矿工小猫-非洲版

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最后修改于2024年03月22日

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开发日志

变量

WORLD_(-BLOCK-) World.width

layer [Block generation]

WORLD_Pixel.size

_clone [Blocks]

WORLD_(-PIXELS-) Block.size

_(-BLOCK-) screen offset x [Blocks]

_(-BLOCK-) screen offset y [Blocks]

_CONVERTER | (-BLOCK-) x [Blocks]

_CONVERTER | (-BLOCK-) y [Blocks]

_CONVERTER | (-ID-) id [Blocks]

CAM.x

CAM.y

_CONVERTER | (-POS-) x [Blocks]

_CONVERTER | (-POS-) y [Blocks]

_(-BLOCK-) x [Blocks]

_(-BLOCK-) y [Blocks]

PLAYER.(-POS-)x

PLAYER.(-POS-)y

_PLAYER.(-POS-)xv [Player]

_PLAYER.(-POS-)yv [Player]

_CONVERTER | (-BLOCK-) x [Player]

_PLAYER collision [Player]

_PLAYER hitbox height [Player]

_PLAYER hitbox width [Player]

_PLAYER collision (-POS-) x [Player]

_PLAYER collision (-POS-) y [Player]

_CONVERTER | (-BLOCK-) y [Player]

_CONVERTER | (-ID-) id [Player]

Cam.yMoveSpeed [Camera]

Cam.xMoveSpeed [Camera]

WORLD_FrameTime

WORLD_FPS

_PLAYER direction (R/L) [Player]

_PLAYER costume number [Player]

_PLAYER ground [Player]

_CONVERTER | (-ID-) id [Items]

CURSOR_(-ID-) id

CURSOR_-Health%-

_CURSOR mining timer [Pickaxe]

_clone [Items]

_c.item [Items]

_c.x [Items]

_c.y [Items]

_c.xv [Items]

_c.yv [Items]

WORLD_GRAVITATION

_c.timer [Items]

WORLD_Time

_c.taken [Items]

_CURSOR.dx [Items]

_CURSOR.dy [Items]

WORLD_timer

_mousex [Items]

_mousey [Items]

Selected item slot

_empty slot ID [Items]

_has space [Items]

PAUSED

_PLAYER.ground.timer [Player]

ITEMS.Droppeditemclonesamount

ITEMS_oldest item timer

_search for item id [Items]

_PLAYER.liquid [Player]

mouse down

_PLAYER.liguidMEM [Player]

H E A L T H

BurningTimer

D A M A G E

_Burning.pulse timer [Health]

_clone [Health]

_red ting timer [Health]

PLAYER.DEAD

INVENTORY

_clone [Death]

_id [Death]

DEATH SCREEN CLONE AMOUNT

_ghost [Death]

_ghost target [Death]

_start cooldown timer [Health]

_animationtimer [Items]

_animation dir [Items]

_PLAYER.insideblock (-ID-) [Player]

_suffocationtimer [Health]

_CONVERTER | (-BLOCK-) x [Items]

_CONVERTER | (-BLOCK-) y [Items]

_x [bob]

_y [bob]

_i [Block generation]

_Shortest ground height [Block generation]

_Talest ground height [Block generation]

_i2 [Block generation]

Spawn y

_cave x

_cave y

_x [Block generation]

_y [Block generation]

_id [Block generation]

Current Biome

_current biome mem [Block generation]

_i3 [Block generation]

M O N E Y

_digit [money]

_clone [money]

Pause menu

_clone [Pause menu]

_width

GAME ON?

_costume [Loading]

_digit [Loading]

Blocks generating?

LOADING%

New game?????

_Current song [music]

_Loop? [music]

-cs mem [music]

_clone [fire]

_c.amount [Items]

_c.itemAmount.left [Items]

_i [Items]

SpawnTimer

Layers to create

_done [music]

SHOP

Talking with bob

BOB_Current text

_i [Settings]

_settingsSlot [Settings]

_mem [Settings]

SELLING

Selling Items.Scroll.y

_i [Bob talking stuff]

_i2 [Bob talking stuff]

_i4 [Block generation]

_Footstep sound.timer [Player]

_mining sound timer [Items]

Last money

Inventory.held item id

Inventory.item touching id

A R M O R

_n

sn

SHOP.category

_CONVERTER | (-ID-) id [Block generation]

_x2 [Block generation]

_y2 [Block generation]

_light level [Blocks]

_xd [Blocks]

_yd [Blocks]

_d [Blocks]

_d1 [Blocks]

_x3 [Blocks]

_y3 [Blocks]

bruh

WORLD_Light thing

WORLD_darkest parts

i [Camera]

_Camera shake.x [Camera]

_Camera shake.y [Camera]

SHOP.UI.PRICE [商店]

_i [SHOP]

_i2 [SHOP]

_i3 [SHOP]

PLAYER.pickaxe

PLAYER.backpack

PLAYER.armor

PLAYER.sword

_clone [Armor]

_i5 [Blocks]

_mem [Blocks]

_x [Items]

_y [Items]

TOUCHING.spawn button

_timer [music]

Can't jump

Can't mine

PLAYER.bow

Arrow inventory.id

_clone [Helmet]

_clone [Block generation]

_clone [Backpack]

_fade [music]

Last song [music]

_Arrow id [Items]

_torch [Save/Load]

_bombs [Save/Load]

_potions [Save/Load]

_arrows [Save/Load]

_i [Save/Load]

LOADING SAVE FILE

_ERROR [Save/Load]

_i2 [Save/Load]

_nr [Save/Load]

_i3 [Save/Load]

_i4 [Save/Load]

SAVE FILE LOADED

_x [Helmet]

_y [Helmet]

Touching inventory

PARTICLES.oldest id

PARTICLES. new id

Cursor touching Entity?

_n t/n

_n/t i

_t n/t

_i5 [Save/Load]

Entities

:ENTITY.x

:ENTITY.y

_collider type [Player]

TNT.x

TNT.y

_i2 [Items]

PARTICLES

_bought.arrow

_bought.bomb

_bought.potion

_bought.torch

_bought.miner

UI.cash

_clone [bob]

_clone [Camera]

_selected block [Blocks]

_SELECTED ITEM [Items]

DEATHSCREEN button timer

PLAYER.hurt timer

_bought.super potion

_superpotion [Save/Load]

_ENTITY talk timer

_light.level [Blocks]

AFK timer

Loading sprites.done

_done [Blocks]

_timer.fallblock

_timer.lava

_timer.water

_timer.fps

_deepth [Block generation]

_liquid [Block generation]

_c.function [Sprite1]

_i [Sprite1]

_clone [Sprite1]

OS

Achievements.UI

Current touched achievement

Reached bottom

_tingtingting [Achievements]

_timer [SHOP]

_tree distance [Block generation]

_tree.height [Block generation]

_tree i [Block generation]

_X [Block generation]

_Y [Block generation]

_i6 [Block generation]

light times [Blocks]

WARNING

before slot

to "R"

 

列表

Blocks.type

Blocks.light

Blocks.type.collider

Blocks.type.health

Blocks.type.mineable

Inventory_Item.type

Item.type.stackSize

Item.type.usetype

inventort_item.amount

Blocks.type.ItemDropType

Item.buildblock.type

Item.droppable

Item.name

possible items [Items]

Blocks.type.name

Blocks.type.sourcedistance

Blocks.type.colisionHeight

Blocks.ground height

Blocks.type.fall?

Biomes.deepth

Biomes.ores

Biomes.ore.rarity

CurrentBiome.ores [Block generation]

CurrentBiome.ores.rarity

Falling blocks.id

Falling blocks.falling distance

Biomes.stoneBlock

SETTINGS.values

SETTINGS.type

SETTINGS.name

SETTINGS.base.values

Selling.MyItems.type

Selling.MyItems.amount

Item.price

SHOP.category name

Shorter number unit

lights to set on again [Blocks]

SHOP.Items.name

_

SHOP.Items.price

SHOP.Items.type

SHOP.Items.info

SHOP.category.current item selected

SHOP.Items.base items

SHOP.Items.BoughtItems

Recently changed.ID

Recently changed.Timer

possible songs [music]

ENTITY.Damage

ENTITY.name

Arrow.x

Arrow.y

Arrow.id

UI.Inventory. layer order

复制代码

Save.name [Save/Load]

Save.length [Save/Load]

Save.loadednumbers [Save/Load]

LAYERS.gameon

helmet pos.x

helmet pos.y

backpack pos.x

backpack pos.y

letters

shop category characters [Save/Load]

Entity spawner block.id

Entity spawner block.entity type

ENTITY.x

ENTITY.y

Entity.id

Entity.touching cursor block

Entity.hurt

AUTO Miners.x

AUTO Miners.y

AUTO Miner.timer

AUTO Miner.action

LASER.blocks id

explosion.items.type [Items]

explosion.items.amount [Items]

Blocks.type.lightsource

_entities to spawn.id

_entities to spawn.entity

ENTITY.acceleration [Entity]

ENTITY.Damage.time [Entity]

ENTITY.friction [Entity]

ENTITY.health [Entity]

ENTITY.hitbox.height [Entity]

ENTITY.hitbox.width [Entity]

Biomes.lava

Biomes.cave

Biomes.ruins

Biomes.water

Biomes.liguid deepth

Biomes.ruins.width

clone names [Mobile Controls]

Mobile controls.clones.x

Mobile controls.clones.y

mobile controls.movement button

DEBUG

Achievements.completed

Achievements.x

Achievements.y

STATS.name

STATS.number

STATS.limit

sand.x [Block generation]

sand.y [Block generation]

 

角色

Stage

造型

背景1

backdrop1

 

声音

pop

 

代码

当 绿旗 被点击

将 {WORLD_timer} 设为 0

将 {GAME ON?} 设为 0

将 {PAUSED} 设为 0

执行 reset all ui

等待 ({OS} = -) 不成立

广播 MAIN MENU

重复执行

如果 ((({PLAYER.DEAD} = 1) 与 (1 = {GAME ON?})) 或 (0 = {GAME ON?})) 那么

执行 reset all ui

如果 (1 = {GAME ON?}) 那么

将 {PAUSED} 设为 0

如果 (({AFK timer} > 60) 或 ((((({INVENTORY} = 1) 或 ({Pause menu} = 1)) 或 ({SHOP} = 1)) 或 ({Talking with bob} = 1)) 或 ({SELLING} = 1))) 那么

将 {PAUSED} 设为 1

如果 (按下鼠标? 与 ({mouse down} = 0)) 那么

广播 Click

广播 function focus_window()

如果 ((按下鼠标? 与 ({mouse down} = 0)) 或 (按下鼠标? 不成立 与 ({mouse down} = 1))) 那么

将 {AFK timer} 设为 0

将 {mouse down} 设为 0

如果 按下鼠标? 那么

将 {mouse down} 设为 1

将 {_timer.fps} 增加 ( - {WORLD_FrameTime})

如果 ({_timer.fps} > 0) 不成立 那么

将 {_timer.fps} 设为 0.5

将 {WORLD_FPS} 设为 四舍五入((1 / {WORLD_FrameTime}))

如果 (1 = {GAME ON?}) 那么

将 {_timer.lava} 增加 ( - {WORLD_FrameTime})

如果 ({_timer.lava} > 0) 不成立 那么

将 {_timer.lava} 设为 (1 / 1.15)

广播 lava flow update

将 {_timer.fallblock} 增加 ( - {WORLD_FrameTime})

如果 ({_timer.fallblock} > 0) 不成立 那么

将 {_timer.fallblock} 设为 (1 / 8)

广播 Fall block update

将 {_timer.water} 增加 ( - {WORLD_FrameTime})

如果 ({_timer.water} > 0) 不成立 那么

将 {_timer.water} 设为 (1 / 6)

广播 water flow update

 

当按下 r 键

如果 (coltroc = 用户名) 那么

广播 REEEEEESET

删除 {Blocks.light} 的全部项目

删除 {Blocks.type} 的全部项目

 

当按下 p 键

广播 Button.pause

 

当按下 任意 键

将 {SETTINGS.values} 的第 {SETTINGS.name} 中第一个 mobile controls 的编号 项替换为 off

 

当按下 t 键

如果 (coltroc = 用户名) 那么

将 {M O N E Y} 增加 9999999999999

 

当按下 任意 键

将 {AFK timer} 设为 0

 

当按下 e 键

广播 Button.inventory

 

当接收到 function focus_window()

 

当接收到 LOADING

如果 ((1 = {New game?????}) 或 (1 = {SAVE FILE LOADED})) 那么

将 {Blocks generating?} 设为 1

等待 (0 = {Blocks generating?})

将 {New game?????} 设为 0

将 {GAME ON?} 设为 1

将 {PAUSED} 设为 0

执行 reset all ui

广播 START GAME

 

当接收到 LOADING

广播 Start generation

 

当接收到 START GAME

将 {GAME ON?} 设为 1

广播 Create Item bar

广播 Create block visuals

广播 Reset player

 

当接收到 Button.inventory

如果 (1 = {GAME ON?}) 那么

如果 ((({SHOP} = 0) 与 ({SELLING} = 0)) 与 ((({INVENTORY} = 0) 与 ({PLAYER.DEAD} = 0)) 与 ({Pause menu} = 0))) 那么

将 {INVENTORY} 设为 1

广播 Inventory

否则

将 {INVENTORY} 设为 0

 

当接收到 Button.pause

如果 (1 = {GAME ON?}) 那么

如果 ((({SHOP} = 0) 与 ({SELLING} = 0)) 与 ((({Pause menu} = 0) 与 ({PLAYER.DEAD} = 0)) 与 ({INVENTORY} = 0))) 那么

将 {Pause menu} 设为 1

广播 Pause menu

否则

将 {Pause menu} 设为 0

 

定义 reset all ui

将 {AFK timer} 设为 0

将 {Pause menu} 设为 0

将 {INVENTORY} 设为 0

将 {Talking with bob} 设为 0

将 {SELLING} 设为 0

将 {SHOP} 设为 0

 

角色1

 

水印

 

空白

 

生成方块

 

方块

 

照相机

 

玩家

 

头盔

 

背包

 

物品

 

音乐

 

声音

 

库存

 

日夜

 

生命

 

bob

 

怪物

 

 

暂停菜单

 

加载

 

盔甲

 

主菜单

 

设置

 

控制

 

回城按钮

 

传送按钮

 

生命值

 

标题

 

火焰

 

商店

 

bob的话

 

存档

 

移动控制

 

成就

 

操作侦测