本文整理汇总了Java中cn.nukkit.block.BlockDirt类的典型用法代码示例。如果您正苦于以下问题:Java BlockDirt类的具体用法?Java BlockDirt怎么用?Java BlockDirt使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
BlockDirt类属于cn.nukkit.block包,在下文中一共展示了BlockDirt类的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: fall
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public void fall(float fallDistance) {
float damage = (float) Math.floor(fallDistance - 3 - (this.hasEffect(Effect.JUMP) ? this.getEffect(Effect.JUMP).getAmplifier() + 1 : 0));
if (damage > 0) {
this.attack(new EntityDamageEvent(this, DamageCause.FALL, damage));
}
if (fallDistance > 0.75) {
BlockVector3 v = new BlockVector3(getFloorX(), getFloorY() - 1, getFloorZ());
int down = this.level.getBlockIdAt(v.x, v.y, v.z);
if (down == Item.FARMLAND) {
if (this instanceof Player) {
Player p = (Player) this;
PlayerInteractEvent ev = new PlayerInteractEvent(p, p.getInventory().getItemInHand(), this.temporalVector.setComponents(v.x, v.y, v.z), null, Action.PHYSICAL);
this.server.getPluginManager().callEvent(ev);
if (ev.isCancelled()) {
return;
}
}
this.level.setBlock(this.temporalVector.setComponents(v.x, v.y, v.z), new BlockDirt(), true, true);
}
}
}
示例2: fall
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public void fall(float fallDistance) {
float damage = (float) Math.floor(fallDistance - 3 - (this.hasEffect(Effect.JUMP) ? this.getEffect(Effect.JUMP).getAmplifier() + 1 : 0));
if (damage > 0) {
this.attack(new EntityDamageEvent(this, DamageCause.FALL, damage));
}
if (fallDistance > 0.75) {
BlockVector3 v = new BlockVector3(getFloorX(), getFloorY() - 1, getFloorZ());
int down = this.level.getBlockIdAt(v.x, v.y, v.z);
if (down == Item.FARMLAND) {
if (this instanceof Player) {
Player p = (Player) this;
PlayerInteractEvent ev = new PlayerInteractEvent(p, p.getInventory().getItemInHand(), this.temporalVector.setComponents(v.x, v.y, v.z), null, PlayerInteractEvent.PHYSICAL);
this.server.getPluginManager().callEvent(ev);
if (ev.isCancelled()) {
return;
}
}
this.level.setBlock(this.temporalVector.setComponents(v.x, v.y, v.z), new BlockDirt(), true, true);
}
}
}
示例3: fall
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public void fall(float fallDistance) {
float damage = (float) Math.floor(fallDistance - 3 - (this.hasEffect(Effect.JUMP) ? this.getEffect(Effect.JUMP).getAmplifier() + 1 : 0));
if (damage > 0) {
this.attack(new EntityDamageEvent(this, DamageCause.FALL, damage));
}
if (fallDistance > 0.75) {
Block down = this.level.getBlock(this.floor().down());
if (down.getId() == Item.FARMLAND) {
if (this instanceof Player) {
Player p = (Player) this;
PlayerInteractEvent ev = new PlayerInteractEvent(p, p.getInventory().getItemInHand(), down, null, Action.PHYSICAL);
this.server.getPluginManager().callEvent(ev);
if (ev.isCancelled()) {
return;
}
}
this.level.setBlock(down, new BlockDirt(), true, true);
}
}
}
示例4: MushroomIsland
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public MushroomIsland() {
MushroomPopulator mushroomPopulator = new MushroomPopulator();
mushroomPopulator.setBaseAmount(1);
addPopulator(mushroomPopulator);
setElevation(60, 70);
temperature = 0.9f;
rainfall = 1.0f;
this.setGroundCover(new Block[]{
new BlockMycelium(),
new BlockDirt(),
new BlockDirt(),
new BlockDirt(),
new BlockDirt()
});
}
示例5: GrassyBiome
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public GrassyBiome() {
this.setGroundCover(new Block[]{
new BlockGrass(),
new BlockDirt(),
new BlockDirt(),
new BlockDirt(),
new BlockDirt()
});
}
示例6: MushroomIsland
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public MushroomIsland() {
this.setGroundCover(new Block[]{new BlockMycelium(), new BlockDirt(), new BlockDirt(), new BlockDirt(), new BlockDirt()});
MushroomPopulator mushroomPopulator = new MushroomPopulator();
mushroomPopulator.setBaseAmount(1);
addPopulator(mushroomPopulator);
setElevation(60, 70);
temperature = 0.9f;
rainfall = 1.0f;
}
示例7: WateryBiome
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public WateryBiome() {
this.setGroundCover(new Block[]{
new BlockDirt(),
new BlockDirt(),
new BlockDirt(),
new BlockDirt(),
new BlockDirt()
});
}
示例8: SnowyBiome
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public SnowyBiome() {
this.setGroundCover(new Block[]{
new BlockSnowLayer(),
new BlockGrass(),
new BlockDirt(),
new BlockDirt(),
new BlockDirt()
});
}
示例9: fall
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
public void fall(float fallDistance) {
float damage = (float) Math.floor(fallDistance - 3 - (this.hasEffect(Effect.JUMP) ? this.getEffect(Effect.JUMP).getAmplifier() + 1 : 0));
if (damage > 0) {
EntityDamageEvent ev = new EntityDamageEvent(this, EntityDamageEvent.CAUSE_FALL, damage);
this.attack(ev);
}
if (fallDistance > 1) {
Block down = this.level.getBlock(this.temporalVector.setComponents(getFloorX(), getFloorY() - 1, getFloorZ()));
if (down.getId() == Item.FARMLAND) {
this.level.setBlock(this.temporalVector.setComponents(down.x, down.y, down.z), new BlockDirt(), true, true);
}
}
}
示例10: setDirtAt
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
/**
* sets dirt at a specific location if it isn't already dirt
*/
protected void setDirtAt(ChunkManager level, Vector3 pos) {
if (level.getBlockIdAt((int) pos.x, (int) pos.y, (int) pos.z) != Item.DIRT) {
this.setBlockAndNotifyAdequately(level, pos, new BlockDirt());
}
}
示例11: init
import cn.nukkit.block.BlockDirt; //导入依赖的package包/类
@Override
public void init(ChunkManager level, NukkitRandom random) {
this.level = level;
this.nukkitRandom = random;
this.random = new Random();
this.nukkitRandom.setSeed(this.level.getSeed());
this.localSeed1 = this.random.nextLong();
this.localSeed2 = this.random.nextLong();
this.noiseSeaFloor = new Simplex(this.nukkitRandom, 1F, 1F / 8F, 1F / 64F);
this.noiseLand = new Simplex(this.nukkitRandom, 2F, 1F / 8F, 1F / 512F);
this.noiseMountains = new Simplex(this.nukkitRandom, 4F, 1F, 1F / 500F);
this.noiseBaseGround = new Simplex(this.nukkitRandom, 4F, 1F / 4F, 1F / 64F);
this.noiseRiver = new Simplex(this.nukkitRandom, 2F, 1F, 1F / 512F);
this.nukkitRandom.setSeed(this.level.getSeed());
this.selector = new BiomeSelector(this.nukkitRandom, Biome.getBiome(Biome.FOREST));
this.heightOffset = random.nextRange(-5, 3);
this.selector.addBiome(Biome.getBiome(OCEAN));
this.selector.addBiome(Biome.getBiome(PLAINS));
this.selector.addBiome(Biome.getBiome(DESERT));
this.selector.addBiome(Biome.getBiome(FOREST));
this.selector.addBiome(Biome.getBiome(TAIGA));
this.selector.addBiome(Biome.getBiome(RIVER));
this.selector.addBiome(Biome.getBiome(ICE_PLAINS));
this.selector.addBiome(Biome.getBiome(BIRCH_FOREST));
this.selector.addBiome(Biome.getBiome(JUNGLE));
this.selector.addBiome(Biome.getBiome(SAVANNA));
this.selector.addBiome(Biome.getBiome(ROOFED_FOREST));
this.selector.addBiome(Biome.getBiome(ROOFED_FOREST_M));
this.selector.addBiome(Biome.getBiome(MUSHROOM_ISLAND));
this.selector.addBiome(Biome.getBiome(SWAMP));
this.selector.recalculate();
PopulatorCaves caves = new PopulatorCaves();
this.populators.add(caves);
PopulatorRavines ravines = new PopulatorRavines();
this.populators.add(ravines);
// PopulatorDungeon dungeons = new PopulatorDungeon();
// this.populators.add(dungeons);
PopulatorGroundCover cover = new PopulatorGroundCover();
this.generationPopulators.add(cover);
PopulatorOre ores = new PopulatorOre();
ores.setOreTypes(new OreType[]{
new OreType(new BlockOreCoal(), 20, 17, 0, 128),
new OreType(new BlockOreIron(), 20, 9, 0, 64),
new OreType(new BlockOreRedstone(), 8, 8, 0, 16),
new OreType(new BlockOreLapis(), 1, 7, 0, 16),
new OreType(new BlockOreGold(), 2, 9, 0, 32),
new OreType(new BlockOreDiamond(), 1, 8, 0, 16),
new OreType(new BlockDirt(), 10, 33, 0, 128),
new OreType(new BlockGravel(), 8, 33, 0, 128),
new OreType(new BlockStone(BlockStone.GRANITE), 10, 33, 0, 80),
new OreType(new BlockStone(BlockStone.DIORITE), 10, 33, 0, 80),
new OreType(new BlockStone(BlockStone.ANDESITE), 10, 33, 0, 80)
});
this.populators.add(ores);
}