1321 lines
50 KiB
Markdown
1321 lines
50 KiB
Markdown
<!--
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IMPORTANT NOTE FOR CONTRIBUTORS
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-------------------------------
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Contributors: This file is generated from source file src/docs/templates/ypgpm.md
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If you would like to make changes, change file src/docs/templates/ypgpm.md instead
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-->
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# The Young Person's Guide to Programming in Minecraft
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## Table of Contents
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* [Introduction](#introduction)
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* [Installing and Running SpigotMC](#installing-and-running-spigotmc)
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* [Installing ScriptCraft](#installing-scriptcraft)
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* [Configuring your Server (optional)](#configuring-your-server-optional)
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* [Learning Javascript](#learning-javascript)
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* [First Steps](#first-steps)
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* [Variables](#variables)
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* [Functions](#functions)
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* [Building stuff in Minecraft](#building-stuff-in-minecraft)
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* [Common Block Materials](#common-block-materials)
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* [Dimensions](#dimensions)
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* [More shapes](#more-shapes)
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* [The Drone Object](#the-drone-object)
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* [Movement](#movement)
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* [Chaining - combining building and movement.](#chaining---combining-building-and-movement)
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* [Exercise - Build a simple dwelling](#exercise---build-a-simple-dwelling)
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* [Remembering where you started.](#remembering-where-you-started)
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* [Saving your work](#saving-your-work)
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* [Your First Minecraft Mod!](#your-first-minecraft-mod)
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* [Parameters](#parameters)
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* [true or false](#true-or-false)
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* [More fun with `true` or `false`](#more-fun-with-true-or-false)
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* [Booleans and JavaBeans](#booleans-and-javabeans)
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* [SIDENOTE](#sidenote)
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* [...and Again, and Again, and Again,...](#and-again-and-again-and-again)
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* [Counting to 100](#counting-to-100)
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* [Saying "Hi!" to every player](#saying-hi-to-every-player)
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* [While Loops](#while-loops)
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* [`utils.foreach()` - Yet another way to process Arrays](#utilsforeach---yet-another-way-to-process-arrays)
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* [Exercise](#exercise)
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* [Putting `for` loops to use - Building a Skyscraper](#putting-for-loops-to-use---building-a-skyscraper)
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* [Making Decisions](#making-decisions)
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* [Event-Driven programming](#event-driven-programming)
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* [Stop listening to events.](#stop-listening-to-events)
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* [Keeping Score - Lookup tables in Javascript](#keeping-score---lookup-tables-in-javascript)
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* [Counting block break events for each player](#counting-block-break-events-for-each-player)
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* [Next Steps](#next-steps)
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## Introduction
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Minecraft is an open-ended 3D game where you can build and craft
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anything you like. Minecraft can be extended and enhanced using 'Mods'
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(short for 'modifications') - additional bits of code that are added
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to the Game. ScriptCraft is one such Mod - it lets you program in
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Javacript right within the game, making it possible to ...
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* Build using simple javascript statements.
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* Extend the game in other interesting ways - add new Items, change
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the game behaviour and create mini-games.
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Minecraft can be played in single-player or multi-player mode (with
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friends). Most people play Minecraft in Multi-player mode where
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players connect to a Minecraft Server on the internet or locally
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(running on the player's computer).
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![Cottages created using ScriptCraft in MineCraft][img_cr]
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# Installation
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Before installing ScriptCraft you must first install SpigotMC which is
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a special version of Minecraft Server that makes it easy to customize
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the game.
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## Installing and Running SpigotMC
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Follow these steps to download and install SpigotMC.
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1. Download Spigot's [BuildTools.jar][spigotdl]
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2. Save the BuildTools.jar file to a new directory called spigotmc.
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3. Open a terminal (Mac and Linux) or command prompt (windows) window and type `java -jar BuildTools.jar`. This will kick off a long series of commands to "build" SpigotMC.
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4. When the build is done, there will be a new file beginning with `spigot` and ending in `.jar` in the spigotmc directory. Run this file by typing `java -jar spigot-1.10.2.jar` (it might not be that exact name - you can list files in the directory by typing `dir` (Windows) or `ls` (Mac and Linux).
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5. The server will start up then shut down very shortly afterwards. You'll need to edit a file called `eula.txt` - change `eula=false` to `eula=true` and save the file.
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6. Run the `java -jar spigot-1.10.2.jar` command again - this time the server will start up. Shut it down by typing `stop` at the server prompt.
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## Installing ScriptCraft
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Follow these steps to download and install ScriptCraft.
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1. Download the [scriptcraft.jar][dl] plugin and save it to the `plugins` directory and restart the server by typing `java -jar spigot-1.10.2.jar`.
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2. At the server prompt type `js 1 + 1` and hit enter. The result `2` should be displayed.
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Congratulations - you've just installed your Custom Minecraft Server and are ready to begin writing your first mod!
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## Configuring your Server (optional)
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Once you've installed SpigotMC, depending on your specific needs,
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you might want to consider setting the following properties in the `server.properties` file:
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# completely flat worlds are best for building from scratch
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# bukkit/spigotmc
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level-type=FLAT
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generate-structures=false
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# creative mode
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gamemode=1
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pvp=false
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# turns off authentication (for classroom environments)
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online-mode=false
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spawn-npcs=false
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spawn-monsters=false
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## Learning Javascript
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To begin creating cool stuff in Minecraft using ScriptCraft, you don't
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*have* to know much JavaScript. ScriptCraft comes with lots of functions
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to help you create buildings of any size, and lets you experiment while
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you play. However, as you learn Javascript you will be able to create
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cooler stuff in Minecraft - not just buildings, you'll be able to add
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new rules and items to the game - even create mini-games for you and
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your friends. If you want to get started learning JavaScript, check out
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this [fun Javascript Tutorial][ce]. If you want to dive right in to
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ScriptCraft, read on...
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## First Steps
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If you don't already know Javascript, don't worry, you'll learn a little
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about Programming and Javascript along the way. You've set up a
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Minecraft server and are ready to connect ...
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1. Launch Minecraft.
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2. Click 'Multi-Player'
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3. Click 'Add Server'
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4. Type any name you like in the name field then type `localhost` in the
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address field. `localhost` is a special internet address that points to
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your own computer.
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5. Click 'Join Server' to join the server. If the version
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of Minecraft is incompatible with the version of the server you will
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not be able to connect to the server. To fix this, you can create a
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Minecraft profile in your client. Profiles let you decide which
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version of Minecraft client you want to run so that your client and
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server are compatible.
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6. Once you've joined the game, press the `/` key located at the bottom
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right of your keyboard. A prompt will appear. Type the following then
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press enter: `js 1 + 1` The number 2 should be displayed.
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... Well Done! You've just confirmed you can run Javascript code from
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within the Minecraft Console.
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## Variables
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A variable is how you name something for the computer (and you the
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programmer) to remember. You create a new variable in Javascript using
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the `var` keyword...
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/js var location = 'Blackrock Castle'
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... creates a new variable called `location` and stores the text
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`Blackrock Castle` in it. Now the computer has a new item in its memory
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called `location`. We can use that name like this...
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/js echo( location )
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... and the following is displayed...
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Blackrock Castle
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...You might be wondering why there's no enclosing `'` single quotes.
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When telling the computer to store some text, you have to put `'`
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(that's the single-quote character) at the start and end
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of the text. The computer doesn't store these quote characters, only the
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text between them. The computer will store the variables while the
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Minecraft Server is running. Repeat the last command you entered by
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pressing the `/` key then the UP arrow key on your keyboard, then
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pressing enter. You can repeat that statement as many times as you like
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and the computer will always display the same value. You can change the
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value like this...
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/js location = 'Mahon Point'
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...notice this time I didn't use the `var` keyword. I didn't need to.
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The `var` keyword is only needed when you first create the variable. Now
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execute this command...
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/js echo( self, location )
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...and it displays...
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Mahon Point
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Variables can be created and changed easily in Javascript. Along with
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the variables you'll create in your in-game commands and scripts, there
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are handy *free* variables created for you by ScriptCraft. One such variable is
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`self`, it contains information about the current player (that's you)...
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/js echo ( self, self.name )
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... displays something like the following...
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walterh
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... for me but the message displayed will be different for every player.
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## Functions
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ScriptCraft comes with a couple of extra functions not normally found in
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Javascript. These functions will help you build new structures and
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buildings which would otherwise take hours to build by hand. Before
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looking at the building functions let's look at the `echo()` function.
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`echo()` - as its name implies - will echo back at you whatever you
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tell it. For example, type ...
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/js echo( self, 'Hello')
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... and the game will display...
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Hello
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... type ...
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/js echo( self, 5 + 7 )
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... and the game will display...
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12
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... While you can now use Minecraft to help with Maths homework - I
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don't recommend it. Homework and Minecraft don't mix! The `echo()`
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function will display anything you tell it to - Text, Numbers and other types...
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/js echo( self, new Date() )
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... prints today's date. If the statement above looks confusing - don't
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worry - `new Date()` creates a new date object - I'll talk about objects
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later ...
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Tue Jan 08 2013 20:53:37 GMT-0000 (GMT)
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![Today's Date][img_echo_date]
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`echo()` is a very useful function but it is not part of the
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Javascript Language. You can't use it outside of Minecraft. There are
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many other functions in Javascript all of which you can also
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use in Minecraft. For example...
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/js Math.max( 6, 11 )
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... returns the larger of the 2 numbers you give it (max is short for
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maximum). While...
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/js Math.min( 6, 11 )
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... returns the smaller of the 2 numbers. That's another thing -
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functions can `return` stuff. You can store the result of a function
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(what it returns) in a variable like this...
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/js var biggest = Math.max( 6, 11 )
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... Now type...
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/js biggest
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... Not all Javascript functions return data but most do. As well as
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the functions provided to you by the Javascript Language and
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ScriptCraft, you can write your own functions like this...
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/js function whatTimeIsIt () { return new Date() }
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... Here you've created a new `function` called `whatTimeIsIt` and
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told the function it should return a new `Date` object every time it's
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called. You'll notice the above statement didn't actually do anything
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- it certainly didn't display the current time. That's because all
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you've done is is say what the function should do when it's called,
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you haven't called it yet. To call the function...
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/js whatTimeIsIt()
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... The current time is displayed. Congrats! You've just written your
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first Javascript function - you're well on your way to becoming a
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Minecraft Modder. There are many functions for working with Text,
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numbers and dates in Javascript...
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/js Math.random()
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... prints out a random number every time you call it. Try it! Then press
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the `/` key then the UP Arrow key to repeat the last statement in your
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in-game console. You'll see the number displayed is different each
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time. Think of Math.random() as a Dice with many many sides. You can
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rely on it to never return the same value twice.
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## Building stuff in Minecraft
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Now we get to the fun stuff - creating structures and buildings in
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Minecraft. Building by hand is fun but tedious when you want to build
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big - Towers, Castles and Fortresses. That's where ScriptCraft comes in.
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ScriptCraft comes with a couple of javascript functions that can be
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combined to build interesting things. Let's start small though to get a
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feel for how ScriptCraft's building functions work. The function you'll
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probably use most for building is called `box()` and - as its name
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implies - it is used to create cubes and cuboids of any size. A cube is
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a 3D shape whose sides are all the same length. A cuboid is a 3D shape
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whose width, height and length can differ.
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![3D Shapes][img_3d_shapes]
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You can create a Cube or a Cuboid in ScriptCraft using the `box()`
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function. You must tell the function what material you want the shape to
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be made of. For example, in the game, point the cross hairs at the
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ground, then type the following and hit enter...
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/js box( blocks.oak )
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... This will change the targeted block to wood. What's happened here
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is the `box()` function has created a single new wooden
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block. `blocks` is another one of those *free* variables you get in
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ScriptCraft, you can see a list of block materials by typing ...
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/js blocks.
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... then pressing the `TAB` key. Repeatedly pressing the `TAB` key
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will cycle through all of the block materials. Alternatively, you can
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see many more current materials and the numbers Minecraft uses for
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them by visiting the [Minecraft Data Values][mcdv] site.
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## Common Block Materials
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In Minecraft Programming, Materials aren't known by their name,
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instead numbers (sometimes 2 numbers) are used to indicate which
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material should be used. For example the number 2 is grass, 1 is
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cobblestone etc, while 5 is wood (oak). There are different types of
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wood so the text '5:1' means Spruce, '5:2' means Birch and '5:3' means
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Jungle wood. There are many different materials in the Minecraft world, the most
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commonly used materials for building are:
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* '4' - Cobblestone or `blocks.cobblestone`
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* '5' - Wooden Planks or `blocks.oak`
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* '5:2' - Birch wood Planks (light wood) or `blocks.birch`
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* '98' - Stone bricks or `blocks.brick.stone`
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* '45' - Red bricks or `blocks.brick.red`
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* '68' - Sign or `blocks.sign`
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* '102' - Glass panes (for windows) or `blocks.glass_pane`
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You can create a single wooden block using the numeric values or the `blocks` variable. For example...
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/js box( '5' )
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... and ...
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/js box( blocks.oak )
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... both do exactly the same thing but I personally prefer `/js box(
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blocks.oak )` because it's easier to remember. For reference, here is
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a chart of all of the blocks (not items) in the Minecraft world...
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![Minecraft Data Values][img_dv]
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## Dimensions
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`box()` can do more than just
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create single blocks - it can create cubes and cuboids of any
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size. Take a look at the following picture which shows how shapes are
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measured in 3D space. There are 3 dimensions (or sizes) to consider.
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1. Width
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2. Height
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3. Depth (or length) - not to be confused with how deep underground a
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mine-shaft can go. Think of Depth (or length if you prefer) as how far
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away you want something to extend.
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![Width, Height and Depth][img_whd]
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## More shapes
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* `box0( block, width, height, depth )` - creates an empty box (with the
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insides hollowed out - perfect for dwellings. `box0` will remove both
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the floor and ceiling too.
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* `cylinder( block, radius, height )` - creates cylinders, perfect for
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Chimneys.
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* `cylinder0( block, radius, height )` - creates empty cylinders -
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perfect for Towers. `cylinder0` will remove both the floor and
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ceiling too.
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* `prism( block, width, depth )` - creates a Prism - good for roofs.
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* `prism0( block, width, depth )` - creates an empty prism.
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## The Drone Object
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ScriptCraft is a Minecraft Mod that lets you execute Javascript code
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in the game. It also lets you write your own Mod in Javacript. One
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such mod that comes bundled with ScriptCraft is called the `Drone`
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mod. The `Drone` is an (invsible) object you create every time you
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execute any of the building or movement functions. When you execute...
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/js box(5,3,2,4)
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... a new `Drone` object is created and does the work of building on
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your behalf. Think of a `Drone` as something like a remote control
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plane that can move about freely and build things for you. Moving the
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Drone is easy...
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### Movement
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* `up( numberOfBlocks )` - moves the Drone Up. For example: `up()`
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will move the Drone 1 block up. You can tell it how many blocks to
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move if you want it to move more than one block.
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* `down( numberOfBlocks )` - moves the Drone Down.
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* `left( numberOfBlocks )` - moves the Drone Left.
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* `right( numberOfBlocs )` - moves the Drone Right.
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* `fwd( numberOfBlocs )` - moves the Drone Forward (away from the player).
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* `back( numberOfBlocs )` - moves the Drone Back (towards the player)
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* `turn( numberOfTurns )` - Turns the Drone Clock-wise (right). For example:
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`turn()` will make the Drone turn right 90 degrees. `turn(2)` will
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make the Drone turn twice so that it is facing in the opposite
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direction.
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### Chaining - combining building and movement.
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You can make a Drone move around before and after building by
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*daisy-chaining* the building and movement functions together. In the
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game, point at the ground then type the following...
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/js up(1).box( blocks.oak ).fwd(3).box( blocks.oak )
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A series of 2 boxes is created 3 blocks apart.
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![Two Boxes 3 blocks apart][img_2boxes]
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### Exercise - Build a simple dwelling
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OK. You know enough now about the `Drone` functions to be able to
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build a simple dwelling. The dwelling should be a hollow building with
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a sloped roof. *Don't worry about doors or windows for now*. The walls
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should be made of Cobblestone ('4') and the roof made of wood ('5'). You can use
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the following `Drone` functions to create a dwelling 7 blocks wide by
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3 blocks high by 6 blocks long with a wooden sloped roof. It's up
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to you to figure out how.
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* `up()`
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* `box0()`
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* `prism0()`
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Your dwelling should end up looking something like this...
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![Exercise Dwelling][img_ed]
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### Remembering where you started.
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Sometimes when you're building something big that requires lots of
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manoeuvering by your Drone, you need to leave breadcrumbs as you go so
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your `Drone` can return to where it started. Every new Drone has a
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`'start'` checkpoint that it can return to by executing
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`move('start')` ...
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/js box('5').up(3).left(4).box('1').turn(3).fwd(5).right().box('1').move('start')
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... A genius would have trouble figuring out how to get back
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to where they started. Fortunately, they don't have to - the
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`move('start')` function will take the Drone back to its starting
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point.
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* `chkpt( breadCrumb )` - Leaves a mark at your Drone's current
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location so it can return there later. Think of it as giving a name
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to the place where your Drone is located. `chkpt` is short for
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Check-Point - a place in a game where you usually save your
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progress.
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* `move( breadCrumb )` - Moves your Drone to a location you named
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using `chkpt()` . It brings your Drone back to the place where you
|
|
saved it.
|
|
|
|
Both `chkpt()` and `mark()` are useful for when you want to build
|
|
complex things that require your Drone to move about a lot ( for
|
|
example, Castles, mansions, palaces, etc).
|
|
|
|
## Saving your work
|
|
|
|
You can build cool things using the in-game command-prompt and the
|
|
`/js` command but sooner or later you'll probably want to build
|
|
something more complex and save your commands so you can run them
|
|
again when you quit the game and start it up again.
|
|
|
|
[Notepad++][np] Is a special text editor (like Notepad which comes
|
|
installed on every Windows machine) that is well suited for writing
|
|
code. If you don't already have it on your machine, you can [install
|
|
Notepad++ here][np]. I recommend using NotePad++ rather than plain old
|
|
Notepad because it understands Javascript. If you prefer coding on a
|
|
Macintosh, then [TextWrangler][twl] is a good programming editor which
|
|
also understands Javascript code.
|
|
|
|
## Your First Minecraft Mod!
|
|
|
|
So, You've learnt a little bit about Javascript and what the Drone()
|
|
object can do, let's use that knowledge to create a Minecraft Mod!
|
|
|
|
Once you've installed Notepad++, Launch it, create a new file and type the following...
|
|
|
|
```javascript
|
|
exports.greet = function( player ) {
|
|
echo( player, 'Hi ' + player.name);
|
|
}
|
|
```
|
|
|
|
... then save the file in a new directory
|
|
`scriptcraft/plugins/{your_name}` (replace
|
|
{your_name} with your own name) and call the file `greet.js` (be sure
|
|
to change the file-type option to '*.* All Files' when saving or
|
|
NotePad++ will add a '.txt' extension to the filename. Now switch back
|
|
to the Minecraft game and type...
|
|
|
|
/js refresh()
|
|
|
|
... to reload all of the server plugins. Your mod has just been
|
|
loaded. Try it out by typing this command...
|
|
|
|
/js greet(self)
|
|
|
|
... it should display ...
|
|
|
|
Hi {your-username-here}
|
|
|
|
... where {your-username-here} will be replaced with your own
|
|
minecraft username. Congratulations - You've just written your very
|
|
first Minecraft Mod! With ScriptCraft installed, writing Minecraft
|
|
Mods is as simple as writing a new javascript function and saving it
|
|
in a file in the scriptcraft/plugins
|
|
directory. This function will now be avaible every time you launch
|
|
minecraft. This is a deliberately trivial minecraft mod but the
|
|
principles are the same when creating more complex mods.
|
|
|
|
The `exports` variable is a special variable you can use in your mod
|
|
to provide functions, objects and variables for others to use. If you
|
|
want to provide something for other programmers to use, you should
|
|
*export* it using the special `exports` variable. The syntax is
|
|
straightforward and you can use the same `exports` variable to export
|
|
one or more functions, objects or variables. For example...
|
|
|
|
#### thrower.js
|
|
|
|
```javascript
|
|
exports.boo = function(player){
|
|
echo( player, 'Boo!');
|
|
}
|
|
exports.yo = function(player){
|
|
echo( player, 'Yo!');
|
|
}
|
|
```
|
|
|
|
... is a plugin which provides 2 javascript functions called `boo()`
|
|
and `yo()` which can be invoked from the in-game prompt like
|
|
this `/js boo(self)` or `/js yo(self)`.
|
|
|
|
## Parameters
|
|
If you want to change the `greet()` function so that it displays a
|
|
greeting other than 'Hi ' you can change the code in the `greet()`
|
|
function, or better still, you can use *Parameters*. Parameters are
|
|
values you provide to a function so that the function behaves
|
|
differently each time it is called.
|
|
|
|
![greeting][img_greet]
|
|
|
|
Change the `greet()` function so that it looks like this...
|
|
|
|
```javascript
|
|
exports.greet = function ( greeting , player) {
|
|
echo( player, greeting + player.name );
|
|
}
|
|
```
|
|
|
|
... Save your greet.js file and issue the `/js refresh()` command in
|
|
minecraft. Now enter the following command in Minecraft...
|
|
|
|
greet('Hello ',self);
|
|
|
|
... Now try ...
|
|
|
|
greet('Dia Dhuit ',self);
|
|
|
|
... you should see the following messages in your chat window...
|
|
|
|
Hello {your name}
|
|
Dia Dhuit {your name}
|
|
|
|
... Parameters let you provide different values to functions each time
|
|
they're called. As you'll see later, Parameters are very useful when
|
|
changing the behaviour of MineCraft.
|
|
|
|
## true or false
|
|
|
|
Try entering each of the following statements and make a note of the
|
|
answers given by minecraft...
|
|
|
|
/js 1 < 2
|
|
|
|
/js 1 > 2
|
|
|
|
... the answer given by the first statement ( `1 < 2` ) should be
|
|
`true` since 1 is less than 2. The `<` symbol - usually found near the
|
|
bottom right of your keyboard - means test to see if something is less
|
|
than another so `1 < 2` is a way of asking the computer "is 1 less
|
|
than 2 ?". This is a silly example of course since we know 1 is less
|
|
than 2 but when dealing with variables we might not know in advance
|
|
what its value is or whether it's greater than (bigger) or less than
|
|
(smaller) another number or value. The result of the 2nd statement (`1 > 2`)
|
|
should be `false` since 1 is not greater than 2. Now try this...
|
|
|
|
/js 1 = 2
|
|
|
|
... The result won't be what you expected. You'll see an Error message
|
|
- that's OK. What's happened here is I've tried to test to see if 1 is
|
|
equal to 2 but I've made one of the most common mistakes even
|
|
experienced programmers make. If you want to test to see if two things
|
|
are the same, you use `==` that's two equals signs right next to each
|
|
other. Let's try again...
|
|
|
|
/js 1 == 2
|
|
|
|
... this time you should get an answer `false` since 1 obviously isn't
|
|
equal to 2. These are the different *operators* used when comparing
|
|
things...
|
|
|
|
* `<` Is less than ?
|
|
* `>` Is greater than ?
|
|
* `==` Is equal to ?
|
|
* `<=` Is less than or equal to ?
|
|
* `>=` Is greather than or equal to ?
|
|
* `!=` Is not equal to ?
|
|
|
|
... try comparing some more numbers yourself - say for example,
|
|
compare the ages of your friends or siblings to your own age.
|
|
|
|
## More fun with `true` or `false`
|
|
|
|
You can find out if you can Fly in minecraft by typing the following statement ...
|
|
|
|
/js self.allowFlight
|
|
|
|
... the result will be `true` or `false` depending on whether you can
|
|
fly or not. You can turn on and off your ability to fly by setting
|
|
your `allowFlight` property to `true` or `false`. Try it ...
|
|
|
|
/js self.allowFlight = true;
|
|
|
|
... Now you can fly! Double-press the space bar key to start flying. To turn off flight ...
|
|
|
|
/js self.allowFlight = false;
|
|
|
|
... and you come crashing down to earth. This is just one example of
|
|
how `true` and `false` are used throughout ScriptCraft – these are
|
|
called `boolean` values – named after [George Boole][boole], a 19th Century
|
|
Maths Professor at University College Cork. There are plenty more
|
|
examples of boolean values in Minecraft. You can find out if it's
|
|
raining in your minecraft world by typing the following statement ...
|
|
|
|
/js self.world.hasStorm()
|
|
|
|
... The result of this statement will be either `false` (if it's not raining) or
|
|
`true` (if it *is* raining). If it's raining, you can make it stop raining typing the following command:
|
|
|
|
/js self.world.setStorm(false)
|
|
|
|
... Similarly, to make it start raining you can issue the following command:
|
|
|
|
/js self.world.setStorm( true )
|
|
|
|
### Booleans and JavaBeans
|
|
|
|
There are many *boolean* properties you can use to turn on or off
|
|
certain game behaviours. For example, the *thundering* behavior is turned
|
|
on or off using the World's `thundering` property. The World object's
|
|
properties and methods are [documented on the SpigotMC JavaDocs World
|
|
page][spworld]. When browsing the SpigotMC JavaDoc pages, whenever
|
|
you see a method whose name begins with `is` such as `isThundering()` and
|
|
a companion method `setThundering()`, these methods are called *JavaBean*
|
|
methods - the *thundering* property is a *JavaBean* property and there
|
|
are two ways you can use JavaBean properties in Javascript. You can
|
|
*get* and *set* the property using the methods provided by Java. To
|
|
*get* the thundering property you can call the JavaBean Method:
|
|
|
|
/js self.world.isThundering()
|
|
|
|
... or you can get the property like this:
|
|
|
|
/js self.world.thundering
|
|
|
|
To *set* the thundering property, you can call the JavaBean method:
|
|
|
|
/js self.world.setThundering( true )
|
|
|
|
... or you can set the property like this:
|
|
|
|
/js self.world.thundering = true
|
|
|
|
Whatever approach you use, the result will be the same.
|
|
|
|
[cmworld]: https://ci.visualillusionsent.net/job/CanaryLib/javadoc/net/canarymod/api/world/World.html
|
|
[spworld]: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/World.html
|
|
|
|
### SIDENOTE
|
|
You may be wondering how to change other aspects of the Minecraft game - pretty much all
|
|
aspects of the game can be changed. Changes are made using what are
|
|
called `API` calls - these are calls to functions and methods in
|
|
Minecraft - you can read more about these on the [SpigotMC API
|
|
Reference][spigotapi].
|
|
|
|
## ...and Again, and Again, and Again,...
|
|
|
|
One of the things Computers are really good at is
|
|
repetition. Computers don't get tired or bored of doing the same thing
|
|
over and over again. Loops are handy, if you want to run the same
|
|
code over and over again, each time with a different value.
|
|
|
|
### Counting to 100
|
|
|
|
At the in-game command prompt (hint: press 't') type the following then hit Enter...
|
|
|
|
/js for (var i = 1 ; i <= 100 ; i = i + 1) { echo( i ); }
|
|
|
|
... The above code will count from 1 to 100. The first thing you'll
|
|
notice if you run the above code is how quickly the count
|
|
happened. You're probably curious how long it would take to count to
|
|
1000. Try it out for yourself. Change the above line of code so that
|
|
it counts to 1000 instead of 100. If you're feeling adventurous, see
|
|
how long it takes to count to ten thousand, one hundred thousand or even one million.
|
|
|
|
The `for` statement is useful when you want to repeat something over and over. It has 4 parts...
|
|
|
|
1. The initialiser: `var i = 1` - this happens once at the start of the loop.
|
|
2. The test: `i <= 100` - this happens at the start of each run around the loop. If the test fails, then the loop ends.
|
|
3. The increment: `i = i + 1` - this happens at the end of each run
|
|
around the loop. If you didn't have a statement here, the loop might
|
|
never finish. `i = i + 1` is often written as `i++` - it's shorter
|
|
and does basically the same thing.
|
|
4. The body - everything that appears between the `{` and `}` (opening and closing curly braces).
|
|
|
|
|
|
`for` loops becomes very useful when you combine it with Arrays -
|
|
remember, an Array is just a list of things, for example - the players
|
|
connnected to a server, the worlds of a server and so on.
|
|
|
|
### Saying "Hi!" to every player
|
|
|
|
At the in-game command prompt type the following then hit Enter...
|
|
|
|
/js var utils = require('utils');
|
|
/js var players = utils.players();
|
|
/js for (var i = 0;i < players.length; i++){ echo(players[i], 'Hi!'); }
|
|
|
|
... Lets look at these statements in more detail. We had to enter the
|
|
statements on a single line at the in-game command prompt but the
|
|
statements could be written like this...
|
|
|
|
```javascript
|
|
var utils = require('utils');
|
|
var players = utils.players();
|
|
for (var i = 0;i < players.length; i++) {
|
|
echo(players[i], 'Hi!');
|
|
}
|
|
```
|
|
|
|
... On the 2nd line, a new variable `players` is created and assigned a value by calling utils.players().
|
|
On the next line, the for loop is declared, a counter variable `i` is set
|
|
to 0 (zero - arrays in javascript start at 0 not 1) and each time
|
|
around the loop is tested to see if it's less than the number of
|
|
players online. At the end of each run around the loop the `i`
|
|
variable is incremented (increased by 1) so that the next player can
|
|
be messaged. Inside the body of the for loop (everything between the
|
|
opening `{` and closing `}` curly braces) the `players[i]` expression
|
|
refers to the player in the players array at position[i]. Imagine
|
|
there are 4 players online on a minecraft server, the `players` array
|
|
might look like this...
|
|
|
|
* players[0] = 'CrafterJohn'
|
|
* players[1] = 'MinerPaul'
|
|
* players[2] = 'ExplorerRingo'
|
|
* players[3] = 'TraderGeorge'
|
|
|
|
... in this case `players.length` will be 4 (since there are 4 online
|
|
players), the for-loop will go around 4 times starting from position 0
|
|
and going all the way up to position 3, sending a message to each of
|
|
the players in the array. It's time for a new scriptcraft
|
|
function. Open the `hi.js` file you created earlier (using NotePad++ ,
|
|
TextWrangler or your editor of choice) and add the following code at
|
|
the bottom of the file...
|
|
|
|
```javascript
|
|
var utils = require('utils');
|
|
exports.hiAll = function () {
|
|
var players = utils.players();
|
|
player,
|
|
i;
|
|
for ( i = 0; i < players.length; i++) {
|
|
player = players[i];
|
|
echo( player, 'Hi!' );
|
|
}
|
|
}
|
|
```
|
|
|
|
... save the file, at the in-game command prompt type `/js refresh()` and
|
|
then type `/js hiAll()`. This will send the message `Hi!` to all of
|
|
the players connected to your server. You've done this using a `for`
|
|
loop and arrays. Arrays and `for` loops are used heavily in all types
|
|
of software, in fact there probably isn't any software that doesn't
|
|
use `for` loops and Arrays to get things done.
|
|
|
|
## While Loops
|
|
|
|
Another way to repeat things over and over is to use a `while`
|
|
loop. The following `while` loop counts to 100...
|
|
|
|
```javascript
|
|
var i = 1;
|
|
while ( i <= 100 ) {
|
|
console.log( i );
|
|
i = i + 1;
|
|
}
|
|
```
|
|
|
|
A `while` loop will repeat until its condition is `false` - the
|
|
condition in the above example is `i <= 100` so while i is less than
|
|
or equal to 100 the code within the `while` block (everything between
|
|
the starting `{` and ending `}` curly braces) will run. It's important
|
|
that you change the variable being tested in a while loop, otherwise
|
|
the while loop will never it - it will run forever. Try running the
|
|
following code...
|
|
|
|
/js var i = 1; while (i <= 100){ echo( i ); }
|
|
|
|
The code above will contine printing out the number 1 until the end of
|
|
time (or until you unplug your computer). That's because the `i`
|
|
variable is never incremented (remember - incrementing just means
|
|
adding 1 to it) so i will always be 1 and never changes meaning the
|
|
loop goes on forever. Again - this is a mistake even experienced programmers sometimes make.
|
|
|
|
Just like `for` loops, `while` loops can be also be used to loop
|
|
through arrays. The following loop prints out all of the players on
|
|
the server...
|
|
|
|
```javascript
|
|
var utils = require('utils');
|
|
var players = utils.players();
|
|
var i = 0;
|
|
while ( i < players.length ) {
|
|
console.log( players[i] );
|
|
i = i + 1;
|
|
}
|
|
```
|
|
|
|
... whether you chose to use a `for` loop or a `while` loop is largely
|
|
a matter of personal taste, `for` loops are more commonly used with
|
|
Arrays but as you see from the example above, `while` loops can also
|
|
loop over Arrays.
|
|
|
|
## `utils.foreach()` - Yet another way to process Arrays
|
|
|
|
Both the `for` statement and `while` statement are standard commonly
|
|
used javascript statements used for looping. ScriptCraft also comes
|
|
with a special function for looping called `utils.foreach()`.
|
|
utils.foreach() is a convenience function, you don't have to use it if
|
|
you prefer the syntax of javascript's `for` and `while`
|
|
loops. utils.foreach() takes two parameters...
|
|
|
|
1. An array
|
|
2. A function which will be called for each item in the array.
|
|
|
|
...that's right, you can pass functions as parameters in javascript!
|
|
Let's see it in action, the following code will `console.log()` (print) the
|
|
name of each online player in the server console window...
|
|
|
|
var utils = require('utils');
|
|
var players = utils.players;
|
|
utils.foreach( players, console.log );
|
|
|
|
... in the above example, the list of online players is processed one
|
|
at a time and each item (player) is passed to the `console.log`
|
|
function. Note here that I used `console.log` not `console.log()`. The round braces
|
|
() are used to call the function. If I want to pass the function as a
|
|
parameter, I just use the function name without the round braces. The
|
|
above example uses a named function which already exists ( `console.log` ),
|
|
you can also create new functions on-the-fly and pass them to the
|
|
utils.foreach() function...
|
|
|
|
```javascript
|
|
/*
|
|
give every player the ability to fly.
|
|
*/
|
|
var utils = require('utils');
|
|
var players = utils.players();
|
|
utils.foreach( players, function( player ) {
|
|
player.capabilities.flying = true;
|
|
player.updateCapabilities();
|
|
} );
|
|
```
|
|
|
|
... Another example, this time each player will hear a Cat's Meow...
|
|
|
|
```javascript
|
|
/*
|
|
Play a Cat's Meow sound for each player.
|
|
*/
|
|
var utils = require('utils');
|
|
var players = utils.players();
|
|
var sounds = require('sounds');
|
|
utils.foreach( players, function( player ) {
|
|
sounds.entityCatAmbient( player ); // spigot 1.9
|
|
/* canarymod only
|
|
sounds.catMeow( player );
|
|
*/
|
|
} );
|
|
```
|
|
|
|
### Exercise
|
|
Try changing the above function so that different sounds are played
|
|
instead of a Cat's Meow. To see all of the possible sounds that can be
|
|
played, load the sounds module at the in-game prompt using the following statement:
|
|
|
|
/js var sounds = require('sounds');
|
|
|
|
... then type `/js sounds.` and press the TAB key to see a list of all possible sounds.
|
|
|
|
Loops are a key part of programming in any language. Javascript
|
|
provides `for` and `while` statements for looping and many javascript
|
|
libraries also provide their own custom looping functions. You should
|
|
use what you feel most comfortable with.
|
|
|
|
## Putting `for` loops to use - Building a Skyscraper
|
|
|
|
For loops can be used to build enormous structures. In this next
|
|
exercise I'm going to use a for loop to build a skyscraper. This
|
|
skyscraper will be made of Glass and Steel (just like most skyscrapers
|
|
in real-life). The first thing to do is see what a single floor of
|
|
the skyscraper will look like. Place a block (of any type) where you
|
|
want to eventually build the skyscraper, then while your cursor is
|
|
pointing at the block, type the following into the in-game prompt...
|
|
|
|
/js var drone = box(blocks.iron,20,1,20).up().box0(blocks.glass_pane,20,3,20).up(3)
|
|
|
|
... you should a large (20x20) iron floor with 3 block high glass all around.
|
|
|
|
![skyscraper-floor.png][img_ssf]
|
|
|
|
... A skyscraper with just a single floor isn't much of a skyscraper
|
|
so the next step is to repeat this over and over. This is where `for`
|
|
loops come in. Open your favorite text editor and create a new file in
|
|
your scriptcraft/plugins/{your-name} directory, name the file `myskyscraper.js`, then
|
|
type the following code and save:
|
|
|
|
```javascript
|
|
function myskyscraper( floors ) {
|
|
var i ;
|
|
if ( typeof floors == 'undefined' ) {
|
|
floors = 10;
|
|
}
|
|
// bookmark the drone's position so it can return there later
|
|
this.chkpt('myskyscraper');
|
|
for ( i = 0; i < floors; i++ ) {
|
|
this
|
|
.box(blocks.iron,20,1,20)
|
|
.up()
|
|
.box0(blocks.glass_pane,20,3,20)
|
|
.up(3);
|
|
}
|
|
// return the drone to where it started
|
|
this.move('myskyscraper');
|
|
};
|
|
var Drone = require('drone');
|
|
Drone.extend( myskyscraper );
|
|
```
|
|
|
|
So this takes a little explaining. First I create a new function
|
|
called myskyscraper that will take a single parameter `floors` so that
|
|
when you eventually call the `myskyscraper()` function you can tell it
|
|
how many floors you want built. The first statement in the function
|
|
`if (typeof floors == 'undefined'){ floors = 10; }` sets floors to 10 if no parameter is
|
|
supplied. The next statement `this.chkpt('myskyscraper')` saves
|
|
the position of the Drone so it can eventually return to where it
|
|
started when finished building (I don't want the drone stranded atop
|
|
the skyscraper when it's finished). Then comes the `for` loop. I loop
|
|
from 0 to `floors` and each time through the loop I build a single
|
|
floor. When the loop is done I return the drone to where it started.
|
|
The last 2 lines load the drone module (it must be loaded before I can
|
|
add new features to it) and the last line extends the 'Drone' object
|
|
so that now it can build skyscrapers among other things. Once you've
|
|
typed in the above code and saved the file, type `/js refresh()` in your
|
|
in-game prompt, then type:
|
|
|
|
/js myskyscraper(2);
|
|
|
|
A two-story skyscraper should appear. If you're feeling
|
|
adventurous, try a 10 story skyscraper! Or a 20 story skyscraper!
|
|
Minecraft has a height limit (256 blocks from bedrock) beyond which
|
|
you can't build. If you try to build higher than this then building
|
|
will stop at that height.
|
|
|
|
![skyscraper][img_ss]
|
|
|
|
I'll leave it as an exercise to the reader to create a city block of
|
|
skyscrapers, 5 blocks apart using a for loop. Once you've figured
|
|
that out, creating an entire city of blocks of skyscrapers is the next
|
|
logical step. Of course, Minecraft doesn't have the same constraints
|
|
as real-world densely populated areas so let your imagination go wild.
|
|
|
|
## Making Decisions
|
|
|
|
All the programs we have seen so far have been fairly predictable - they went
|
|
straight through the statements, and then went back to the beginning again. This is
|
|
not very useful. In practice the computer would be expected to make decisions and
|
|
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.onGround ) { echo('You are not flying!'); }
|
|
|
|
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.onGround ) { echo('You are not 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.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* on the ground:
|
|
|
|
/js if ( !self.onGround ) { echo ('You are flying!'); }
|
|
|
|
This code differs in that now there's a `!` (the exclamation mark)
|
|
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
|
|
flying or not? This is where the `if - else` construct comes in handy.
|
|
Open your favorite editor and type the following code into a new file
|
|
in your scriptcraft/plugins directory...
|
|
|
|
```javascript
|
|
exports.flightStatus = function( player ) {
|
|
if ( player.onGround ) {
|
|
echo(player, 'You are not flying!' );
|
|
} else {
|
|
echo(player, 'Hey, You are flying!' );
|
|
}
|
|
}
|
|
```
|
|
|
|
... now type `/js refresh()` at the in-game prompt then type `/js
|
|
flightStatus(self)` and an appropriate message will appear based on
|
|
whether or not you're currently flying. Type the `/js flightStatus()`
|
|
command while on the ground and while flying. The message displayed in
|
|
each case should be different.
|
|
|
|
## Event-Driven programming
|
|
|
|
So far we've written code which executes when you invoke the `/js `
|
|
command. What if - for example - you want to have some special
|
|
behaviour which occurs when a player joins the game? What if you
|
|
wanted to display a custom welcome message (in addition to the MotD -
|
|
message-of-the-day which is configurable in your server.properties
|
|
file) ? This is where *Event-Driven Programming* comes
|
|
in. Event-Driven Programming is just a fancy way of saying 'Do this
|
|
when that happens' where 'this' is a function you define, and 'that'
|
|
is some event which occurs. There are hundreds of events in the
|
|
minecraft game...
|
|
|
|
* Every time someone joins the server - that's an event!
|
|
* Every time someone breaks a block - that's an event!
|
|
* Every time someone shoots an arrow - that's an event! and so on...
|
|
|
|
You can write a function which will be called whenever a specific type
|
|
of event occurs, it's probably best to illustrate this by example. The
|
|
following code sends a message to any player who breaks a block in the
|
|
game...
|
|
|
|
```javascript
|
|
function myBlockBreakHook( event ){
|
|
var breaker = event.player;
|
|
echo( breaker, 'You broke a block');
|
|
}
|
|
events.blockBreak( myBlockBreakHook );
|
|
```
|
|
|
|
The `events.blockBreak()` function is just one of the many `events` functions which can be used to *register* a function to be called whenever a particular type of event occurs. In the
|
|
above code the blockBreak function takes as a parameter a function
|
|
I want to be called when that event occurs. The function I want called
|
|
in turn takes 1 parameter. The `event` object has all the information
|
|
about the event which just occurred. I can tell who broke the block
|
|
and send a message to the player. The important thing to note is that
|
|
the `myBlockBreakHook` function defined above will not be called until a player breaks a
|
|
block. Try it - save the above code in a new file in the
|
|
`scriptcraft/plugins` directory then type `/js refresh()` to reload
|
|
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 event registration functions][spevts2] in the API Reference.
|
|
|
|
For custom events (events which aren't in the org.bukkit.event tree)
|
|
just specify the fully qualified class name instead. E.g. ...
|
|
|
|
events.on ( net.yourdomain.events.YourEvent, function( event ) {
|
|
...
|
|
});
|
|
|
|
### Stop listening to events.
|
|
|
|
If you want an event handler to only execute once, you can remove the handler like this...
|
|
|
|
```javascript
|
|
function myBlockBreakHook( evt ) {
|
|
var breaker = evt.player;
|
|
echo( breaker, 'You broke a block');
|
|
this.unregister();
|
|
}
|
|
events.blockBreak( myBlockBreakHook );
|
|
```
|
|
|
|
The `this.unregister();` statement will remove this function from the
|
|
list of listeners for the event. The `this` keyword when used inside
|
|
an event handling function refers to a Listener object provided by
|
|
ScriptCraft, it has a single method `unregister()` which can be used
|
|
to stop listening for events.
|
|
|
|
To unregister a listener *outside* of the listener function...
|
|
|
|
```javascript
|
|
function myBlockBreakHook( evt ){
|
|
var breaker = evt.player;
|
|
echo( breaker, 'You broke a block');
|
|
}
|
|
var myBlockBreakListener = events.blockBreak( myBlockBreakHook );
|
|
...
|
|
myBlockBreakListener.unregister();
|
|
```
|
|
## Keeping Score - Lookup tables in Javascript
|
|
|
|
In the *Event-Driven Programming* section, I defined a function which
|
|
displayed a message to players every time they broke a block. Imagine
|
|
if I wanted to keep a count of how many blocks each player has broken?
|
|
This is where Javascript's Objecct literals come in handy. An object
|
|
literal in javascript is simply a way of creating a new Object
|
|
on-the-fly in your code. This is an example...
|
|
|
|
var myNewObject = { name: 'walter', country: 'Ireland' };
|
|
|
|
... I created a new object with two properties 'name' and
|
|
'country'. The notation used to create this object is called JSON
|
|
which is short for JavaScript Object Notation. If I want to find out
|
|
the 'country' property of the myNewObject variable there are a few
|
|
ways I can do it...
|
|
|
|
var playerCountry = myNewObject.country;
|
|
|
|
... or ...
|
|
|
|
var playerCountry = myNewObject['country']
|
|
|
|
... JavaScript lets you access any object property using either
|
|
dot-notation ( `object.property` ) or by index ( `object['property']`
|
|
). The result in both cases is the same - playerCountry will be
|
|
'Ireland'. When accessing the object by indexing, the property doesn't
|
|
even have to be a string literal - it can be a variable like this...
|
|
|
|
var propertyName = 'country';
|
|
var propertyValue = myNewObject[propertyName];
|
|
|
|
... in the above example, the propertyName variable is used when
|
|
indexing. What this means is that every object in JavaScript can act
|
|
like a lookup table. What's a lookup table? A table you 'look up' of
|
|
course. This is a table of names and scores...
|
|
|
|
Name Score
|
|
-------- -----
|
|
walter 5
|
|
tom 6
|
|
jane 8
|
|
bart 7
|
|
|
|
... If I want to find Jane's score, I look *down* the list of names in
|
|
the name column until I find 'jane' then look *across* to get her
|
|
score. In Javascript, an object which stored such a table would look
|
|
like this...
|
|
|
|
```javascript
|
|
var scoreboard = {
|
|
walter: 5,
|
|
tom: 6,
|
|
jane: 8,
|
|
bart: 7
|
|
};
|
|
```
|
|
|
|
... and if I wanted to write a function which took a player name as a
|
|
parameter and returned their score, I'd do it like this...
|
|
|
|
```javascript
|
|
function getScore(player){
|
|
return scoreboard[ player ];
|
|
}
|
|
```
|
|
|
|
... I might call such a function like this...
|
|
|
|
```javascript
|
|
var janesScore = getScore('jane'); // returns 8
|
|
```
|
|
|
|
... putting it all together, a hypothetical scoreboard.js mdoule might
|
|
look something like this...
|
|
|
|
```javascript
|
|
var utils = require('utils');
|
|
var scores = {};
|
|
|
|
exports.initialise = function(names){
|
|
scores = {};
|
|
utils.foreach(names, function(name){
|
|
scores[name] = 0;
|
|
});
|
|
};
|
|
|
|
/*
|
|
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;
|
|
};
|
|
|
|
exports.getScore = function(name){
|
|
return scores[name];
|
|
};
|
|
```
|
|
|
|
## Counting block break events for each player
|
|
|
|
I can use a Javascript lookup table (a plain old Javascript object) to
|
|
keep a count of how many blocks each player has broken ...
|
|
|
|
#### block-break-counter.js
|
|
|
|
```javascript
|
|
var breaks = {};
|
|
|
|
/*
|
|
every time a player joins the game reset their block-break-count to 0
|
|
*/
|
|
function initializeBreakCount( event ){
|
|
breaks[event.player.name] = 0;
|
|
}
|
|
events.playerJoin( 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.blockBreak( incrementBreakCount );
|
|
```
|
|
|
|
With a little more work, you could turn this into a game where players
|
|
compete against each other to break as many blocks as possible within
|
|
a given time period.
|
|
|
|
## Next Steps
|
|
|
|
This guide is meant as a gentle introduction to programming and
|
|
modding Minecraft using the Javascript Programming Language.
|
|
Javascript is a very powerful and widely-used programming language and
|
|
there are many more aspects and features of the language which are not
|
|
covered here. If you want to dive deeper into programming and modding
|
|
minecraft, I recommend reading the accompanying [ScriptCraft API
|
|
reference][api] which covers all of the ScriptCraft functions, objects
|
|
and methods. I also recommend reading the source code to some of the
|
|
existing scriptcraft plugins, followed by
|
|
[Anatomy of a ScriptCraft Plug-in][ap]. The online [SpigotMC API
|
|
Reference][spigotapi] provides lots of valuable information about the
|
|
different objects and methods available for use by ScriptCraft.
|
|
|
|
|
|
[cmadmin]: https://github.com/walterhiggins/canarymod-admin-guide/
|
|
[dlbuk2]: http://dl.bukkit.org/downloads/craftbukkit/
|
|
[dlcm]: http://canarymod.net/releases
|
|
[bii]: http://wiki.bukkit.org/Setting_up_a_server
|
|
[sc-plugin]: http://scriptcraftjs.org/download/
|
|
[ce]: http://www.codecademy.com/
|
|
[mcdv]: http://www.minecraftwiki.net/wiki/Data_values
|
|
[np]: http://notepad-plus-plus.org/
|
|
[cbapi]: http://jd.bukkit.org/beta/apidocs/
|
|
[cmapi]: https://ci.visualillusionsent.net/job/CanaryLib/javadoc/
|
|
[spigotapi]: https://hub.spigotmc.org/javadocs/spigot/
|
|
[boole]: http://en.wikipedia.org/wiki/George_Boole
|
|
[soundapi]: https://ci.visualillusionsent.net/job/CanaryLib/javadoc/net/canarymod/api/world/effects/SoundEffect.Type.html
|
|
[ap]: Anatomy-of-a-Plugin.md
|
|
[api]: API-Reference.md
|
|
[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
|
|
[spevts2]: API-Reference.md#events-helper-module-spigotmc-version
|
|
[img_echo_date]: img/ypgpm_echo_date.png
|
|
[img_3d_shapes]: img/ypgpm_3dshapes.jpg
|
|
[img_whd]: img/ypgpm_whd.jpg
|
|
[img_dv]: img/ypgpm_datavalues.png
|
|
[img_ed]: img/ypgpm_ex_dwell.png
|
|
[img_2boxes]: img/ypgpm_2boxes.png
|
|
[img_cr]: img/ypgpm_mc_cr.png
|
|
[img_greet]: img/ypgpm_greet.png
|
|
[img_ssf]: img/skyscraper_floor.png
|
|
[img_ss]: img/skyscraper.png
|
|
|