tweaking young person's guide - update events link.

This commit is contained in:
walterhiggins 2014-12-31 19:50:13 +00:00
parent 0625fab97f
commit fbb8bb032d
2 changed files with 82 additions and 68 deletions

View file

@ -976,36 +976,35 @@ not very useful. In practice the computer would be expected to make decisions an
act accordingly. The javascript statement used for making decisions is `if`.
While standing on the ground in-game, type the following at the command prompt...
/js if ( self.flying ) { echo('Hey, You are flying!'); }
/js if ( self.onGround ) { echo('You are not flying!'); }
... No message should appear on screen. That is - `Hey, You are
flying!` should *not* appear on screen. Now double-tap the `space`
bar to start flying in-game (tap the space bar twice in rapid
the following message should have appeared on your screen...
You are not flying!
Now double-tap the `space` bar to start flying in-game (tap the space bar twice in rapid
succession), then press and hold space to rise above the ground. Now
enter the same statement again (If you don't want to type the same
statement again, just press `/` then press the `UP` cursor key on your
keyboard, the statement you entered previously should reappear.
/js if ( self.flying ) { echo('Hey, You are flying!'); }
/js if ( self.onGround ) { echo('You are not flying!'); }
... this time the following message should have appeared on your screen...
Hey, You are flying!
... this time no message should appear on your screen.
The `if` statement tests to see if something is `true` or `false` and
if `true` then the block of code between the curly braces ( `{` and
`}` ) is executed - but only if the condition is true. The condition
in the above example is `self.flying` which will be `true` if you are
currently flying or `false` if you aren't.
in the above example is `!self.onGround` (self is not on ground) which
will be `true` if you are currently flying or `false` if you aren't.
What if you wanted to display a message only if a condition is *not*
true ? For example to only display a message if the player is *not*
flying...
true ? For example to only display a message if the player is *not* on the ground...
/js if ( ! self.flying ) { echo ('You are not flying.'); }
/js if ( !self.onGround ) { echo ('You are flying!'); }
... This code differs in that now there's a `!` (the exclamation mark)
before `self.flying`. The `!` symbol negates (returns the opposite of)
before `self.onGround`. The `!` symbol negates (returns the opposite of)
whatever follows it.
What if you want to display a message in both cases - whether you're
@ -1015,11 +1014,11 @@ in your scriptcraft/plugins directory...
```javascript
exports.flightStatus = function( player ) {
if ( player.flying ) {
player.sendMessage( 'Hey, You are flying!' );
} else {
player.sendMessage( 'You are not flying.' );
}
if ( player.onGround ) {
echo(player, 'You are not flying!' );
} else {
echo(player, 'Hey, You are flying!' );
}
}
```
@ -1072,7 +1071,7 @@ scriptcraft. Then break a block in the game and you should see the
message 'You broke a block'.
There are many types of events you can listen for in Minecraft. You can
browse [all possible Canary events][cmevts] .
browse [all possible event registration functions][cmevts2] in the API Reference.
For custom events (events which aren't in the net.canarymod.hook tree)
just specify the fully qualified class name instead. E.g. ...
@ -1193,8 +1192,9 @@ exports.initialise = function(names){
});
};
/* changes score by diff e.g. to add 6 to the player's current score
updateScore('walter',6); // walter's new score = 5 + 6 = 11.
/*
changes score by diff e.g. to add 6 to the player's current score
updateScore('walter',6); // walter's new score = 5 + 6 = 11.
*/
exports.updateScore = function(name, diff){
scores[name] += diff;
@ -1214,18 +1214,24 @@ keep a count of how many blocks each player has broken ...
```javascript
var breaks = {};
// every time a player joins the game reset their block-break-count to 0
events.on('player.PlayerJoinEvent', function( event ) {
breaks[event.player] = 0;
});
events.on('block.BlockBreakEvent', function( event ) {
var breaker = event.player;
var breakCount = breaks[breaker.name];
breakCount++; // increment the count.
breaks[breaker.name] = breakCount;
breaker.sendMessage('You broke ' + breakCount + ' blocks');
});
/*
every time a player joins the game reset their block-break-count to 0
*/
function initializeBreakCount( event ){
breaks[event.player.name] = 0;
}
events.connection( initializeBreakCount );
/*
every time a player breaks a block increase their block-break-count
*/
function incrementBreakCount( event ){
breaks[event.player.name] += 1; // add 1
var breakCount = breaks[event.player.name];
echo( event.player, 'You broke ' + breakCount + ' blocks');
}
events.blockDestroy( incrementBreakCount );
```
With a little more work, you could turn this into a game where players
@ -1265,6 +1271,7 @@ different objects and methods available for use by ScriptCraft.
[twl]: http://www.barebones.com/products/textwrangler/
[bkevts]: http://jd.bukkit.org/dev/apidocs/org/bukkit/event/package-summary.html
[cmevts]: https://ci.visualillusionsent.net/job/CanaryLib/javadoc/net/canarymod/hook/package-summary.html
[cmevts2]: API-Reference.md#events-helper-module-canary-version
[img_echo_date]: img/ypgpm_echo_date.png
[img_3d_shapes]: img/ypgpm_3dshapes.jpg
[img_whd]: img/ypgpm_whd.jpg

View file

@ -940,36 +940,35 @@ not very useful. In practice the computer would be expected to make decisions an
act accordingly. The javascript statement used for making decisions is `if`.
While standing on the ground in-game, type the following at the command prompt...
/js if ( self.flying ) { echo('Hey, You are flying!'); }
/js if ( self.onGround ) { echo('You are not flying!'); }
... No message should appear on screen. That is - `Hey, You are
flying!` should *not* appear on screen. Now double-tap the `space`
bar to start flying in-game (tap the space bar twice in rapid
the following message should have appeared on your screen...
You are not flying!
Now double-tap the `space` bar to start flying in-game (tap the space bar twice in rapid
succession), then press and hold space to rise above the ground. Now
enter the same statement again (If you don't want to type the same
statement again, just press `/` then press the `UP` cursor key on your
keyboard, the statement you entered previously should reappear.
/js if ( self.flying ) { echo('Hey, You are flying!'); }
/js if ( self.onGround ) { echo('You are not flying!'); }
... this time the following message should have appeared on your screen...
Hey, You are flying!
... this time no message should appear on your screen.
The `if` statement tests to see if something is `true` or `false` and
if `true` then the block of code between the curly braces ( `{` and
`}` ) is executed - but only if the condition is true. The condition
in the above example is `self.flying` which will be `true` if you are
currently flying or `false` if you aren't.
in the above example is `!self.onGround` (self is not on ground) which
will be `true` if you are currently flying or `false` if you aren't.
What if you wanted to display a message only if a condition is *not*
true ? For example to only display a message if the player is *not*
flying...
true ? For example to only display a message if the player is *not* on the ground...
/js if ( ! self.flying ) { echo ('You are not flying.'); }
/js if ( !self.onGround ) { echo ('You are flying!'); }
... This code differs in that now there's a `!` (the exclamation mark)
before `self.flying`. The `!` symbol negates (returns the opposite of)
before `self.onGround`. The `!` symbol negates (returns the opposite of)
whatever follows it.
What if you want to display a message in both cases - whether you're
@ -979,11 +978,11 @@ in your scriptcraft/plugins directory...
```javascript
exports.flightStatus = function( player ) {
if ( player.flying ) {
player.sendMessage( 'Hey, You are flying!' );
} else {
player.sendMessage( 'You are not flying.' );
}
if ( player.onGround ) {
echo(player, 'You are not flying!' );
} else {
echo(player, 'Hey, You are flying!' );
}
}
```
@ -1036,7 +1035,7 @@ scriptcraft. Then break a block in the game and you should see the
message 'You broke a block'.
There are many types of events you can listen for in Minecraft. You can
browse [all possible Canary events][cmevts] .
browse [all possible event registration functions][cmevts2] in the API Reference.
For custom events (events which aren't in the net.canarymod.hook tree)
just specify the fully qualified class name instead. E.g. ...
@ -1157,8 +1156,9 @@ exports.initialise = function(names){
});
};
/* changes score by diff e.g. to add 6 to the player's current score
updateScore('walter',6); // walter's new score = 5 + 6 = 11.
/*
changes score by diff e.g. to add 6 to the player's current score
updateScore('walter',6); // walter's new score = 5 + 6 = 11.
*/
exports.updateScore = function(name, diff){
scores[name] += diff;
@ -1178,18 +1178,24 @@ keep a count of how many blocks each player has broken ...
```javascript
var breaks = {};
// every time a player joins the game reset their block-break-count to 0
events.on('player.PlayerJoinEvent', function( event ) {
breaks[event.player] = 0;
});
events.on('block.BlockBreakEvent', function( event ) {
var breaker = event.player;
var breakCount = breaks[breaker.name];
breakCount++; // increment the count.
breaks[breaker.name] = breakCount;
breaker.sendMessage('You broke ' + breakCount + ' blocks');
});
/*
every time a player joins the game reset their block-break-count to 0
*/
function initializeBreakCount( event ){
breaks[event.player.name] = 0;
}
events.connection( initializeBreakCount );
/*
every time a player breaks a block increase their block-break-count
*/
function incrementBreakCount( event ){
breaks[event.player.name] += 1; // add 1
var breakCount = breaks[event.player.name];
echo( event.player, 'You broke ' + breakCount + ' blocks');
}
events.blockDestroy( incrementBreakCount );
```
With a little more work, you could turn this into a game where players
@ -1229,6 +1235,7 @@ different objects and methods available for use by ScriptCraft.
[twl]: http://www.barebones.com/products/textwrangler/
[bkevts]: http://jd.bukkit.org/dev/apidocs/org/bukkit/event/package-summary.html
[cmevts]: https://ci.visualillusionsent.net/job/CanaryLib/javadoc/net/canarymod/hook/package-summary.html
[cmevts2]: API-Reference.md#events-helper-module-canary-version
[img_echo_date]: img/ypgpm_echo_date.png
[img_3d_shapes]: img/ypgpm_3dshapes.jpg
[img_whd]: img/ypgpm_whd.jpg