fillOpacity: 0.35, draggable: true, geodesic: true }); // [END region_red_triangle] // Construct a draggable blue triangle with geodesic set to false. new google.maps.Polygon({ map: map, paths: blueCoords, strokeColor: '#0000FF', strokeOpacity: 0.8, strokeWeight: 2, fillColor: '#0000FF', fillOpacity: 0.35, draggable: true, geodesic: false }); } </script> </body> </html> ======= <?php include "tableaccess.php"; echo getX("0001"); echo getY("0001"); ?> >>>>>>> faaf91bf7111a6bb069e6598f6bdeda11fad17c9
public function onPlayerInteract(PlayerInteractEvent $event) { $where = $event->getTouchVector(); $teamBelong = false; foreach ($this->option["teamCore"] as $team => $axis) { if ($axis["x"] == $where . getX() and $axis["y"] == $where . getY() and $axis["z"] == $where . getZ()) { $teamBelong = $team; } } if ($teamBelong === false) { //the block is not a core. return; } if ($event->getBlock()->getId() == 0) { //problem in setup! return; } $player = $event->getPlayer(); $teamPlayer = $this->plugin->teamInfo[mb_strtolower($player->getName())]; if (!isset($teamPlayer)) { $player->sendMessage($this->plugin->system["messages"]["notInTeam"]); return; } if ($teamBelong == $teamPlayer) { //the player attacks its own core. $player->sendMessage($this->plugin->system["messages"]["yourCore"]); return; } $action = $event->getAction(); if ($action != PlayerInteractEvent::LEFT_CLICK_BLOCK or $action != PlayerInteractEvent::RIGHT_CLICK_BLOCK) { return; } $inv = $player->getInventory(); $item = $inv->getItemInHand(); $handItemId = $item->getId(); $damage = 5; switch ($handItemId) { case 283: //gold sword $damage = 55; break; case 284: //gold tools //gold tools case 285: case 286: $damage = 50; break; case 276: //diamond sword $damage = 45; break; case 275: //diamond tools //diamond tools case 274: case 273: $damage = 40; break; case 276: //iron sword $damage = 35; break; case 256: //iron tools //iron tools case 257: case 258: $damage = 30; break; case 276: //stone sword $damage = 25; break; case 256: //stone tools //stone tools case 257: case 258: $damage = 20; break; case 283: //wood sword $damage = 15; break; case 284: //wood tools //wood tools case 285: case 286: $damage = 10; break; case 290: //wood hoe //wood hoe case 291: //stone hoe //stone hoe case 292: //iron hoe //iron hoe case 293: //diamond hoe //diamond hoe case 294: //gold hoe $damage = 10; break; } processDamageCore($teamBelong, $damage); }
function block($pos) { static $blocks = []; $y = getY($pos); $x = getX($pos); $blockX = (int) ($x / SQUARE); $blockY = (int) ($y / SQUARE); $pos = $blockX + $blockY * SQUARE; if (isset($blocks[$pos])) { return $blocks[$pos]; } $posList = []; $startX = $blockX * SQUARE; $maxX = $startX + SQUARE; $startY = $blockY * SQUARE; $maxY = $startY + SQUARE; for ($x = $startX; $x < $maxX; ++$x) { for ($y = $startY; $y < $maxY; ++$y) { $posList[] = xpos($x, $y); } } return $blocks[$pos] = $posList; }
public function distancia(Punto $p) { $resultado = Math . sqrt(Math . pow($p . getX() - $this->_x, 2) + Math . pow($p . getY() - $this->_y, 2)); return $resultado; }
function foo($q, $a) { $x = getX($q, $a); fiz($x->foo()); }