本文整理汇总了PHP中pocketmine\level\Level::getChunk方法的典型用法代码示例。如果您正苦于以下问题:PHP Level::getChunk方法的具体用法?PHP Level::getChunk怎么用?PHP Level::getChunk使用的例子?那么恭喜您, 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\level\Level
的用法示例。
在下文中一共展示了Level::getChunk方法的9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: __construct
public function __construct(Level $level, FullChunk $chunk)
{
$this->state = true;
$this->levelId = $level->getId();
$this->chunk = $chunk->toFastBinary();
$this->chunkClass = get_class($chunk);
$this->chunk00 = $level->getChunk($chunk->getX() - 1, $chunk->getZ() - 1, true)->toFastBinary();
$this->chunk01 = $level->getChunk($chunk->getX() - 1, $chunk->getZ(), true)->toFastBinary();
$this->chunk02 = $level->getChunk($chunk->getX() - 1, $chunk->getZ() + 1, true)->toFastBinary();
$this->chunk10 = $level->getChunk($chunk->getX(), $chunk->getZ() - 1, true)->toFastBinary();
$this->chunk12 = $level->getChunk($chunk->getX(), $chunk->getZ() + 1, true)->toFastBinary();
$this->chunk20 = $level->getChunk($chunk->getX() + 1, $chunk->getZ() - 1, true)->toFastBinary();
$this->chunk21 = $level->getChunk($chunk->getX() + 1, $chunk->getZ(), true)->toFastBinary();
$this->chunk22 = $level->getChunk($chunk->getX() + 1, $chunk->getZ() + 1, true)->toFastBinary();
}
示例4: __construct
public function __construct(Level $level, FullChunk $chunk)
{
$this->state = \true;
$this->levelId = $level->getId();
$this->chunk = $chunk->toFastBinary();
$this->chunkClass = \get_class($chunk);
for ($i = 0; $i < 9; ++$i) {
if ($i === 4) {
continue;
}
$xx = -1 + $i % 3;
$zz = -1 + (int) ($i / 3);
$ck = $level->getChunk($chunk->getX() + $xx, $chunk->getZ() + $zz, \false);
$this->{"chunk{$i}"} = $ck !== \null ? $ck->toFastBinary() : \null;
}
}
示例5: generateChunk
public function generateChunk($chunkX, $chunkZ)
{
$shape = $this->getShape($chunkX << 4, $chunkZ << 4);
$chunk = $this->level->getChunk($chunkX, $chunkZ);
$chunk->setGenerated();
$c = Biome::getBiome(1)->getColor();
$R = $c >> 16;
$G = $c >> 8 & 0xff;
$B = $c & 0xff;
$bottomBlockId = $this->bottomBlock->getId();
$bottomBlockMeta = $this->bottomBlock->getDamage();
$plotFillBlockId = $this->plotFillBlock->getId();
$plotFillBlockMeta = $this->plotFillBlock->getDamage();
$plotFloorBlockId = $this->plotFloorBlock->getId();
$plotFloorBlockMeta = $this->plotFloorBlock->getDamage();
$roadBlockId = $this->roadBlock->getId();
$roadBlockMeta = $this->roadBlock->getDamage();
$wallBlockId = $this->wallBlock->getId();
$wallBlockMeta = $this->wallBlock->getDamage();
$groundHeight = $this->groundHeight;
for ($Z = 0; $Z < 16; ++$Z) {
for ($X = 0; $X < 16; ++$X) {
$chunk->setBiomeId($X, $Z, 1);
$chunk->setBiomeColor($X, $Z, $R, $G, $B);
$chunk->setBlock($X, 0, $Z, $bottomBlockId, $bottomBlockMeta);
for ($y = 1; $y < $groundHeight; ++$y) {
$chunk->setBlock($X, $y, $Z, $plotFillBlockId, $plotFillBlockMeta);
}
$type = $shape[$Z << 4 | $X];
if ($type === self::PLOT) {
$chunk->setBlock($X, $groundHeight, $Z, $plotFloorBlockId, $plotFloorBlockMeta);
} elseif ($type === self::ROAD) {
$chunk->setBlock($X, $groundHeight, $Z, $roadBlockId, $roadBlockMeta);
} else {
$chunk->setBlock($X, $groundHeight, $Z, $roadBlockId, $roadBlockMeta);
$chunk->setBlock($X, $groundHeight + 1, $Z, $wallBlockId, $wallBlockMeta);
}
}
}
$chunk->setX($chunkX);
$chunk->setZ($chunkZ);
$this->level->setChunk($chunkX, $chunkZ, $chunk);
}
示例6: getLight
public function getLight(Level $level, $pos)
{
$chunk = $level->getChunk($pos->x >> 4, $pos->z >> 4, false);
$l = 0;
if ($chunk instanceof FullChunk) {
$l = $chunk->getBlockSkyLight($pos->x & 0xf, $pos->y & 0x7f, $pos->z & 0xf);
if ($l < 15) {
//$l = \max($chunk->getBlockLight($pos->x & 0x0f, $pos->y & 0x7f, $pos->z & 0x0f));
$l = $chunk->getBlockLight($pos->x & 0xf, $pos->y & 0x7f, $pos->z & 0xf);
}
}
return $l;
}
示例7: createVillager
public function createVillager($x, $y, $z, Level $level)
{
$x += 0.5;
$z += 0.5;
$nbt = new CompoundTag();
$nbt->Pos = new ListTag("Pos", [new DoubleTag("", $x), new DoubleTag("", $y), new DoubleTag("", $z)]);
$nbt->Rotation = new ListTag("Rotation", [new FloatTag("", 0), new FloatTag("", 0)]);
$nbt->Health = new ShortTag("Health", 20);
$nbt->CustomName = new StringTag("CustomName", TextFormat::GOLD . "SHOP");
$nbt->CustomNameVisible = new ByteTag("CustomNameVisible", 1);
$level->loadChunk($x >> 4, $z >> 4);
$villager = Entity::createEntity("Villager", $level->getChunk($x >> 4, $y >> 4), $nbt);
$villager->spawnToAll();
}
示例8: 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("", $block->getZ() + 0.5)]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", lcg_value() * 360), new Float("", 0)])]);
if ($this->hasCustomName()) {
$nbt->CustomName = new String("CustomName", $this->getCustomName());
}
$entity = Entity::createEntity($this->meta, $chunk, $nbt);
if ($entity instanceof Entity) {
$entity->setDataProperty(15, Entity::DATA_TYPE_BYTE, 1);
$entity->getLevel()->getServer()->broadcastPopup(TextFormat::RED . "Mob AI isn't implemented yet!");
if ($player->isSurvival()) {
--$this->count;
}
$entity->spawnToAll();
return true;
}
return false;
}
示例9: 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) {
$chunk = $level->getChunk($block->getX() >> 4, $block->getZ() >> 4);
$faces = [2 => 1, 3 => 3, 4 => 0, 5 => 2];
$motives = [["Kebab", 1, 1], ["Aztec", 1, 1], ["Alban", 1, 1], ["Aztec2", 1, 1], ["Bomb", 1, 1], ["Plant", 1, 1], ["Wasteland", 1, 1], ["Wanderer", 1, 2], ["Graham", 1, 2], ["Pool", 2, 1], ["Courbet", 2, 1], ["Sunset", 2, 1], ["Sea", 2, 1], ["Creebet", 2, 1], ["Match", 2, 2], ["Bust", 2, 2], ["Stage", 2, 2], ["Void", 2, 2], ["SkullAndRoses", 2, 2], ["Fighters", 4, 2], ["Skeleton", 4, 3], ["DonkeyKong", 4, 3], ["Pointer", 4, 4], ["Pigscene", 4, 4], ["Flaming Skull", 4, 4]];
if ($this->hasCustomName()) {
$nbt->CustomName = new String("CustomName", $this->getCustomName());
}
$motive = $motives[mt_rand(0, count($motives) - 1)];
$data = ["x" => $target->x, "y" => $target->y, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
$nbt = new Compound("", ["Pos" => new Enum("Pos", [new Double("", $target->x), new Double("", $target->y), new Double("", $target->z)]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", $faces[$face] * 90), new Float("", 0)])]);
$entity = Entity::createEntity($this->meta, $chunk, $nbt, $data);
if ($entity instanceof Entity) {
if ($player->isSurvival()) {
--$this->count;
}
$entity->spawnToAll();
return true;
}
return true;
}
return false;
}