Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
| Beide Seiten der vorigen Revision Vorhergehende Überarbeitung Nächste Überarbeitung | Vorhergehende Überarbeitung | ||
| gf2:projekte:2024:minecraft:2d1gruppe2 [2025/04/06 13:52] – [Schwierigkeiten und Lösungen:] fuehrerf | gf2:projekte:2024:minecraft:2d1gruppe2 [2025/04/06 22:32] (aktuell) – [Teile des Codes:] adolphm | ||
|---|---|---|---|
| Zeile 3: | Zeile 3: | ||
| ==== Idee: ==== | ==== Idee: ==== | ||
| - | + | Zuerst waren wir unentschlossen was wir machen wollen und haben viele Ideen in den Raum geworfen. Schliesslich haben wir uns dann darauf geeinigt unsere Ideen zu kombinieren und haben uns dazu entschlossen | |
| - | + | ||
| - | Unsere Idee war es ein Baumhaus, mit Wendeltreppe zu Bauen. Wenn man in das Baumhaus hineingeht, findet man ein Gym und ein Restaurant. Von aussen haben wir einen grossen Baum, mit einem Dach aus Glass und einer grünen Baumkrone. | + | |
| ==== Teile des Codes: ==== | ==== Teile des Codes: ==== | ||
| Zeile 20: | Zeile 18: | ||
| - Hausdach | - Hausdach | ||
| - | - Innenausstattung -> Gymgeräte, | + | - Innenausstattung -> Gymgeräte, |
| - Aussendekoration | - Aussendekoration | ||
| Zeile 34: | Zeile 32: | ||
| - Laternen | - Laternen | ||
| - | -Glasblöcke | + | - Glasblöcke |
| + | |||
| + | - Halbe Holzblöcke | ||
| + | |||
| + | - Obsidian | ||
| + | |||
| + | - Bücherregale | ||
| + | |||
| + | - Roter Beton | ||
| + | |||
| + | - Endstäbe | ||
| + | |||
| + | - Hebel | ||
| + | |||
| + | - Trichter | ||
| + | |||
| + | - Dropper | ||
| + | |||
| + | - Teppich | ||
| + | |||
| + | - Wasser | ||
| + | |||
| + | - Honigflaschen | ||
| ==== Prozess: ==== | ==== Prozess: ==== | ||
| Zeile 53: | Zeile 73: | ||
| -Zu Beginn hatten wir etwas unterschiedliche Erwartungen an das Aussehen des Baumhauses. Nach mehreren Besprechungen und Brainstorming-Sitzungen konnten wir diese jedoch anpassen und so unsere Ziele durch Zusammenarbeit, | -Zu Beginn hatten wir etwas unterschiedliche Erwartungen an das Aussehen des Baumhauses. Nach mehreren Besprechungen und Brainstorming-Sitzungen konnten wir diese jedoch anpassen und so unsere Ziele durch Zusammenarbeit, | ||
| + | |||
| + | -Des weitern gab es auch noch Schwierigkeiten beim Coden, den richtigen Namen einiger Blöcke zu finden, das Kürzen, die Ausrichtungsänderung von Blöcken herauszufinden und manchmal kam es auch zu einem Codeverlust auf Grund von technischen Problemen. Doch all diese Probleme, konnten wir durch Geduld und Fragen schliesslich lösen. | ||
| + | | ||
| + | |||
| Zeile 58: | Zeile 82: | ||
| ==== Fazit: ==== | ==== Fazit: ==== | ||
| - | Das Projekt hat uns alle bereits im Unterricht gelernten Fähigkeiten anwenden lassen und man konnte so nachmals seine Programmierkenntnisse zusammenführen und erweitern. Der gesamte Prozess hat uns gezeigt, wie wichtig Teamarbeit, Kommunikation und Flexibilität sind. Auch Für alle Schwierigkeiten konnten wir eine Lösungen finden und dadurch haben wir uns alle mehrmals intensiv mit unserem Code beschäftigt. Letztlich haben wir nicht nur technische Fähigkeiten verbessert, sondern auch als Team stärker zusammengearbeitet und gemeinsam ein funktionierendes, | + | Das Projekt hat uns alle bereits im Unterricht gelernten Fähigkeiten anwenden lassen und man konnte so nachmals seine Programmierkenntnisse zusammenführen und erweitern. Der gesamte Prozess hat uns gezeigt, wie wichtig Teamarbeit, Kommunikation und Flexibilität sind. Auch Für alle Schwierigkeiten konnten wir eine Lösungen finden und dadurch haben wir uns alle mehrmals intensiv mit unserem Code beschäftigt. Allerdings wäre es gut gewesen, den Code gleich in einem einheitlichen Programmierkonzept zu schreiben, damit es zu keinen wiederholtem schrieben zum kürzen des Codes gekommen wäre. Letztlich haben wir nicht nur technische Fähigkeiten verbessert, sondern auch als Team stärker zusammengearbeitet und gemeinsam ein funktionierendes, |
| + | |||
| + | ==== Code: ==== | ||
| + | |||
| + | <code phyton> | ||
| + | def bauetreppe(): | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.set_assist(DESTROY_OBSTACLES, | ||
| + | agent.set_item(BIRCH_WOOD_SLAB, | ||
| + | agent.set_slot(1) | ||
| + | agent.teleport(world(10, | ||
| + | agent.turn(SOUTH) | ||
| + | hoehe= 10 | ||
| + | laenge= 3 | ||
| + | # | ||
| + | while hoehe > 0: | ||
| + | agent.move(FORWARD, | ||
| + | agent.turn(RIGHT) | ||
| + | agent.turn(RIGHT) | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(UP, | ||
| + | agent.move(LEFT, | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(FORWARD, | ||
| + | agent.turn(RIGHT) | ||
| + | agent.turn(RIGHT) | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(UP, | ||
| + | agent.move(RIGHT, | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(FORWARD, | ||
| + | agent.turn(RIGHT) | ||
| + | agent.turn(RIGHT) | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(UP, | ||
| + | agent.move(LEFT, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.turn(RIGHT) | ||
| + | agent.turn(RIGHT) | ||
| + | agent.move(RIGHT, | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.turn(RIGHT) | ||
| + | agent.turn(RIGHT) | ||
| + | agent.move(LEFT, | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.turn(RIGHT) | ||
| + | agent.turn(RIGHT) | ||
| + | agent.move(RIGHT, | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.move(FORWARD, | ||
| + | agent.turn(LEFT) | ||
| + | hoehe= hoehe-1 | ||
| + | #Dasselbe Muster für die Treppe immer wiederholt mit Variabler Länge und Höhe | ||
| + | |||
| + | def bauestamm(): | ||
| + | x=13 | ||
| + | y=-60 | ||
| + | z=18 | ||
| + | blocks.fill(LOG_OAK, | ||
| + | blocks.fill(LOG_OAK, | ||
| + | blocks.fill(LOG_OAK, | ||
| + | blocks.fill(LOG_OAK, | ||
| + | blocks.place(STRIPPED_BIRCH_WOOD, | ||
| + | blocks.place(STRIPPED_BIRCH_WOOD, | ||
| + | blocks.place(STRIPPED_BIRCH_WOOD, | ||
| + | blocks.place(STRIPPED_BIRCH_WOOD, | ||
| + | blocks.place(OAK_WOOD_SLAB, | ||
| + | blocks.place(OAK_WOOD_SLAB, | ||
| + | blocks.place(OAK_WOOD_SLAB, | ||
| + | blocks.place(OAK_WOOD_SLAB, | ||
| + | blocks.place(OAK_WOOD_SLAB, | ||
| + | blocks.place(OAK_WOOD_SLAB, | ||
| + | blocks.place(OAK_WOOD_SLAB, | ||
| + | blocks.place(OAK_WOOD_SLAB, | ||
| + | #Baumstamm des Baumhauses mit Fill und Place | ||
| + | #Die nächsten 4 for i in range sind die zufällige Deko vom Baumstamm (Blätter) | ||
| + | for i in range(13): | ||
| + | a=13 | ||
| + | b=randint(-60, | ||
| + | c=randint(19, | ||
| + | blocks.place(blocks.block_with_data(DARK_OAK_LEAVES, | ||
| + | |||
| + | for i in range(13): | ||
| + | a=randint(14, | ||
| + | b=randint(-60, | ||
| + | c=18 | ||
| + | blocks.place(blocks.block_with_data(DARK_OAK_LEAVES, | ||
| + | |||
| + | for i in range(13): | ||
| + | a=17 | ||
| + | b=randint(-60, | ||
| + | c=randint(19, | ||
| + | blocks.place(blocks.block_with_data(DARK_OAK_LEAVES, | ||
| + | |||
| + | for i in range(13): | ||
| + | a=randint(14, | ||
| + | b=randint(-60, | ||
| + | c=22 | ||
| + | blocks.place(blocks.block_with_data(DARK_OAK_LEAVES, | ||
| + | |||
| + | def Baum2(x, | ||
| + | #1,links, unten | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | #1,links, oben | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | #in der Mitte | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | |||
| + | |||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | |||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | |||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | |||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | |||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | |||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | |||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | # | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | |||
| + | #8 | ||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | blocks.fill(LEAVES_BIRCH, | ||
| + | |||
| + | |||
| + | #Die Baumkrone aus Blätter | ||
| + | #Noch ein Stamm in der Mittel, dass die Blätter nicht abfallen | ||
| + | blocks.fill(LOG_OAK, | ||
| + | |||
| + | def DEKO(x, y, z,): | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | #ab hier werden diese 3 schritte wiederholt mit angepassten koordinaten | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | #ab hier wird der ganze code kopiert einfach überall y+12 da es die zweite umdrehung der Treppe ist also das gleiche einfach höher | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(OAK_FENCE, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.fill(PLANKS_BIRCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | |||
| + | def baueboden(): | ||
| + | |||
| + | blocks.fill(LOG_OAK, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(AIR, | ||
| + | #der Holzboden des Hauses mit einem Loch, dass man hochlaufen kann | ||
| + | #hier werden dann die Agenteneinstellungen für die Wände gemacht | ||
| + | agent.set_assist(PLACE_ON_MOVE, | ||
| + | agent.set_assist(DESTROY_OBSTACLES, | ||
| + | agent.set_item(GLASS, | ||
| + | agent.set_item(LOG_OAK, | ||
| + | agent.set_slot(2) | ||
| + | agent.teleport(world(24, | ||
| + | |||
| + | def wand2(hoehe): | ||
| + | n=0 | ||
| + | m=0 | ||
| + | |||
| + | for i in range(hoehe): | ||
| + | while(m< | ||
| + | if(n< | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_slot(1) | ||
| + | agent.move(FORWARD, | ||
| + | agent.set_slot(2) | ||
| + | agent.move(FORWARD, | ||
| + | n=n+1 | ||
| + | else: | ||
| + | agent.turn(TurnDirection.LEFT) | ||
| + | n=0 | ||
| + | m=m+1 | ||
| + | agent.move(UP, | ||
| + | m=0 | ||
| + | |||
| + | |||
| + | def bodenanpassungen(): | ||
| + | #Damit die Treppe mit dem Boden Zusammenpasst | ||
| + | blocks.fill(LOG_OAK, | ||
| + | blocks.fill(LOG_OAK, | ||
| + | |||
| + | def Wasserfall(): | ||
| + | #Platz frei machen | ||
| + | blocks.fill(AIR, | ||
| + | blocks. fill(AIR, world(14, -30, 19), world(16, -24, 21), FillOperation. REPLACE) | ||
| + | #Wasser einfügen | ||
| + | blocks. fill(WATER, world(16, -24, 21), world(14, -24, 19), FillOperation. REPLACE) | ||
| + | blocks. fill(LOG_OAK, | ||
| + | #kleine Detail-Anpassungen | ||
| + | blocks.place(LOG_OAK, | ||
| + | blocks.place(LOG_OAK, | ||
| + | blocks.place(LOG_OAK, | ||
| + | blocks.place(LOG_OAK, | ||
| + | blocks.place(LOG_OAK, | ||
| + | blocks.place(LOG_OAK, | ||
| + | #4 Lichter in der Mitte | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | #Komplette belichtung des Raumes | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | blocks.place(TORCH, | ||
| + | |||
| + | |||
| + | def cafeteria(): | ||
| + | # | ||
| + | blocks.fill(BOOKSHELF, | ||
| + | #Einen Freiraum schaffen | ||
| + | blocks.fill(AIR, | ||
| + | #2 andere Blöcke zur Abwechslung (In diesem Fall eine Crafting Table) | ||
| + | blocks.fill(CRAFTING_TABLE, | ||
| + | #Roter Teppich darüber | ||
| + | blocks.fill(RED_CARPET, | ||
| + | blocks.fill(BOOKSHELF, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(ENCHANTMENT_TABLE, | ||
| + | blocks.fill(RED_CARPET, | ||
| + | blocks.fill(BOOKSHELF, | ||
| + | blocks.fill(AIR, | ||
| + | blocks.fill(CRAFTER, | ||
| + | blocks.fill(RED_CARPET, | ||
| + | #Obsidian unter den Tischen um den tisch-Bereich darzustellen | ||
| + | blocks.fill(OBSIDIAN, | ||
| + | blocks.fill(OBSIDIAN, | ||
| + | blocks.fill(OBSIDIAN, | ||
| + | #Glass als Foundation des Tisches | ||
| + | blocks.fill(GLASS, | ||
| + | blocks.fill(GLASS, | ||
| + | blocks.fill(GLASS, | ||
| + | #Teppiche oben drauf zur Deko | ||
| + | blocks.fill(BLACK_CARPET, | ||
| + | blocks.fill(BLACK_CARPET, | ||
| + | blocks.fill(BLACK_CARPET, | ||
| + | |||
| + | def GYM(x, y, z): | ||
| + | #Gewichte Langhantel | ||
| + | blocks.place(OBSIDIAN, | ||
| + | blocks.place(OBSIDIAN, | ||
| + | blocks.place(OBSIDIAN, | ||
| + | blocks.place(OBSIDIAN, | ||
| + | # | ||
| + | blocks.fill(BLACK_CARPET, | ||
| + | # | ||
| + | blocks.place(blocks.block_with_data(END_ROD, | ||
| + | blocks.place(blocks.block_with_data(END_ROD, | ||
| + | blocks.place(blocks.block_with_data(END_ROD, | ||
| + | blocks.place(blocks.block_with_data(END_ROD, | ||
| + | # | ||
| + | blocks.place(HONEYCOMB_BLOCK, | ||
| + | blocks.place(blocks.block_with_data(LEVER, | ||
| + | blocks.place(blocks.block_with_data(DISPENSER, | ||
| + | blocks.place(HOPPER, | ||
| + | #Zweiter Dropper | ||
| + | blocks.place(HONEYCOMB_BLOCK, | ||
| + | blocks.place(blocks.block_with_data(LEVER, | ||
| + | blocks.place(blocks.block_with_data(DISPENSER, | ||
| + | blocks.place(HOPPER, | ||
| + | #Agent als Proteinlieferant | ||
| + | agent.teleport(world (x+2, y+35, z-7), SOUTH) | ||
| + | agent.set_item(HONEY_BOTTLE, | ||
| + | agent.drop(DOWN, | ||
| + | agent.teleport(world (x+18, y+35, z-7), SOUTH) | ||
| + | agent.set_item(HONEY_BOTTLE, | ||
| + | agent.drop(DOWN, | ||
| + | # | ||
| + | blocks.fill(RED_CONCRETE, | ||
| + | blocks.fill(BLACK_CARPET, | ||
| + | blocks.place(OAK_FENCE, | ||
| + | blocks.place(OAK_FENCE, | ||
| + | blocks.place(OAK_FENCE, | ||
| + | blocks.place(OAK_FENCE, | ||
| + | blocks.place(OAK_FENCE, | ||
| + | blocks.place(OAK_FENCE, | ||
| + | #Kleine Gewichte | ||
| + | blocks.fill(RED_CONCRETE, | ||
| + | blocks.fill(RED_CONCRETE, | ||
| + | blocks.fill(blocks.block_with_data(LEVER, | ||
| + | blocks.fill(blocks.block_with_data(LEVER, | ||
| + | |||
| + | |||
| + | |||
| + | #Glasdach für das Hauses | ||
| + | def Dach (x,y,z): | ||
| + | pyramide=6 | ||
| + | for i in range(pyramide): | ||
| + | blocks.fill(GLASS, | ||
| + | |||
| + | #Sätze fürs Hochlaufen | ||
| + | def on_travelled_walk(): | ||
| + | x = player.position().get_value(Axis.X) | ||
| + | y = player.position().get_value(Axis.Y) | ||
| + | z = player.position().get_value(Axis.Z) | ||
| + | |||
| + | #In diesem Teil wird gemacht, dass bei bestimmten Koordinaten ein Satz eingespielt wird. | ||
| + | |||
| + | if (10< | ||
| + | gameplay.title(mobs.target(NEAREST_PLAYER), | ||
| + | |||
| + | if (10< | ||
| + | gameplay.title(mobs.target(NEAREST_PLAYER), | ||
| + | |||
| + | if (10< | ||
| + | gameplay.title(mobs.target(NEAREST_PLAYER), | ||
| + | |||
| + | player.on_travelled(WALK, | ||
| + | |||
| + | |||
| + | baueboden() | ||
| + | wand2(5) | ||
| + | bauetreppe() | ||
| + | DEKO(10, -56, 22) | ||
| + | Dach(6, | ||
| + | bauestamm() | ||
| + | bodenanpassungen() | ||
| + | Wasserfall() | ||
| + | cafeteria() | ||
| + | Baum2(6, | ||
| + | |||
| + | #Wenn man in den Chat schreibt Gym dann spawnt das Gym | ||
| + | def on_chat(): | ||
| + | GYM(5, -60, 23) | ||
| + | player.on_chat(" | ||
| + | |||
| + | gameplay.time_set(DayTime.NIGHT) | ||
| + | gameplay.time_add(1000) | ||
| + | gameplay.title(mobs.target(NEAREST_PLAYER), | ||
| + | |||
| + | </ | ||
| + | |||
| + | ==== Leere Welt: ==== | ||
| + | wird flache Welt benötigt | ||
| ==== Anleitung: ==== | ==== Anleitung: ==== | ||
| Zuerst geht man die Treppen zu dem Baumhaus nach oben, dann tritt man ein. | Zuerst geht man die Treppen zu dem Baumhaus nach oben, dann tritt man ein. | ||
| + | Für das Gym muss man " | ||