本文整理汇总了PHP中pocketmine\block\Block::getX方法的典型用法代码示例。如果您正苦于以下问题:PHP Block::getX方法的具体用法?PHP Block::getX怎么用?PHP Block::getX使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pocketmine\block\Block
的用法示例。
在下文中一共展示了Block::getX方法的15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PHP代码示例。
示例1: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
$entity = null;
$chunk = $level->getChunk($block->getX() >> 4, $block->getZ() >> 4);
if (!$chunk instanceof FullChunk) {
return false;
}
$nbt = new Compound("", ["Pos" => new Enum("Pos", [new Double("", $block->getX() + 0.5), new Double("", $block->getY()), new Double("", $block->getZ() + 0.5)]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", lcg_value() * 360), new Float("", 0)])]);
$entity = Entity::createEntity($this->meta, $chunk, $nbt);
if ($entity instanceof Entity) {
if ($player->isSurvival()) {
--$this->count;
}
$entity->spawnToAll();
return true;
}
return false;
}
示例2: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if ($target->getId() == Block::MONSTER_SPAWNER) {
return true;
} else {
$entity = null;
$chunk = $level->getChunk($block->getX() >> 4, $block->getZ() >> 4);
if (!$chunk instanceof FullChunk) {
return false;
}
$nbt = new CompoundTag("", ["Pos" => new EnumTag("Pos", [new DoubleTag("", $block->getX() + 0.5), new DoubleTag("", $block->getY()), new DoubleTag("", $block->getZ() + 0.5)]), "Motion" => new EnumTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new EnumTag("Rotation", [new FloatTag("", lcg_value() * 360), new FloatTag("", 0)])]);
if ($this->hasCustomName()) {
$nbt->CustomName = new StringTag("CustomName", $this->getCustomName());
}
$entity = Entity::createEntity($this->meta, $chunk, $nbt);
if ($entity instanceof Entity) {
if ($player->isSurvival()) {
--$this->count;
}
$entity->spawnToAll();
return true;
}
}
return false;
}
示例3: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if ($target->isTransparent() === false and $face > 1 and $block->isSolid() === false) {
$faces = [2 => 0, 3 => 2, 4 => 1, 5 => 3];
$motives = [["Kebab", 1, 1], ["Aztec", 1, 1], ["Alban", 1, 1], ["Aztec2", 1, 1], ["Bomb", 1, 1], ["Plant", 1, 1], ["Wasteland", 1, 1], ["Wanderer", 1, 2], ["Graham", 1, 2], ["Pool", 2, 1], ["Courbet", 2, 1], ["Sunset", 2, 1], ["Sea", 2, 1], ["Creebet", 2, 1], ["Match", 2, 2], ["Bust", 2, 2], ["Stage", 2, 2], ["Void", 2, 2], ["SkullAndRoses", 2, 2], ["Fighters", 4, 2], ["Skeleton", 4, 3], ["DonkeyKong", 4, 3], ["Pointer", 4, 4], ["Pigscene", 4, 4], ["Flaming Skull", 4, 4]];
$motive = $motives[mt_rand(0, count($motives) - 1)];
$data = ["x" => $target->x, "y" => $target->y + 0.4, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
$nbt = new CompoundTag("", ["Motive" => new StringTag("Motive", $data["Motive"]), "Pos" => new EnumTag("Pos", [new DoubleTag("", $data["x"]), new DoubleTag("", $data["y"]), new DoubleTag("", $data["z"])]), "Motion" => new EnumTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new EnumTag("Rotation", [new FloatTag("", $data["yaw"]), new FloatTag("", 0)])]);
$painting = new PaintingEntity($player->getLevel()->getChunk($block->getX() >> 4, $block->getZ() >> 4), $nbt);
$painting->spawnToAll();
if ($player->isSurvival()) {
$item = $player->getInventory()->getItemInHand();
$count = $item->getCount();
if (--$count <= 0) {
$player->getInventory()->setItemInHand(Item::get(Item::AIR));
return;
}
$item->setCount($count);
$player->getInventory()->setItemInHand($item);
}
//TODO
//$e = $server->api->entity->add($level, ENTITY_OBJECT, OBJECT_PAINTING, $data);
//$e->spawnToAll();
/*if(($player->gamemode & 0x01) === 0x00){
$player->removeItem(Item::get($this->getId(), $this->getDamage(), 1));
}*/
return true;
}
return false;
}
示例4: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
$minecart = new MinecartEntity($player->getLevel()->getChunk($block->getX() >> 4, $block->getZ() >> 4), new CompoundTag("", ["Pos" => new ListTag("Pos", [new DoubleTag("", $block->getX()), new DoubleTag("", $block->getY() + 0.8), new DoubleTag("", $block->getZ())]), "Motion" => new ListTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new ListTag("Rotation", [new FloatTag("", 0), new FloatTag("", 0)])]));
$minecart->spawnToAll();
if ($player->isSurvival()) {
$item = $player->getInventory()->getItemInHand();
$count = $item->getCount();
if (--$count <= 0) {
$player->getInventory()->setItemInHand(Item::get(Item::AIR));
return true;
}
$item->setCount($count);
$player->getInventory()->setItemInHand($item);
}
return true;
}
示例5: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
$entity = null;
$chunk = $level->getChunkAt($block->getX() >> 4, $block->getZ() >> 4);
if (!$chunk instanceof FullChunk) {
return false;
}
$nbt = new Compound("", ["Pos" => new Enum("Pos", [new Double("", $block->getX()), new Double("", $block->getY()), new Double("", $block->getZ())]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", lcg_value() * 360), new Float("", 0)])]);
switch ($this->meta) {
case Villager::NETWORK_ID:
$nbt->Health = new Short("Health", 20);
$entity = new Villager($chunk, $nbt);
break;
case Zombie::NETWORK_ID:
$nbt->Health = new Short("Health", 20);
$entity = new Zombie($chunk, $nbt);
break;
/*
//TODO: use entity constants
case 10:
case 11:
case 12:
case 13:
$data = array(
"x" => $block->x + 0.5,
"y" => $block->y,
"z" => $block->z + 0.5,
);
//$e = Server::getInstance()->api->entity->add($block->level, ENTITY_MOB, $this->meta, $data);
//Server::getInstance()->api->entity->spawnToAll($e);
if(($player->gamemode & 0x01) === 0){
--$this->count;
}
return true;*/
}
if ($entity instanceof Entity) {
if (($player->gamemode & 0x1) === 0) {
--$this->count;
}
$entity->spawnToAll();
return true;
}
return false;
}
示例6: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
$blockTemp = $level->getBlock($block->add(0, -1, 0));
//if($blockTemp->getId() != self::RAIL and $blockTemp->getId() != self::POWERED_RAIL) return;
$minecart = new MinecartEntity($player->getLevel()->getChunk($block->getX() >> 4, $block->getZ() >> 4), new Compound("", ["Pos" => new Enum("Pos", [new Double("", $block->getX()), new Double("", $block->getY() + 1), new Double("", $block->getZ())]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", 0), new Float("", 0)])]));
$minecart->spawnToAll();
if ($player->isSurvival()) {
$item = $player->getInventory()->getItemInHand();
$count = $item->getCount();
if (--$count <= 0) {
$player->getInventory()->setItemInHand(Item::get(Item::AIR));
return;
}
$item->setCount($count);
$player->getInventory()->setItemInHand($item);
}
return true;
}
示例7: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if (!$target instanceof Fence) {
return false;
}
foreach ($level->getChunkEntities($target->x >> 4, $target->z >> 4) as $entity) {
if ($entity->isLeashed()) {
if ($entity->leadHolder === $player->getId()) {
$nbt = new CompoundTag("", ["Pos" => new ListTag("Pos", [new DoubleTag("", $block->getX() + 0.5), new DoubleTag("", $block->getY()), new DoubleTag("", $block->getZ() + 0.5)]), "Motion" => new ListTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new ListTag("Rotation", [new FloatTag("", lcg_value() * 360), new FloatTag("", 0)])]);
$level->addEntity($knot = new LeashKnot($level->getChunkAt($target->x >> 4, $target->z >> 4), $nbt));
$entity->setLeashHolder($knot);
}
}
}
}
示例8: getDispenserId
public function getDispenserId(Block $block)
{
return $block->getX() . ":" . $block->getY() . ":" . $block->getZ() . ":" . $block->getLevel()->getFolderName();
}
示例9: updateBlock2
public function updateBlock2(Block $block, Level $level, $blockType)
{
$players = $level->getPlayers();
foreach ($players as $p) {
$pk = new UpdateBlockPacket();
$pk->x = $block->getX();
$pk->y = $block->getY();
$pk->z = $block->getZ();
$pk->block = $blockType;
$pk->meta = 0;
$p->dataPacket($pk);
$level->setBlockIdAt($block->getX(), $block->getY(), $block->getZ(), $blockType);
$pos = new Position($block->x, $block->y, $block->z);
$block = $level->getBlock($pos, true);
$direct = true;
$update = true;
$level->setBlock($pos, $block, $direct, $update);
}
}
示例10: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if ($target->isTransparent() === false and $face !== 0 and $face !== 1 and $block->isSolid() === false) {
$faces = [2 => 1, 3 => 3, 4 => 0, 5 => 2];
$motives = PaintingEntity::MOTIVES;
$face2side = [4, 5, 3, 2];
$foundApplicableMotive = false;
$searchedMotives = [];
while (!$foundApplicableMotive) {
if (count($searchedMotives) == count($motives)) {
break;
}
$rand = -1;
while (!isset($motives[$rand])) {
$rand = mt_rand(0, count($motives) - 1);
}
$motive = $motives[$rand];
$foundApplicableMotive = true;
$searchedMotives[$rand] = true;
for ($x = 0; $x < $motive[1] && $foundApplicableMotive; $x++) {
for ($z = 0; $z < $motive[2] && $foundApplicableMotive; $z++) {
if ($target->getSide($face2side[$face - 2], $x)->isTransparent() || $target->getSide(Vector3::SIDE_UP, $z)->isTransparent() || $block->getSide($face2side[$face - 2], $x)->isSolid() || $block->getSide(Vector3::SIDE_UP, $z)->isSolid()) {
$foundApplicableMotive = false;
}
}
}
}
if (!$foundApplicableMotive) {
return false;
}
//WIP overlapping calculation AND BTW: EVEN MCPE DOESN'T DO THIS!
/*
for($x = 0; $x < $motive[1] && $valid; $x++){
for($z = 0; $z < $motive[2] && $valid; $z++){
$entPos = $target->getSide($right[$face - 2], $x);
//getEntitiesAtThatPos (high intensive calculation)
if($entity instanceof PaintingEntity){
return false;
}
}
}
*/
$data = ["x" => $target->x, "y" => $target->y - 0.1, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
if ($motive[2] <= 1) {
$data["y"] = $data["y"] + 1;
}
if ($motive[2] >= 2) {
$data["y"] = $data["y"] + 0.4;
}
if ($motive[2] >= 3) {
$data["y"] = $data["y"] + 0.1;
}
switch ($face2side[$face - 2]) {
case Vector3::SIDE_NORTH:
$data["z"] = $data["z"] + 0.1;
break;
case Vector3::SIDE_SOUTH:
$data["z"] = $data["z"] - 0.1;
break;
case Vector3::SIDE_WEST:
$data["x"] = $data["x"] + 0.1;
break;
case Vector3::SIDE_EAST:
$data["x"] = $data["x"] - 0.1;
break;
}
$nbt = new CompoundTag("", ["Motive" => new StringTag("Motive", $data["Motive"]), "Pos" => new ListTag("Pos", [new DoubleTag("", $data["x"]), new DoubleTag("", $data["y"]), new DoubleTag("", $data["z"])]), "Motion" => new ListTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new ListTag("Rotation", [new FloatTag("", $data["yaw"]), new FloatTag("", 0)])]);
$painting = new PaintingEntity($player->getLevel()->getChunk($block->getX() >> 4, $block->getZ() >> 4), $nbt);
$painting->spawnToAll();
unset($player->getLevel()->updateEntities[$painting->getId()]);
if ($player->isSurvival()) {
$item = $player->getInventory()->getItemInHand();
$count = $item->getCount();
if (--$count <= 0) {
$player->getInventory()->setItemInHand(Item::get(Item::AIR));
}
$item->setCount($count);
$player->getInventory()->setItemInHand($item);
}
return true;
}
return false;
}
示例11: rotateBlockByOne
private static function rotateBlockByOne(Block $block)
{
return Block::get($block->getID(), $block->getDamage(), new Position($block->getZ(), $block->getY(), -$block->getX(), $block->getLevel()));
}
示例12: getTeamByBed
public function getTeamByBed($arena, Block $block)
{
foreach ($this->getTeams($arena) as $team) {
$config = new Config($this->getDataFolder() . "Arenas/" . $arena . ".yml", Config::YAML);
$x = $config->getNested("Bed." . $team . ".X");
$y = $config->getNested("Bed." . $team . ".Y");
$z = $config->getNested("Bed." . $team . ".Z");
$x2 = $config->getNested("Bed." . $team . ".X2");
$y2 = $config->getNested("Bed." . $team . ".Y2");
$z2 = $config->getNested("Bed." . $team . ".Z2");
$x3 = $block->getX();
$y3 = $block->getY();
$z3 = $block->getZ();
if ($x == $x3 && $y == $y3 && $z == $z3) {
return $team;
}
if ($x2 == $x3 && $y2 == $y3 && $z2 == $z3) {
return $team;
}
}
return "WHITE";
}
示例13: addChest
/**
* Adds a resettable chest
* @param Block $chest
*/
public function addChest(Block $chest)
{
$chests = $this->config->chests;
$chests[count($this->chests)] = ['id' => $chest->getId(), 'x' => $chest->getX(), 'y' => $chest->getY(), 'z' => $chest->getZ(), 'level' => $chest->getLevel()->getId()];
$this->config->set("chests", $chests);
$this->config->save();
array_push($this->chests, $chest);
}
示例14: destroyTrunk
private function destroyTrunk(Block $bl)
{
$damage = 0;
if ($bl->getId() != Block::WOOD) {
return $damage;
}
$down = $bl->getSide(Vector3::SIDE_DOWN);
if ($down->getId() == Block::WOOD) {
return $damage;
}
$l = $bl->getLevel();
for ($y = $bl->getY() + 1; $y < 128; ++$y) {
$x = $bl->getX();
$z = $bl->getZ();
$bl = $l->getBlock(new Vector3($x, $y, $z));
if ($bl->getId() != Block::WOOD) {
break;
}
++$damage;
$l->dropItem($bl, new ItemBlock($bl));
$l->setBlockIdAt($x, $y, $z, 0);
$l->setBlockDataAt($x, $y, $z, 0);
}
return $damage;
}
示例15: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if (($player->gamemode & 0x1) === 0 and $this->useOn($block) and $this->getDamage() >= $this->getMaxDurability()) {
$player->getInventory()->setItemInHand(new Item(Item::AIR, 0, 0));
}
if ($target->getId() === 49 and $player->getServer()->netherEnabled) {
//黑曜石 4*5最小 23*23最大
$level->setBlock($block, new Fire(), true);
$tx = $target->getX();
$ty = $target->getY();
$tz = $target->getZ();
//x方向
$x_max = $tx;
//x最大值
$x_min = $tx;
//x最小值
$count_x = 0;
//x方向方块
for ($x = $tx + 1; $level->getBlock(new Vector3($x, $ty, $tz))->getId() == 49; $x++) {
$x_max++;
}
for ($x = $tx - 1; $level->getBlock(new Vector3($x, $ty, $tz))->getId() == 49; $x--) {
$x_min--;
}
$count_x = $x_max - $x_min + 1;
if ($count_x >= 4 and $count_x <= 23) {
//4 23
$x_max_y = $ty;
//x最大值时的y最大值
$x_min_y = $ty;
//x最小值时的y最大值
for ($y = $ty; $level->getBlock(new Vector3($x_max, $y, $tz))->getId() == 49; $y++) {
$x_max_y++;
}
for ($y = $ty; $level->getBlock(new Vector3($x_min, $y, $tz))->getId() == 49; $y++) {
$x_min_y++;
}
$y_max = min($x_max_y, $x_min_y) - 1;
//y最大值
$count_y = $y_max - $ty + 2;
//方向方块
//Server::getInstance()->broadcastMessage("$y_max $x_max_y $x_min_y $x_max $x_min");
if ($count_y >= 5 and $count_y <= 23) {
//5 23
$count_up = 0;
//上面
for ($ux = $x_min; $level->getBlock(new Vector3($ux, $y_max, $tz))->getId() == 49 and $ux <= $x_max; $ux++) {
$count_up++;
}
//Server::getInstance()->broadcastMessage("$count_up $count_x");
if ($count_up == $count_x) {
for ($px = $x_min + 1; $px < $x_max; $px++) {
for ($py = $ty + 1; $py < $y_max; $py++) {
$level->setBlock(new Vector3($px, $py, $tz), new Block(90, 0));
}
}
}
}
}
//z方向
$z_max = $tz;
//z最大值
$z_min = $tz;
//z最小值
$count_z = 0;
//z方向方块
for ($z = $tz + 1; $level->getBlock(new Vector3($tx, $ty, $z))->getId() == 49; $z++) {
$z_max++;
}
for ($z = $tz - 1; $level->getBlock(new Vector3($tx, $ty, $z))->getId() == 49; $z--) {
$z_min--;
}
$count_z = $z_max - $z_min + 1;
if ($count_z >= 4 and $count_z <= 23) {
//4 23
$z_max_y = $ty;
//z最大值时的y最大值
$z_min_y = $ty;
//z最小值时的y最大值
for ($y = $ty; $level->getBlock(new Vector3($tx, $y, $z_max))->getId() == 49; $y++) {
$z_max_y++;
}
for ($y = $ty; $level->getBlock(new Vector3($tx, $y, $z_min))->getId() == 49; $y++) {
$z_min_y++;
}
$y_max = min($z_max_y, $z_min_y) - 1;
//y最大值
$count_y = $y_max - $ty + 2;
//方向方块
if ($count_y >= 5 and $count_y <= 23) {
//5 23
$count_up = 0;
//上面
for ($uz = $z_min; $level->getBlock(new Vector3($tx, $y_max, $uz))->getId() == 49 and $uz <= $z_max; $uz++) {
$count_up++;
}
//Server::getInstance()->broadcastMessage("$count_up $count_z");
if ($count_up == $count_z) {
for ($pz = $z_min + 1; $pz < $z_max; $pz++) {
for ($py = $ty + 1; $py < $y_max; $py++) {
//.........这里部分代码省略.........