moved drone to plugins directory
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@ -1,274 +0,0 @@
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/************************************************************************
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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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Examples
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--------
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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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***/
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var blocks = {
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air: 0,
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stone: 1,
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grass: 2,
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dirt: 3,
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cobblestone: 4,
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oak: 5,
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spruce: '5:1',
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birch: '5:2',
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jungle: '5:3',
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sapling: {
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oak: 6,
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spruce: '6:1',
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birch: '62:2',
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jungle: '6:3'
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},
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bedrock: 7,
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water: 8,
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water_still: 9,
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lava: 10,
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lava_still: 11,
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sand: 12,
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gravel: 13,
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gold_ore: 14,
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iron_ore: 15,
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coal_ore: 16,
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wood: 17,
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leaves: 18,
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sponge: 19,
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glass: 20,
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lapis_lazuli_ore: 21,
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lapis_lazuli_block: 22,
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dispenser: 23,
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sandstone: 24,
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note: 25,
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bed: 26,
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powered_rail: 27,
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detector_rail: 28,
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sticky_piston: 29,
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cobweb: 30,
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grass_tall: 31,
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dead_bush: 32,
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piston: 33,
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piston_extn: 34,
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wool: {
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white: 35 // All other colors added below
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},
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dandelion: 37,
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flower_yellow: 37,
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rose: 38,
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flower_red: 38,
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mushroom_brown: 39,
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mushroom_red: 40,
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gold: 41,
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iron: 42,
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tnt: 46,
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bookshelf: 47,
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moss_stone: 48,
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obsidian: 49,
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torch: 50,
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fire: 51,
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monster_spawner: 52,
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stairs: {
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oak: 53,
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cobblestone: 67,
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brick: 108,
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stone: 109,
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nether: 114,
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sandstone: 128,
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spruce: 134,
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birch: 135,
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jungle: 136,
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quartz: 156
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},
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chest: 54,
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redstone_wire: 55,
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diamond_ore: 56,
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diamond: 57,
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crafting_table: 58,
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wheat_seeds: 59,
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farmland: 60,
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furnace: 61,
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furnace_burning: 62,
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sign_post: 63,
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door_wood: 64,
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ladder: 65,
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rail: 66,
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sign: 68,
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lever: 69,
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pressure_plate_stone: 70,
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door_iron: 71,
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pressure_plate_wood: 72,
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redstone_ore: 73,
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redstone_ore_glowing: 74,
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torch_redstone: 75,
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torch_redstone_active: 76,
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stone_button: 77,
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ice: 79,
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snow: 80,
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cactus: 81,
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clay: 82,
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sugar_cane: 83,
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jukebox: 84,
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fence: 85,
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pumpkin: 86,
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netherrack: 87,
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soulsand: 88,
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glowstone: 89,
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netherportal: 90,
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jackolantern: 91,
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cake: 92,
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redstone_repeater: 93,
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redeston_repeater_active: 94,
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chest_locked: 95,
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trapdoor: 96,
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monster_egg: 97,
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brick: {
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stone: 98,
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mossy: '98:1',
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cracked: '98:2',
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chiseled: '98:3',
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red: 45
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},
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mushroom_brown_huge: 99,
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mushroom_red_huge: 100,
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iron_bars: 101,
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glass_pane: 102,
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melon: 103,
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pumpkin_stem: 104,
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melon_stem: 105,
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vines: 106,
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fence_gate: 107,
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mycelium: 110,
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lily_pad: 111,
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nether: 112,
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nether_fence: 113,
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netherwart: 115,
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table_enchantment: 116,
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brewing_stand: 117,
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cauldron: 118,
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endportal: 119,
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endportal_frame: 120,
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endstone: 121,
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dragon_egg: 122,
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redstone_lamp: 123,
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redstone_lamp_active: 124,
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slab: {
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snow: 78,
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stone: 44,
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sandstone: '44:1',
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wooden: '44:2',
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cobblestone: '44:3',
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brick: '44:4',
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stonebrick: '44:5',
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netherbrick:'44:6',
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quartz: '44:7',
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oak: 126,
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spruce: '126:1',
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birch: '126:2',
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jungle: '126:3',
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upper: {
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stone: '44:8',
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sandstone: '44:9',
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wooden: '44:10',
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cobblestone: '44:11',
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brick: '44:12',
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stonebrick: '44:13',
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netherbrick:'44:14',
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quartz: '44:15',
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oak: '126:8',
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spruce: '126:9',
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birch: '126:10',
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jungle: '126:11',
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}
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},
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cocoa: 127,
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emerald_ore: 129,
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enderchest: 130,
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tripwire_hook: 131,
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tripwire: 132,
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emerald: 133,
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command: 137,
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beacon: 138,
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cobblestone_wall: 139,
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flowerpot: 140,
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carrots: 141,
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potatoes: 142,
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button_wood: 143,
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mobhead: 144,
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anvil: 145,
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chest_trapped: 146,
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pressure_plate_weighted_light: 147,
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pressure_plate_weighted_heavy: 148,
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redstone_comparator: 149,
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redstone_comparator_active: 150,
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daylight_sensor: 151,
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redstone: 152,
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netherquartzore: 153,
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hopper: 154,
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quartz: 155,
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rail_activator: 157,
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dropper: 158,
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stained_clay: {
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white: 159 // All other colors added below
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},
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hay: 170,
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carpet: {
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white: 171 // All other colors added below
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},
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hardened_clay: 172,
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coal_block: 173
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};
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(function() {
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// Add all available colors to colorized block collections
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var colors = {
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orange: ':1',
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magenta: ':2',
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lightblue: ':3',
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yellow: ':4',
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lime: ':5',
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pink: ':6',
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gray: ':7',
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lightgray: ':8',
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cyan: ':9',
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purple: ':10',
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blue: ':11',
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brown: ':12',
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green: ':13',
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red: ':14',
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black: ':15'
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};
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var colorized_blocks = ["wool", "stained_clay", "carpet"];
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for (var i = 0, len = colorized_blocks.length; i < len; i++) {
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var block = colorized_blocks[i],
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data_value = blocks[block].white;
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for (var color in colors) {
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blocks[block][color] = data_value + colors[color];
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}
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};
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/*
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rainbow colors - a convenience
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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.
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*/
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blocks.rainbow = [blocks.wool.red,
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blocks.wool.orange,
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blocks.wool.yellow,
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blocks.wool.lime,
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blocks.wool.lightblue,
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blocks.wool.blue,
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blocks.wool.purple];
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})();
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@ -1,373 +0,0 @@
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/************************************************************************
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Drone.blocktype() method
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========================
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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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* 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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To create a 2-line high message using glowstone...
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blocktype("Hello\nWorld",blocks.glowstone);
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![blocktype example][imgbt1]
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[imgbt1]: img/blocktype1.png
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***/
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(function(){
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var bitmaps = {
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raw: {
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'0':' ### '+
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' # # '+
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},
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computed: {}
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};
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/*
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wph 20130121 compute the width, and x,y coords of pixels ahead of time
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*/
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for (var c in bitmaps.raw){
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var bits = bitmaps.raw[c];
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var width = bits.length/5;
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var bmInfo = {"width": width,"pixels":[]}
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bitmaps.computed[c] = bmInfo;
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for (var j = 0; j < bits.length; j++){
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if (bits.charAt(j) != ' '){
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bmInfo.pixels.push([j%width,Math.ceil(j/width)]);
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// message
|
||||
// string with text to be displayed
|
||||
// fg
|
||||
// foreground material. The material the text will be in.
|
||||
// bg
|
||||
// background material, optional. The negative space within the bounding box of the text.
|
||||
//
|
||||
Drone.extend('blocktype', function(message,fg,bg){
|
||||
|
||||
this.chkpt('blocktext');
|
||||
|
||||
if (typeof fg == "undefined")
|
||||
fg = blocks.wool.black;
|
||||
|
||||
var bmfg = this._getBlockIdAndMeta(fg);
|
||||
var bmbg = null;
|
||||
if (typeof bg != "undefined")
|
||||
bmbg = this._getBlockIdAndMeta(bg);
|
||||
var lines = message.split("\n");
|
||||
var lineCount = lines.length;
|
||||
for (var h = 0;h < lineCount; h++) {
|
||||
var line = lines[h];
|
||||
line = line.toLowerCase().replace(/[^0-9a-z \.\-\+\/\;\'\:\!]/g,"");
|
||||
this.up(7*(lineCount-(h+1)));
|
||||
|
||||
for (var i =0;i < line.length; i++) {
|
||||
var ch = line.charAt(i)
|
||||
var bits = bitmaps.computed[ch];
|
||||
if (typeof bits == "undefined"){
|
||||
bits = bitmaps.computed[' '];
|
||||
}
|
||||
var charWidth = bits.width;
|
||||
if (typeof bg != "undefined")
|
||||
this.cuboidX(bmbg[0],bmbg[1],charWidth,7,1);
|
||||
for (var j = 0;j < bits.pixels.length;j++){
|
||||
this.chkpt('btbl');
|
||||
var x = bits.pixels[j][0];
|
||||
var y = bits.pixels[j][1];
|
||||
this.up(6-y).right(x).cuboidX(bmfg[0],bmfg[1]);
|
||||
this.move('btbl');
|
||||
}
|
||||
this.right(charWidth-1);
|
||||
}
|
||||
this.move('blocktext');
|
||||
}
|
||||
|
||||
return this.move('blocktext');
|
||||
});
|
||||
}());
|
||||
|
||||
|
|
@ -1,49 +0,0 @@
|
|||
//
|
||||
// a castle is just a big wide fort with 4 taller forts at each corner
|
||||
//
|
||||
Drone.extend('castle', function(side, height)
|
||||
{
|
||||
//
|
||||
// use sensible default parameter values
|
||||
// if no parameters are supplied
|
||||
//
|
||||
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'
|
||||
//
|
||||
this.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
|
||||
//
|
||||
this.fwd(towerSide/2).right(towerSide/2);
|
||||
//
|
||||
// the castle is really just a big fort with 4 smaller 'tower' forts at each corner
|
||||
//
|
||||
this.fort(side,height);
|
||||
//
|
||||
// move back to start position
|
||||
//
|
||||
this.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
|
||||
this.fort(towerSide,towerHeight);
|
||||
// move forward the length of the castle then turn right
|
||||
this.fwd(side+towerSide-1).turn();
|
||||
}
|
||||
return this.move('castle');
|
||||
});
|
|
@ -1,33 +0,0 @@
|
|||
/**
|
||||
* Creates a tile pattern of given block types and size
|
||||
*
|
||||
* Paramters:
|
||||
* whiteBlock - blockId used for the traditional white portion of the chessboard
|
||||
* blackBlock - blockId used for the traditional black portion of the chessboard
|
||||
* width - width of the chessboard
|
||||
* height - height of the chessboard
|
||||
*/
|
||||
Drone.extend("chessboard", function(whiteBlock, blackBlock, width, depth) {
|
||||
this.chkpt('chessboard-start');
|
||||
if (typeof whiteBlock == "undefined")
|
||||
whiteBlock = blocks.wool.white;
|
||||
if (typeof blackBlock == "undefined")
|
||||
blackBlock = blocks.wool.black;
|
||||
if (typeof width == "undefined")
|
||||
width = 8;
|
||||
if (typeof depth == "undefined")
|
||||
depth = width;
|
||||
|
||||
for(var i = 0; i < width; ++i) {
|
||||
for(var j = 0; j < depth; ++j) {
|
||||
var block = blackBlock;
|
||||
if((i+j)%2 == 1) {
|
||||
block = whiteBlock;
|
||||
}
|
||||
this.box(block);
|
||||
this.right();
|
||||
}
|
||||
this.move('chessboard-start').fwd(i+1);
|
||||
}
|
||||
return this.move('chessboard-start');
|
||||
});
|
|
@ -1,83 +0,0 @@
|
|||
//
|
||||
// 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
|
||||
// __folder is a special javascript variable whose value is the directory where the
|
||||
// current script resides.
|
||||
//
|
||||
// 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 drone.cottage();
|
||||
//
|
||||
|
||||
Drone.extend('cottage',function ()
|
||||
{
|
||||
this.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.
|
||||
//
|
||||
this.down().right(4).sign(["Home","Sweet","Home"],68);
|
||||
|
||||
return this.move('cottage');
|
||||
});
|
||||
//
|
||||
// a more complex script that builds an tree-lined avenue with
|
||||
// cottages on both sides.
|
||||
//
|
||||
Drone.extend('cottage_road', function(numberCottages)
|
||||
{
|
||||
if (typeof numberCottages == "undefined"){
|
||||
numberCottages = 6;
|
||||
}
|
||||
var i=0, distanceBetweenTrees = 11;
|
||||
//
|
||||
// step 1 build the road.
|
||||
//
|
||||
var cottagesPerSide = Math.floor(numberCottages/2);
|
||||
this
|
||||
.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++){
|
||||
this
|
||||
.left(5).oak()
|
||||
.right(10).oak()
|
||||
.left(5) // return to middle of road
|
||||
.fwd(distanceBetweenTrees+1); // move forward.
|
||||
}
|
||||
this.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 d.down().box(43,1,1,5).fwd(5).left(3).up().cottage();
|
||||
};
|
||||
//
|
||||
// step 3 build cottages on each side
|
||||
//
|
||||
for (i = 0;i < cottagesPerSide; i++)
|
||||
{
|
||||
this.fwd(distanceBetweenTrees+1).chkpt("r"+i);
|
||||
// build cottage on left
|
||||
pathAndCottage(this.turn(3)).move("r"+i);
|
||||
// build cottage on right
|
||||
pathAndCottage(this.turn()).move("r"+i);
|
||||
}
|
||||
// return drone to where it was at start of function
|
||||
return this.move("cottage_road");
|
||||
});
|
||||
|
|
@ -1,36 +0,0 @@
|
|||
//
|
||||
// Create a floor of colored tiles some of which emit light.
|
||||
// The tiles change color every second creating a strobe-lit dance-floor.
|
||||
//
|
||||
// See it in action here => http://www.youtube.com/watch?v=UEooBt6NTFo
|
||||
//
|
||||
Drone.extend('dancefloor',function(width,length)
|
||||
{
|
||||
if (typeof width == "undefined")
|
||||
width = 5;
|
||||
if (typeof length == "undefined")
|
||||
length = width;
|
||||
//
|
||||
// create a separate Drone object to lay down disco tiles
|
||||
//
|
||||
var disco = new Drone(this.x, this.y, this.z, this.dir, this.world);
|
||||
//
|
||||
// under-floor lighting
|
||||
//
|
||||
disco.down().box(89,width,1,length).up();
|
||||
var floorTiles = [35,35,'35:1','35:2','35:3','35:4','35:4','35:4','35:6',20,20];
|
||||
//
|
||||
// strobe gets called in a java thread - disco only lasts 30 seconds.
|
||||
//
|
||||
var discoTicks = 30;
|
||||
var task = null;
|
||||
var strobe = function() {
|
||||
disco.rand(floorTiles,width,1,length);
|
||||
if (!discoTicks--)
|
||||
task.cancel();
|
||||
};
|
||||
var now = 0;
|
||||
var everySecond = 20;
|
||||
task = server.scheduler.runTaskTimer(__plugin,strobe,now,everySecond);
|
||||
return this;
|
||||
});
|
|
@ -1,66 +0,0 @@
|
|||
//
|
||||
// constructs a medieval fort
|
||||
//
|
||||
Drone.extend('fort', function(side, height)
|
||||
{
|
||||
if (typeof side == "undefined")
|
||||
side = 18;
|
||||
if (typeof height == "undefined")
|
||||
height = 6;
|
||||
// make sure side is even
|
||||
if (side%2)
|
||||
side++;
|
||||
if (height < 4 || side < 10)
|
||||
throw new java.lang.RuntimeException("Forts must be at least 10 wide X 4 tall");
|
||||
var brick = 98;
|
||||
//
|
||||
// build walls.
|
||||
//
|
||||
this.chkpt('fort').box0(brick,side,height-1,side);
|
||||
//
|
||||
// build battlements
|
||||
//
|
||||
this.up(height-1);
|
||||
for (i = 0;i <= 3;i++){
|
||||
var turret = [];
|
||||
this.box(brick) // solid brick corners
|
||||
.up().box('50:5').down() // light a torch on each corner
|
||||
.fwd();
|
||||
turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[this.dir]);
|
||||
turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[(this.dir+2)%4]);
|
||||
try{
|
||||
this.boxa(turret,1,1,side-2).fwd(side-2).turn();
|
||||
}catch(e){
|
||||
self.sendMessage("ERROR: " + e.toString());
|
||||
}
|
||||
}
|
||||
//
|
||||
// build battlement's floor
|
||||
//
|
||||
this.move('fort');
|
||||
this.up(height-2).fwd().right().box('126:0',side-2,1,side-2);
|
||||
var battlementWidth = 3;
|
||||
if (side <= 12)
|
||||
battlementWidth = 2;
|
||||
|
||||
this.fwd(battlementWidth).right(battlementWidth)
|
||||
.box(0,side-((1+battlementWidth)*2),1,side-((1+battlementWidth)*2));
|
||||
//
|
||||
// add door
|
||||
//
|
||||
var torch = '50:' + Drone.PLAYER_TORCH_FACING[this.dir];
|
||||
this.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[(this.dir+2)%4];
|
||||
this.move('fort').right((side/2)-3).fwd(1) // move inside fort
|
||||
.box(ladder, 1,height-1,1);
|
||||
return this.move('fort');
|
||||
|
||||
});
|
||||
|
|
@ -1,217 +0,0 @@
|
|||
//
|
||||
// Constructs the JS logo
|
||||
// https://raw.github.com/voodootikigod/logo.js/master/js.png
|
||||
//
|
||||
// fg
|
||||
// the material that the letters JS will be made of
|
||||
// bg
|
||||
// the material that the square will be made of
|
||||
//
|
||||
Drone.extend('logojs', function(fg, bg) {
|
||||
|
||||
// foreground defaults to gray wool
|
||||
if (typeof fg == "undefined")
|
||||
fg = '35:7';
|
||||
// background defaults to gold blocks
|
||||
if (typeof bg == "undefined")
|
||||
bg = 41;
|
||||
|
||||
// Draw the sqaure
|
||||
this.chkpt('logojs-start')
|
||||
.up()
|
||||
.box(bg, 100, 100, 1);
|
||||
|
||||
// Draw the J, starting with the hook
|
||||
this.right(30).up(13)
|
||||
.box(fg)
|
||||
.right().down()
|
||||
.box(fg, 1, 3, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 5, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 7, 1)
|
||||
.right()
|
||||
.box(fg, 1, 8, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 10, 1)
|
||||
.right()
|
||||
.box(fg, 1, 9, 1)
|
||||
.right()
|
||||
.box(fg, 1, 8, 1)
|
||||
.right().down()
|
||||
.box(fg, 2, 8, 1)
|
||||
.right(2)
|
||||
.box(fg, 4, 7, 1)
|
||||
.right(4)
|
||||
.box(fg, 1, 8, 1)
|
||||
.right()
|
||||
.box(fg, 1, 9, 1)
|
||||
.right().up()
|
||||
.box(fg, 3, 10, 1)
|
||||
.right(3).up()
|
||||
.box(fg, 2, 9, 1)
|
||||
.right(2).up()
|
||||
.box(fg, 2, 8, 1)
|
||||
.right(2).up()
|
||||
.box(fg, 1, 7, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 6, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 5, 1)
|
||||
.right().up(2)
|
||||
.box(fg, 1, 3, 1)
|
||||
.left(9).up(3)
|
||||
.box(fg, 10, 31, 1)
|
||||
|
||||
// Draw the S
|
||||
// It's drawn in three strokes from bottom to top. Look for when
|
||||
// it switches from .right() to .left() then back again
|
||||
|
||||
// move to starting point for S
|
||||
.right(22).down(6)
|
||||
// stroke 1
|
||||
.box(fg)
|
||||
.right().down()
|
||||
.box(fg, 1, 3, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 5, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 7, 1)
|
||||
.right()
|
||||
.box(fg, 1, 8, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 10, 1)
|
||||
.right()
|
||||
.box(fg, 1, 9, 1)
|
||||
.right()
|
||||
.box(fg, 1, 8, 1)
|
||||
.right().down()
|
||||
.box(fg, 2, 8, 1)
|
||||
.right(2)
|
||||
.box(fg, 4, 7, 1)
|
||||
.right(4)
|
||||
.box(fg, 2, 8, 1)
|
||||
.right(2)
|
||||
.box(fg, 1, 9, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 9, 1)
|
||||
.right()
|
||||
.box(fg, 1, 10, 1)
|
||||
.right()
|
||||
.box(fg, 1, 22, 1)
|
||||
.right().up()
|
||||
.box(fg, 2, 20, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 18, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 17, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 15, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 13, 1)
|
||||
.right().up(2)
|
||||
.box(fg, 1, 9, 1)
|
||||
.right().up(2)
|
||||
.box(fg, 1, 5, 1)
|
||||
// stroke 2
|
||||
.left(8).up(4)
|
||||
.box(fg, 1, 9, 1)
|
||||
.left().up()
|
||||
.box(fg, 1, 9, 1)
|
||||
.left().up()
|
||||
.box(fg, 1, 8, 1)
|
||||
.left(2).up()
|
||||
.box(fg, 2, 8, 1)
|
||||
.left(2).up()
|
||||
.box(fg, 2, 7, 1)
|
||||
.left(2).up()
|
||||
.box(fg, 2, 7, 1)
|
||||
.left()
|
||||
.box(fg, 1, 8, 1)
|
||||
.left().up()
|
||||
.box(fg, 1, 8, 1)
|
||||
.left()
|
||||
.box(fg, 1, 9, 1)
|
||||
.left(2).up()
|
||||
.box(fg, 2, 19, 1)
|
||||
.left().up()
|
||||
.box(fg, 1, 17, 1)
|
||||
.left()
|
||||
.box(fg, 1, 16, 1)
|
||||
.left().up()
|
||||
.box(fg, 1, 14, 1)
|
||||
.left().up(2)
|
||||
.box(fg, 1, 10, 1)
|
||||
.left().up(2)
|
||||
.box(fg, 1, 6, 1)
|
||||
// stroke 3
|
||||
.right(7).up(6)
|
||||
.box(fg, 1, 8, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 7, 1)
|
||||
.right().up()
|
||||
.box(fg, 2, 7, 1)
|
||||
.right(2).up()
|
||||
.box(fg, 4, 6, 1)
|
||||
.right(4).down()
|
||||
.box(fg, 2, 7, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 8, 1)
|
||||
.right()
|
||||
.box(fg, 1, 7, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 8, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 9, 1)
|
||||
.right().down()
|
||||
.box(fg, 1, 9, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 8, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 6, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 5, 1)
|
||||
.right().up()
|
||||
.box(fg, 1, 3, 1)
|
||||
.right().up()
|
||||
.box(fg);
|
||||
|
||||
this.move('logojs-start');
|
||||
|
||||
return this;
|
||||
});
|
||||
//
|
||||
// Makes a cube of JS logos!
|
||||
// This is a wrapper for logojs() so look at its docs
|
||||
//
|
||||
// Until the drone can rotate on its Z axis we can't
|
||||
// use logojs() to create top/bottom sides of cube.
|
||||
//
|
||||
Drone.extend('logojscube', function(fg, bg) {
|
||||
|
||||
this.chkpt('jscube-start')
|
||||
.logojs(fg, bg);
|
||||
|
||||
this.move('jscube-start')
|
||||
.right(100)
|
||||
.turn(3)
|
||||
.logojs(fg, bg);
|
||||
|
||||
this.move('jscube-start')
|
||||
.right(100)
|
||||
.turn(3)
|
||||
.right(100)
|
||||
.turn(3)
|
||||
.logojs(fg, bg);
|
||||
|
||||
this.move('jscube-start')
|
||||
.right(100)
|
||||
.turn(3)
|
||||
.right(100)
|
||||
.turn(3)
|
||||
.right(100)
|
||||
.turn(3)
|
||||
.logojs(fg, bg);
|
||||
|
||||
return this;
|
||||
});
|
|
@ -1,14 +0,0 @@
|
|||
/**
|
||||
* Create a partial function
|
||||
*
|
||||
* Parameters:
|
||||
* func - base function
|
||||
* [remaining arguments] - arguments bound to the partial function
|
||||
*/
|
||||
function partial(func /*, 0..n args */) {
|
||||
var args = Array.prototype.slice.call(arguments, 1);
|
||||
return function() {
|
||||
var allArguments = args.concat(Array.prototype.slice.call(arguments));
|
||||
return func.apply(this, allArguments);
|
||||
};
|
||||
}
|
|
@ -1,41 +0,0 @@
|
|||
/************************************************************************
|
||||
Drone.rainbow() method
|
||||
======================
|
||||
Creates a Rainbow.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
|
||||
* radius (optional - default:18) - The radius of the rainbow
|
||||
|
||||
Example
|
||||
-------
|
||||
|
||||
var d = new Drone();
|
||||
d.rainbow(30);
|
||||
|
||||
![rainbow example](img/rainbowex1.png)
|
||||
|
||||
***/
|
||||
Drone.extend('rainbow', function(radius){
|
||||
if (typeof radius == "undefined")
|
||||
radius = 18;
|
||||
|
||||
this.chkpt('rainbow');
|
||||
this.down(radius);
|
||||
// copy blocks.rainbow and add air at end (to compensate for strokewidth)
|
||||
var colors = blocks.rainbow.slice(0);
|
||||
colors.push(blocks.air);
|
||||
for (var i = 0;i < colors.length; i++) {
|
||||
var bm = this._getBlockIdAndMeta(colors[i]);
|
||||
this.arc({
|
||||
blockType: bm[0],
|
||||
meta: bm[1],
|
||||
radius: radius-i,
|
||||
strokeWidth: 2,
|
||||
quadrants: {topright: true,
|
||||
topleft: true},
|
||||
orientation: 'vertical'}).right().up();
|
||||
}
|
||||
return this.move('rainbow');
|
||||
});
|
|
@ -1,32 +0,0 @@
|
|||
/**
|
||||
* Iterates over each cube in a cubic region. For each cube has a chance to callback your
|
||||
* function and provide a new drone to it.
|
||||
*
|
||||
* Parameters:
|
||||
* callback - any function that accepts a drone as its first argument
|
||||
* probability - chance to invoke your callback on each iteration
|
||||
* width - width of the region
|
||||
* height - (Optional) height of the region, defaults to width
|
||||
* depth - (Optional) depth of the cube, defaults to width
|
||||
*/
|
||||
|
||||
Drone.extend("rboxcall", function(callback, probability, width, height, depth) {
|
||||
this.chkpt('rboxcall-start');
|
||||
|
||||
for(var i = 0; i < width; ++i) {
|
||||
this.move('rboxcall-start').right(i);
|
||||
for(var j = 0; j < depth; ++j) {
|
||||
this.move('rboxcall-start').right(i).fwd(j);
|
||||
for(var k = 0; k < height; ++k) {
|
||||
if(Math.random()*100 < probability) {
|
||||
callback.call(null, new Drone(this.x, this.y, this.z));
|
||||
}
|
||||
this.up();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.move('rboxcall-start');
|
||||
|
||||
return this;
|
||||
});
|
|
@ -1,105 +0,0 @@
|
|||
//
|
||||
// usage:
|
||||
// [1] to place a new block with redstone wire on it (block on bottom, redstone on top)
|
||||
// /js wireblock(blocks.sandstone);
|
||||
//
|
||||
// [2] to drop wire on to an existing block
|
||||
// /js wire()
|
||||
//
|
||||
// [3] to place a (redstone) torch on a new block
|
||||
// /js torchblock(blocks.sandstone)
|
||||
//
|
||||
// [4] to place a repeater on a new block
|
||||
// /js repeaterblock(blocks.sandstone)
|
||||
//
|
||||
// [5] To create a long redstone wire (with necessary repeaters, powererd by a single torch)
|
||||
// /js wirestraight(blocks.sandstone, distance)
|
||||
//
|
||||
// [6] To create a 'road' with redstone torches and wire lining each side
|
||||
// /js redstoneroad(blocks.stone, blocks.sandstone, 25)
|
||||
|
||||
Drone.extend('wireblock',function(blockType)
|
||||
{
|
||||
this.chkpt('wireblock')
|
||||
.box(blockType,1,2,1) // 2 blocks tall, top block will be wire dropped on lower
|
||||
.up();
|
||||
|
||||
this.world.getBlockAt(this.x,this.y,this.z).setTypeId(55); //apply wire
|
||||
|
||||
return this.move('wireblock');
|
||||
});
|
||||
|
||||
Drone.extend('wire',function ()
|
||||
{
|
||||
this.chkpt('wire')
|
||||
.up();
|
||||
|
||||
this.world.getBlockAt(this.x,this.y,this.z).setTypeId(55); // apply wire
|
||||
|
||||
return this.move('wire');
|
||||
});
|
||||
|
||||
Drone.extend('torchblock', function(blockType)
|
||||
{
|
||||
this.box(blockType,1,2,1) // 2 blocks tall
|
||||
.up();
|
||||
|
||||
this.world.getBlockAt(this.x,this.y,this.z).setTypeId(76); // apply torch
|
||||
|
||||
return this.down();
|
||||
});
|
||||
|
||||
Drone.extend('repeaterblock',function(blockType)
|
||||
{
|
||||
this.chkpt('repeaterblock')
|
||||
.box(blockType,1,2,1)
|
||||
.up();
|
||||
|
||||
var block = this.world.getBlockAt(this.x,this.y,this.z);
|
||||
block.setTypeId(94); // apply repeater
|
||||
|
||||
// redstone repeater dirs: north=0,east=1,south=2,west=3
|
||||
var direction = [1,2,3,0][this.dir]; // convert drone dir to repeater dir.
|
||||
block.setData(direction);
|
||||
|
||||
return this.move('repeaterblock');
|
||||
});
|
||||
|
||||
|
||||
Drone.extend('wirestraight',function (blockType,distance)
|
||||
{
|
||||
this.chkpt('wirestraight');
|
||||
|
||||
this.torchblock(blockType);
|
||||
this.fwd();
|
||||
|
||||
for (var i = 1; i < distance; i++) {
|
||||
if(i % 14 == 0)
|
||||
{
|
||||
this.repeaterblock(blockType);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.wireblock(blockType);
|
||||
}
|
||||
|
||||
this.fwd();
|
||||
};
|
||||
|
||||
return this.move('wirestraight');
|
||||
});
|
||||
|
||||
|
||||
Drone.extend('redstoneroad', function (roadBlockType, redstoneunderBlockType, distance)
|
||||
{
|
||||
return this.down()
|
||||
.wirestraight(redstoneunderBlockType, distance)
|
||||
.right()
|
||||
.box(roadBlockType, 4,1,distance)
|
||||
.right(4)
|
||||
.wirestraight(redstoneunderBlockType, distance)
|
||||
.up();
|
||||
});
|
||||
|
||||
|
||||
|
|
@ -1,15 +0,0 @@
|
|||
Drone.extend('skyscraper',function(floors){
|
||||
|
||||
if (typeof floors == "undefined")
|
||||
floors = 10;
|
||||
this.chkpt('skyscraper');
|
||||
for (var i = 0;i < floors; i++)
|
||||
{
|
||||
this
|
||||
.box(blocks.iron,20,1,20)
|
||||
.up()
|
||||
.box0(blocks.glass_pane,20,3,20)
|
||||
.up(3);
|
||||
}
|
||||
return this.move('skyscraper');
|
||||
});
|
|
@ -1,44 +0,0 @@
|
|||
/************************************************************************
|
||||
Drone.spiral_stairs() method
|
||||
============================
|
||||
Constructs a spiral staircase with slabs at each corner.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
|
||||
* stairBlock - The block to use for stairs, should be one of the following...
|
||||
- 'oak'
|
||||
- 'spruce'
|
||||
- 'birch'
|
||||
- 'jungle'
|
||||
- 'cobblestone'
|
||||
- 'brick'
|
||||
- 'stone'
|
||||
- 'nether'
|
||||
- 'sandstone'
|
||||
- 'quartz'
|
||||
* flights - The number of flights of stairs to build.
|
||||
|
||||
![Spiral Staircase](img/spiralstair1.png)
|
||||
|
||||
Example
|
||||
-------
|
||||
To construct a spiral staircase 5 floors high made of oak...
|
||||
|
||||
spiral_stairs('oak', 5);
|
||||
|
||||
***/
|
||||
Drone.extend("spiral_stairs",function(stairBlock, flights){
|
||||
this.chkpt('spiral_stairs');
|
||||
|
||||
for (var i = 0; i < flights; i++){
|
||||
this
|
||||
.box(blocks.stairs[stairBlock] + ':' + Drone.PLAYER_STAIRS_FACING[this.dir])
|
||||
.up().fwd()
|
||||
.box(blocks.stairs[stairBlock] + ':' + Drone.PLAYER_STAIRS_FACING[this.dir])
|
||||
.up().fwd()
|
||||
.box(blocks.slab[stairBlock])
|
||||
.turn().fwd();
|
||||
}
|
||||
return this.move('spiral_stairs');
|
||||
});
|
|
@ -1,19 +0,0 @@
|
|||
/**
|
||||
* Creates a stream of blocks in a given direction until it hits something other than air
|
||||
*
|
||||
* Parameters:
|
||||
* block - blockId
|
||||
* dir - "up", "down", "left", "right", "fwd", "back
|
||||
* maxIterations - (Optional) maximum number of cubes to generate, defaults to 1000
|
||||
*/
|
||||
Drone.extend("streamer", function(block, dir, maxIterations) {
|
||||
for(var i = 0; i < maxIterations||1000; ++i) {
|
||||
this.box(block);
|
||||
this[dir].call(this);
|
||||
if(getBlock(this.x, this.y, this.z) !== "0:0") {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
});
|
|
@ -1,23 +0,0 @@
|
|||
//
|
||||
// constructs a mayan temple
|
||||
//
|
||||
Drone.extend('temple', function(side) {
|
||||
if (!side) {
|
||||
side = 20;
|
||||
}
|
||||
var stone = '98:1';
|
||||
var stair = '109:' + Drone.PLAYER_STAIRS_FACING[this.dir];
|
||||
|
||||
this.chkpt('temple');
|
||||
|
||||
while (side > 4) {
|
||||
var middle = Math.round((side-2)/2);
|
||||
this.chkpt('corner')
|
||||
.box(stone, side, 1, side)
|
||||
.right(middle).box(stair).right().box(stair)
|
||||
.move('corner').up().fwd().right();
|
||||
side = side - 2;
|
||||
}
|
||||
|
||||
return this.move('temple');
|
||||
});
|
File diff suppressed because it is too large
Load diff
|
@ -1,265 +0,0 @@
|
|||
/************************************************************************
|
||||
Drone.sphere() method
|
||||
=====================
|
||||
Creates a sphere.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
|
||||
* block - The block the sphere will be made of.
|
||||
* radius - The radius of the sphere.
|
||||
|
||||
Example
|
||||
-------
|
||||
To create a sphere of Iron with a radius of 10 blocks...
|
||||
|
||||
sphere( blocks.iron, 10);
|
||||
|
||||
![sphere example](img/sphereex1.png)
|
||||
|
||||
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.extend('sphere', function(block,radius)
|
||||
{
|
||||
var lastRadius = radius;
|
||||
var slices = [[radius,0]];
|
||||
var diameter = radius*2;
|
||||
var bm = this._getBlockIdAndMeta(block);
|
||||
|
||||
var r2 = radius*radius;
|
||||
for (var i = 0; i <= radius;i++){
|
||||
var newRadius = Math.round(Math.sqrt(r2 - i*i));
|
||||
if (newRadius == lastRadius)
|
||||
slices[slices.length-1][1]++;
|
||||
else
|
||||
slices.push([newRadius,1]);
|
||||
lastRadius = newRadius;
|
||||
}
|
||||
this.chkpt('sphere');
|
||||
//
|
||||
// mid section
|
||||
//
|
||||
this.up(radius - slices[0][1])
|
||||
.cylinder(block,radius,(slices[0][1]*2)-1,{blockType: bm[0],meta: bm[1]})
|
||||
.down(radius-slices[0][1]);
|
||||
|
||||
var yOffset = -1;
|
||||
for (var i = 1; i < slices.length;i++)
|
||||
{
|
||||
yOffset += slices[i-1][1];
|
||||
var sr = slices[i][0];
|
||||
var sh = slices[i][1];
|
||||
var v = radius + yOffset, h = radius-sr;
|
||||
// northern hemisphere
|
||||
this.up(v).fwd(h).right(h)
|
||||
.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
|
||||
.left(h).back(h).down(v);
|
||||
|
||||
// southern hemisphere
|
||||
v = radius - (yOffset+sh+1);
|
||||
this.up(v).fwd(h).right(h)
|
||||
.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
|
||||
.left(h).back(h). down(v);
|
||||
}
|
||||
return this.move('sphere');
|
||||
});
|
||||
/************************************************************************
|
||||
Drone.sphere0() method
|
||||
======================
|
||||
Creates an empty sphere.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
|
||||
* block - The block the sphere will be made of.
|
||||
* radius - The radius of the sphere.
|
||||
|
||||
Example
|
||||
-------
|
||||
To create a sphere of Iron with a radius of 10 blocks...
|
||||
|
||||
sphere0( blocks.iron, 10);
|
||||
|
||||
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.extend('sphere0', function(block,radius)
|
||||
{
|
||||
/*
|
||||
this.sphere(block,radius)
|
||||
.fwd().right().up()
|
||||
.sphere(0,radius-1)
|
||||
.back().left().down();
|
||||
|
||||
*/
|
||||
|
||||
var lastRadius = radius;
|
||||
var slices = [[radius,0]];
|
||||
var diameter = radius*2;
|
||||
var bm = this._getBlockIdAndMeta(block);
|
||||
|
||||
var r2 = radius*radius;
|
||||
for (var i = 0; i <= radius;i++){
|
||||
var newRadius = Math.round(Math.sqrt(r2 - i*i));
|
||||
if (newRadius == lastRadius)
|
||||
slices[slices.length-1][1]++;
|
||||
else
|
||||
slices.push([newRadius,1]);
|
||||
lastRadius = newRadius;
|
||||
}
|
||||
this.chkpt('sphere0');
|
||||
//
|
||||
// mid section
|
||||
//
|
||||
//.cylinder(block,radius,(slices[0][1]*2)-1,{blockType: bm[0],meta: bm[1]})
|
||||
this.up(radius - slices[0][1])
|
||||
.arc({blockType: bm[0],
|
||||
meta: bm[1],
|
||||
radius: radius,
|
||||
strokeWidth: 2,
|
||||
stack: (slices[0][1]*2)-1,
|
||||
fill: false
|
||||
})
|
||||
.down(radius-slices[0][1]);
|
||||
|
||||
var yOffset = -1;
|
||||
var len = slices.length;
|
||||
for (var i = 1; i < len;i++)
|
||||
{
|
||||
yOffset += slices[i-1][1];
|
||||
var sr = slices[i][0];
|
||||
var sh = slices[i][1];
|
||||
var v = radius + yOffset, h = radius-sr;
|
||||
// northern hemisphere
|
||||
// .cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
|
||||
this.up(v).fwd(h).right(h)
|
||||
.arc({
|
||||
blockType: bm[0],
|
||||
meta: bm[1],
|
||||
radius: sr,
|
||||
stack: sh,
|
||||
fill: false,
|
||||
strokeWidth: i<len-1?1+(sr-slices[i+1][0]):1
|
||||
})
|
||||
.left(h).back(h).down(v);
|
||||
|
||||
// southern hemisphere
|
||||
v = radius - (yOffset+sh+1);
|
||||
//.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
|
||||
this.up(v).fwd(h).right(h)
|
||||
.arc({
|
||||
blockType: bm[0],
|
||||
meta: bm[1],
|
||||
radius: sr,
|
||||
stack: sh,
|
||||
fill: false,
|
||||
strokeWidth: i<len-1?1+(sr-slices[i+1][0]):1
|
||||
})
|
||||
.left(h).back(h). down(v);
|
||||
}
|
||||
this.move('sphere0');
|
||||
|
||||
return this;
|
||||
|
||||
});
|
||||
/************************************************************************
|
||||
Drone.hemisphere() method
|
||||
=========================
|
||||
Creates a hemisphere. Hemispheres can be either north or south.
|
||||
|
||||
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
|
||||
-------
|
||||
To create a wood 'north' hemisphere with a radius of 7 blocks...
|
||||
|
||||
hemisphere(blocks.oak, 7, 'north');
|
||||
|
||||
![hemisphere example](img/hemisphereex1.png)
|
||||
|
||||
***/
|
||||
Drone.extend('hemisphere', function(block,radius, northSouth){
|
||||
var lastRadius = radius;
|
||||
var slices = [[radius,0]];
|
||||
var diameter = radius*2;
|
||||
var bm = this._getBlockIdAndMeta(block);
|
||||
|
||||
var r2 = radius*radius;
|
||||
for (var i = 0; i <= radius;i++){
|
||||
var newRadius = Math.round(Math.sqrt(r2 - i*i));
|
||||
if (newRadius == lastRadius)
|
||||
slices[slices.length-1][1]++;
|
||||
else
|
||||
slices.push([newRadius,1]);
|
||||
lastRadius = newRadius;
|
||||
}
|
||||
this.chkpt('hsphere');
|
||||
//
|
||||
// mid section
|
||||
//
|
||||
if (northSouth == "north"){
|
||||
this.cylinder(block,radius,slices[0][1],{blockType: bm[0],meta: bm[1]});
|
||||
} else {
|
||||
this.up(radius - slices[0][1])
|
||||
.cylinder(block,radius,slices[0][1],{blockType: bm[0],meta: bm[1]})
|
||||
.down(radius - slices[0][1]);
|
||||
}
|
||||
|
||||
var yOffset = -1;
|
||||
for (var i = 1; i < slices.length;i++)
|
||||
{
|
||||
yOffset += slices[i-1][1];
|
||||
var sr = slices[i][0];
|
||||
var sh = slices[i][1];
|
||||
var v = yOffset, h = radius-sr;
|
||||
if (northSouth == "north") {
|
||||
// northern hemisphere
|
||||
this.up(v).fwd(h).right(h)
|
||||
.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
|
||||
.left(h).back(h).down(v);
|
||||
}else{
|
||||
// southern hemisphere
|
||||
v = radius - (yOffset+sh+1);
|
||||
this.up(v).fwd(h).right(h)
|
||||
.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
|
||||
.left(h).back(h). down(v);
|
||||
}
|
||||
}
|
||||
return this.move('hsphere');
|
||||
|
||||
});
|
||||
/************************************************************************
|
||||
Drone.hemisphere0() method
|
||||
=========================
|
||||
Creates a hollow hemisphere. Hemispheres can be either north or south.
|
||||
|
||||
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
|
||||
-------
|
||||
To create a glass 'north' hemisphere with a radius of 20 blocks...
|
||||
|
||||
hemisphere0(blocks.glass, 20, 'north');
|
||||
|
||||
![hemisphere example](img/hemisphereex2.png)
|
||||
|
||||
***/
|
||||
Drone.extend('hemisphere0', function(block,radius,northSouth){
|
||||
return this.hemisphere(block,radius,northSouth)
|
||||
.fwd().right().up(northSouth=="north"?0:1)
|
||||
.hemisphere(0,radius-1,northSouth)
|
||||
.back().left().down(northSouth=="north"?0:1);
|
||||
});
|
|
@ -1,21 +0,0 @@
|
|||
Drone.prototype.testHorizontalStrokeWidth = function(){
|
||||
this.arc({
|
||||
blockType: 42,
|
||||
meta: 0,
|
||||
radius: 8,
|
||||
orientation: 'horizontal',
|
||||
strokeWidth: 3,
|
||||
quadrants: {topright:true,topleft:true,bottomleft:true,bottomright:true}
|
||||
});
|
||||
};
|
||||
|
||||
Drone.prototype.testVerticalStrokeWidth = function(){
|
||||
this.arc({
|
||||
blockType: 42,
|
||||
meta: 0,
|
||||
radius: 8,
|
||||
orientation: 'vertical',
|
||||
strokeWidth: 3,
|
||||
quadrants: {topright:true,topleft:true,bottomleft:true,bottomright:true}
|
||||
});
|
||||
};
|
Reference in a new issue