAL;
|
||||||
player.inventory.addItem(ammo);
|
player.inventory.addItem(gameState.ammo);
|
||||||
player.itemInHand = ammo[0];
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
var that = this;
|
|
||||||
var _getTeam = function(player){
|
|
||||||
for (var teamName in that.teams){
|
|
||||||
var team = that.teams[teamName];
|
|
||||||
for (var i = 0;i < team.length; i++){
|
|
||||||
if (team[i] == player.name)
|
|
||||||
return teamName;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
};
|
};
|
||||||
//
|
/*
|
||||||
// this function is called every time a player is damaged by another entity/player
|
end the game
|
||||||
//
|
*/
|
||||||
var listener = events.on("entity.EntityDamageByEntityEvent",function(l,event){
|
var _endGame = function(gameState){
|
||||||
var snowball = event.damager;
|
|
||||||
if (!snowball)
|
|
||||||
return;
|
|
||||||
var damagee = event.entity;
|
|
||||||
var thrower = snowball.shooter;
|
|
||||||
if (snowball instanceof org.bukkit.entity.Snowball){
|
|
||||||
var throwersTeam = _getTeam(thrower);
|
|
||||||
if (!throwersTeam)
|
|
||||||
return; // thrower wasn't in game
|
|
||||||
var damageeTeam = _getTeam(damagee);
|
|
||||||
if (!damageeTeam)
|
|
||||||
return; // damagee wasn't in game
|
|
||||||
|
|
||||||
if (throwersTeam != damageeTeam)
|
|
||||||
teamScores[throwersTeam]++;
|
|
||||||
else
|
|
||||||
teamScores[throwersTeam]--;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
//
|
|
||||||
// this function is called every second and counts down to the end of the game.
|
|
||||||
//
|
|
||||||
var tick = function(){
|
|
||||||
while (that.duration--)
|
|
||||||
java.lang.Thread.sleep(1000); // sleep 1,000 millisecs (1 second)
|
|
||||||
//
|
|
||||||
// game over
|
|
||||||
//
|
|
||||||
var scores = [];
|
var scores = [];
|
||||||
for (var tn in teamScores)
|
for (var tn in gameState.teamScores)
|
||||||
scores.push("Team " + tn + " scored " + teamScores[tn]);
|
scores.push("Team " + tn + " scored " + gameState.teamScores[tn]);
|
||||||
|
|
||||||
for (var teamName in that.teams){
|
for (var teamName in gameState.teams) {
|
||||||
var team = that.teams[teamName];
|
var team = gameState.teams[teamName];
|
||||||
for (var i = 0;i < team.length;i++)
|
for (var i = 0;i < team.length;i++) {
|
||||||
{
|
|
||||||
// restore player's previous game mode and take back snowballs
|
// restore player's previous game mode and take back snowballs
|
||||||
var player = server.getPlayer(team[i]);
|
var player = server.getPlayer(team[i]);
|
||||||
player.gameMode = savedModes[player.name];
|
player.gameMode = gameState.savedModes[player.name];
|
||||||
player.inventory.removeItem(ammo);
|
player.inventory.removeItem(gameState.ammo);
|
||||||
player.sendMessage("GAME OVER.");
|
player.sendMessage("GAME OVER.");
|
||||||
player.sendMessage(scores);
|
player.sendMessage(scores);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
var handlerList = org.bukkit.event.entity.EntityDamageByEntityEvent.getHandlerList();
|
var handlerList = org.bukkit.event.entity.EntityDamageByEntityEvent.getHandlerList();
|
||||||
handlerList.unregister(listener);
|
handlerList.unregister(gameState.listener);
|
||||||
|
gameState.inProgress = false;
|
||||||
};
|
};
|
||||||
new java.lang.Thread(tick).start();
|
/*
|
||||||
};
|
get the team the player belongs to
|
||||||
|
*/
|
||||||
|
var _getTeam = function(player,pteams) {
|
||||||
|
for (var teamName in pteams) {
|
||||||
|
var team = pteams[teamName];
|
||||||
|
for (var i = 0;i < team.length; i++)
|
||||||
|
if (team[i] == player.name)
|
||||||
|
return teamName;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
};
|
||||||
|
/*
|
||||||
|
construct a new game
|
||||||
|
*/
|
||||||
|
var _constructor = function(teams, duration) {
|
||||||
|
|
||||||
|
var _gameState = {
|
||||||
|
teams: teams,
|
||||||
|
duration: duration,
|
||||||
|
originalDuration: duration,
|
||||||
|
inProgress: false,
|
||||||
|
teamScores: {},
|
||||||
|
listener: null,
|
||||||
|
savedModes: {},
|
||||||
|
ammo: [_snowBalls]
|
||||||
|
};
|
||||||
|
//
|
||||||
|
// allow for teams param to be either {red:['player1','player2'],blue:['player3']} or
|
||||||
|
// ['player1','player2','player3'] if all players are against each other (no teams)
|
||||||
|
//
|
||||||
|
if (teams instanceof Array){
|
||||||
|
_gameState.teams = {};
|
||||||
|
for (var i = 0;i < teams.length; i++)
|
||||||
|
_gameState.teams[teams[i]] = [teams[i]];
|
||||||
|
}
|
||||||
|
/*
|
||||||
|
this function is called every time a player is damaged by another entity/player
|
||||||
|
*/
|
||||||
|
var _onSnowballHit = function(l,event){
|
||||||
|
var snowball = event.damager;
|
||||||
|
if (!snowball || !(snowball instanceof org.bukkit.entity.Snowball))
|
||||||
|
return;
|
||||||
|
var throwersTeam = _getTeam(snowball.shooter,_gameState.teams);
|
||||||
|
var damageeTeam = _getTeam(event.entity,_gameState.teams);
|
||||||
|
if (!throwersTeam || !damageeTeam)
|
||||||
|
return; // thrower/damagee wasn't in game
|
||||||
|
if (throwersTeam != damageeTeam)
|
||||||
|
_gameState.teamScores[throwersTeam]++;
|
||||||
|
else
|
||||||
|
_gameState.teamScores[throwersTeam]--;
|
||||||
|
};
|
||||||
|
|
||||||
|
return {
|
||||||
|
start: function() {
|
||||||
|
_startGame(_gameState);
|
||||||
|
_gameState.listener = events.on("entity.EntityDamageByEntityEvent",_onSnowballHit);
|
||||||
|
new java.lang.Thread(function(){
|
||||||
|
while (_gameState.duration--)
|
||||||
|
java.lang.Thread.sleep(1000); // sleep 1,000 millisecs (1 second)
|
||||||
|
_endGame(_gameState);
|
||||||
|
}).start();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
};
|
||||||
|
SnowBallFight = _constructor;
|
||||||
|
|
||||||
|
}());
|
||||||
|
|
||||||
|
|
||||||
|
|
Reference in a new issue