本文整理汇总了PHP中pocketmine\entity\Animal类的典型用法代码示例。如果您正苦于以下问题:PHP Animal类的具体用法?PHP Animal怎么用?PHP Animal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。
在下文中一共展示了Animal类的7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: spawnToAll
public function spawnToAll()
{
parent::spawnToAll();
if ($this->getLevel()->getServer()->lightningFire) {
$fire = ItemItem::get(ItemItem::FIRE)->getBlock();
$oldBlock = $this->getLevel()->getBlock($this);
if ($oldBlock instanceof Liquid) {
} elseif ($oldBlock->isSolid()) {
$v3 = new Vector3($this->x, $this->y + 1, $this->z);
} else {
$v3 = new Vector3($this->x, $this->y, $this->z);
}
if (isset($v3)) {
$this->getLevel()->setBlock($v3, $fire);
}
foreach ($this->level->getNearbyEntities($this->boundingBox->grow(4, 3, 4), $this) as $entity) {
if ($entity instanceof Player) {
$damage = mt_rand(8, 20);
$ev = new EntityDamageByEntityEvent($this, $entity, EntityDamageByEntityEvent::CAUSE_LIGHTNING, $damage);
if ($entity->attack($ev->getFinalDamage(), $ev) === true) {
$ev->useArmors();
}
$entity->setOnFire(mt_rand(3, 8));
}
if ($entity instanceof Creeper) {
$entity->setPowered(true, $this);
}
}
}
}
示例2: spawnTo
public function spawnTo(Player $player)
{
$pk = $this->addEntityDataPacket($player);
$pk->type = Mooshroom::NETWORK_ID;
$player->dataPacket($pk);
parent::spawnTo($player);
}
示例3: spawnTo
public function spawnTo(Player $player)
{
$pk = new AddEntityPacket();
$pk->eid = $this->getId();
$pk->type = Wolf::NETWORK_ID;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->speedX = $this->motionX;
$pk->speedY = $this->motionY;
$pk->speedZ = $this->motionZ;
$pk->yaw = $this->yaw;
$pk->pitch = $this->pitch;
$pk->metadata = $this->dataProperties;
$player->dataPacket($pk);
parent::spawnTo($player);
}
示例4: spawnTo
public function spawnTo(Player $player)
{
$pk = new AddEntityPacket();
$pk->eid = $this->getId();
$pk->type = Pig::NETWORK_ID;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->speedX = $this->motionX;
$pk->speedY = $this->motionY;
$pk->speedZ = $this->motionZ;
$pk->yaw = $this->yaw;
$pk->pitch = $this->pitch;
$pk->metadata = $this->dataProperties;
$player->dataPacket($pk->setChannel(Network::CHANNEL_ENTITY_SPAWNING));
parent::spawnTo($player);
}
示例5: spawnTo
public function spawnTo(Player $player)
{
$pk = new AddEntityPacket();
$pk->eid = $this->getId();
$pk->type = self::NETWORK_ID;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->speedX = $this->motionX;
$pk->speedY = 1.5;
$pk->speedZ = $this->motionZ;
$pk->yaw = $this->yaw;
$pk->pitch = $this->pitch;
$pk->metadata = [Entity::DATA_NAMETAG => [Entity::DATA_TYPE_STRING, $this->getDataProperty(2)], Entity::DATA_SHOW_NAMETAG => [Entity::DATA_TYPE_BYTE, 1], Entity::DATA_NO_AI => [Entity::DATA_TYPE_BYTE, 1]];
$player->dataPacket($pk->setChannel(Network::CHANNEL_ENTITY_SPAWNING));
parent::spawnTo($player);
}
示例6: knockBack
public function knockBack(Entity $attacker, $damage, $x, $z, $base = 0.4)
{
parent::knockBack($attacker, $damage, $x, $z, $base);
$this->knockback = time() + 1;
// Stunned for 1 second...
}
示例7: onUpdate
public function onUpdate($currentTick)
{
$hasUpdate = false;
$this->timings->startTiming();
// Handle flying objects...
$tickDiff = max(1, $currentTick - $this->lastUpdate);
$bb = clone $this->getBoundingBox();
$onGround = count($this->level->getCollisionBlocks($bb->offset(0, -$this->gravity, 0))) > 0;
if (!$onGround) {
// falling or jumping...
$this->motionY -= $this->gravity;
$this->x += $this->motionX * $tickDiff;
$this->y += $this->motionY * $tickDiff;
$this->z += $this->motionZ * $tickDiff;
//echo ("Falling...\n");
} else {
$this->motionX = 0;
// No longer jumping/falling
$this->motionY = 0;
$this->motionZ = 0;
if ($this->y != floor($this->y)) {
$this->y = floor($this->y);
}
// Try to attack a player
$target = null;
if ($this->petOwner->player) {
$target = $this->petOwner->player;
if ($target) {
if ($target->getLevel() != $this->level) {
// Pet is in a different level...
$target = null;
} else {
$dist = $this->distance($target);
}
}
}
// if no target despawn
if ($target === null) {
$this->close();
return;
}
if ($target !== null && $dist != 0) {
$dir = $target->getLevel()->getSafeSpawn($target)->subtract($this);
$dir = $dir->divide($dist);
$this->yaw = rad2deg(atan2(-$dir->getX(), $dir->getZ()));
$this->pitch = rad2deg(atan(-$dir->getY()));
// if dist to owner < move dist or pet is being told to stay just look at owner
if ($dist <= self::$dist || $this->isSitting) {
//$this->yaw = rad2deg(atan2(-$dir->getX(),$dir->getZ()));
//$this->pitch = rad2deg(atan(-$dir->getY()));
$this->updateMovement();
$this->level->addEntityMovement($this->chunk->getX(), $this->chunk->getZ(), $this->id, $this->x, $this->y, $this->z, $this->yaw, $this->pitch, $this->yaw);
}
// otherwise do a full movement
if ($dist > self::$dist && !$this->isSitting) {
$x = $dir->getX() * self::$speed;
$y = 0;
$z = $dir->getZ() * self::$speed;
$isJump = count($this->level->getCollisionBlocks($bb->offset($x, 1.2, $z))) <= 0;
if (count($this->level->getCollisionBlocks($bb->offset(0, 0.1, $z))) > 0) {
if ($isJump) {
$y = self::$jump;
$this->motionZ = $z;
}
$z = 0;
}
if (count($this->level->getCollisionBlocks($bb->offset($x, 0.1, 0))) > 0) {
if ($isJump) {
$y = self::$jump;
$this->motionX = $x;
}
$x = 0;
}
//if ($y) echo "Jumping\n";
$ev = new \pocketmine\event\entity\EntityMotionEvent($this, new \pocketmine\math\Vector3($x, $y, $z));
$this->server->getPluginManager()->callEvent($ev);
if ($ev->isCancelled()) {
return false;
}
$this->x += $x;
$this->y += $y;
$this->z += $z;
}
if ($dist > 40) {
$target->sendMessage($this->petName_unformatted . " could not keep up - use /pet spawn again to bring them back");
$this->close();
}
}
}
$bb = clone $this->getBoundingBox();
$onGround = count($this->level->getCollisionBlocks($bb->offset(0, -$this->gravity, 0))) > 0;
$this->onGround = $onGround;
$this->timings->stopTiming();
$hasUpdate = parent::onUpdate($currentTick) || $hasUpdate;
return $hasUpdate;
}