gf2:projekte:2024:minecraft:2d1gruppe2

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gf2:projekte:2024:minecraft:2d1gruppe2 [2025/04/06 17:56] – [Code:] perrensgf2: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 ein Baumhaus, mit Wendeltreppe zu bauen. Doch wenn man in das Baumhaus hineingeht, findet man dort ein Gym und ein Restaurant. Von aussen haben wir einen grossen Baum programmiert, mit einem Dach aus Glass und einer grünen Baumkrone.+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 ein Baumhaus, mit Wendeltreppe zu bauen. Doch wenn man in das Baumhaus hineingeht, findet man dort ein Gym und eine Bibliothek. Von aussen haben wir einen grossen Baum programmiert, mit einem Dach aus Glass und einer grünen Baumkrone.
 ==== Teile des Codes: ==== ==== Teile des Codes: ====
  
Zeile 18: Zeile 18:
 - Hausdach - Hausdach
  
-- Innenausstattung -> Gymgeräte, Café/Restaurant+- Innenausstattung -> Gymgeräte, Bibliothek
  
 - Aussendekoration - Aussendekoration
Zeile 32: Zeile 32:
 - Laternen - Laternen
  
--Glasblöcke+- Glasblöcke 
 + 
 +- Halbe Holzblöcke 
 + 
 +- Obsidian 
 + 
 +- Bücherregale 
 + 
 +- Roter Beton 
 + 
 +- Endstäbe 
 + 
 +- Hebel 
 + 
 +- Trichter 
 + 
 +- Dropper 
 + 
 +- Teppich 
 + 
 +- Wasser 
 + 
 +- Honigflaschen
  
 ==== Prozess: ==== ==== Prozess: ====
Zeile 52: Zeile 74:
 -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, doch noch zu einem guten Ergebnis bringen. -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, doch noch zu einem guten Ergebnis bringen.
  
--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.+-Des weitern gab es auch noch Schwierigkeiten beim Codenden 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 64: Zeile 86:
 ==== Code: ==== ==== Code: ====
  
-==== Leere Welt: ====+<code phyton> 
 +def bauetreppe(): 
 +    agent.set_assist(PLACE_ON_MOVE, True) 
 +    agent.set_assist(DESTROY_OBSTACLES,True) 
 +    agent.set_item(BIRCH_WOOD_SLAB, 64, 1) 
 +    agent.set_slot(1) 
 +    agent.teleport(world(10, -60, 19), SOUTH) 
 +    agent.turn(SOUTH) 
 +    hoehe10 
 +    laenge
 +#Grundeinstellung für den Agenten 
 +    while hoehe > 0: 
 +        agent.move(FORWARD, laenge) 
 +        agent.turn(RIGHT) 
 +        agent.turn(RIGHT) 
 +        agent.set_assist(PLACE_ON_MOVE, False) 
 +        agent.move(UP, 1) 
 +        agent.move(LEFT, 1) 
 +        agent.move(FORWARD, 1) 
 +        agent.set_assist(PLACE_ON_MOVE, True) 
 +        agent.move(FORWARD, laenge) 
 +        agent.turn(RIGHT) 
 +        agent.turn(RIGHT) 
 +        agent.set_assist(PLACE_ON_MOVE, False) 
 +        agent.move(UP, 1) 
 +        agent.move(RIGHT, 1) 
 +        agent.move(FORWARD, 1) 
 +        agent.set_assist(PLACE_ON_MOVE, True) 
 +        agent.move(FORWARD, laenge) 
 +        agent.turn(RIGHT) 
 +        agent.turn(RIGHT) 
 +        agent.set_assist(PLACE_ON_MOVE, False) 
 +        agent.move(UP, 1) 
 +        agent.move(LEFT, 1) 
 +        agent.set_assist(PLACE_ON_MOVE, True) 
 +        agent.move(FORWARD, laenge+1) 
 +        agent.set_assist(PLACE_ON_MOVE,False) 
 +        agent.turn(RIGHT) 
 +        agent.turn(RIGHT) 
 +        agent.move(RIGHT, 1) 
 +        agent.move(FORWARD, 1) 
 +        agent.set_assist(PLACE_ON_MOVE, True) 
 +        agent.move(FORWARD, laenge+1) 
 +        agent.set_assist(PLACE_ON_MOVE,False) 
 +        agent.turn(RIGHT) 
 +        agent.turn(RIGHT) 
 +        agent.move(LEFT, 1) 
 +        agent.move(FORWARD, 1) 
 +        agent.set_assist(PLACE_ON_MOVE, True) 
 +        agent.move(FORWARD, laenge+1) 
 +        agent.set_assist(PLACE_ON_MOVE,False) 
 +        agent.turn(RIGHT) 
 +        agent.turn(RIGHT) 
 +        agent.move(RIGHT, 1) 
 +        agent.move(FORWARD, 1) 
 +        agent.set_assist(PLACE_ON_MOVE, True) 
 +        agent.move(FORWARD, laenge+1) 
 +        agent.turn(LEFT) 
 +        hoehehoehe-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, world(x, y, z+1), world(x, y+41, z+3), FillOperation.REPLACE)
 +        blocks.fill(LOG_OAK, world(x+1, y, z), world(x+3, y+41, z), FillOperation.REPLACE)
 +        blocks.fill(LOG_OAK, world(x+2, y, z+1), world(x+4, y+41, z+3), FillOperation.REPLACE)
 +        blocks.fill(LOG_OAK, world(x+1, y, z+3), world(x+3, y+41, z+4), FillOperation.REPLACE)
 +        blocks.place(STRIPPED_BIRCH_WOOD, world(x, y, z+4))
 +        blocks.place(STRIPPED_BIRCH_WOOD, world(x+4, y, z+4))
 +        blocks.place(STRIPPED_BIRCH_WOOD, world(x+4, y, z))
 +        blocks.place(STRIPPED_BIRCH_WOOD, world(x, y, z))
 +        blocks.place(OAK_WOOD_SLAB, world(x-1, y, z+4))
 +        blocks.place(OAK_WOOD_SLAB, world(x+5, y, z+4))
 +        blocks.place(OAK_WOOD_SLAB, world(x+5, y, z))
 +        blocks.place(OAK_WOOD_SLAB, world(x-1, y, z))
 +        blocks.place(OAK_WOOD_SLAB, world(x, y, z+5))
 +        blocks.place(OAK_WOOD_SLAB, world(x+4, y, z+5))
 +        blocks.place(OAK_WOOD_SLAB, world(x+4, y, z-1))
 +        blocks.place(OAK_WOOD_SLAB, world(x, y, z-1))
 +#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, -20)
 +            c=randint(19, 21)
 +            blocks.place(blocks.block_with_data(DARK_OAK_LEAVES,9), world(a, b, c))
 +
 +        for i in range(13):
 +            a=randint(14, 16)
 +            b=randint(-60, -20)
 +            c=18
 +            blocks.place(blocks.block_with_data(DARK_OAK_LEAVES,9), world(a, b, c))
 +
 +        for i in range(13):
 +            a=17
 +            b=randint(-60, -20)
 +            c=randint(19, 21)
 +            blocks.place(blocks.block_with_data(DARK_OAK_LEAVES,9), world(a, b, c))
 +
 +        for i in range(13):
 +            a=randint(14, 16)
 +            b=randint(-60, -20)
 +            c=22
 +            blocks.place(blocks.block_with_data(DARK_OAK_LEAVES,9), world(a, b, c))
 +
 +def Baum2(x,y,z,hoehe):
 +    #1,links, unten
 +    blocks.fill(AIR, world(x,y+hoehe,z), world(x+7,y+hoehe,z))
 +    blocks.fill(AIR, world(x,y+hoehe,z+1), world(x+6,y+hoehe,z+1))
 +    blocks.fill(AIR, world(x,y+hoehe,z+2), world(x+2,y+hoehe,z+2))
 +    blocks.fill(AIR, world(x,y+hoehe,z+3), world(x+1,y+hoehe,z+3))
 +    blocks.fill(AIR, world(x,y+hoehe,z+4), world(x+1,y+hoehe,z+4))
 +    blocks.fill(AIR, world(x,y+hoehe,z+5), world(x+1,y+hoehe,z+5))
 +    blocks.fill(AIR, world(x,y+hoehe,z+6), world(x+1,y+hoehe,z+6))
 +    blocks.fill(AIR, world(x,y+hoehe,z+7), world(x,y+hoehe,z+7))
 +    #1,rechts,unten
 +    blocks.fill(AIR, world(x+11,y+hoehe,z), world(x+18,y+hoehe,z))
 +    blocks.fill(AIR, world(x+12,y+hoehe,z+1), world(x+18,y+hoehe,z+1))
 +    blocks.fill(AIR, world(x+16,y+hoehe,z+2), world(x+18,y+hoehe,z+2))
 +    blocks.fill(AIR, world(x+17,y+hoehe,z+3), world(x+18,y+hoehe,z+3))
 +    blocks.fill(AIR, world(x+17,y+hoehe,z+4), world(x+18,y+hoehe,z+4))
 +    blocks.fill(AIR, world(x+17,y+hoehe,z+5), world(x+18,y+hoehe,z+5))
 +    blocks.fill(AIR, world(x+17,y+hoehe,z+6), world(x+18,y+hoehe,z+6))
 +    blocks.fill(AIR, world(x+18,y+hoehe,z+7), world(x+18,y+hoehe,z+7))
 +    #1,links, oben
 +    blocks.fill(AIR, world(x,y+hoehe,z+11), world(x,y+hoehe,z+11))
 +    blocks.fill(AIR, world(x,y+hoehe,z+12), world(x+1,y+hoehe,z+12))
 +    blocks.fill(AIR, world(x,y+hoehe,z+13), world(x+1,y+hoehe,z+13))
 +    blocks.fill(AIR, world(x,y+hoehe,z+14), world(x+1,y+hoehe,z+14))
 +    blocks.fill(AIR, world(x,y+hoehe,z+15), world(x+1,y+hoehe,z+15))
 +    blocks.fill(AIR, world(x,y+hoehe,z+16), world(x+2,y+hoehe,z+16))
 +    blocks.fill(AIR, world(x,y+hoehe,z+17), world(x+6,y+hoehe,z+17))
 +    blocks.fill(AIR, world(x,y+hoehe,z+18), world(x+7,y+hoehe,z+18))
 +    #1,rechts,oben
 +    blocks.fill(AIR, world(x+18,y+hoehe,z+11), world(x+18,y+hoehe,z+11))
 +    blocks.fill(AIR, world(x+17,y+hoehe,z+12), world(x+18,y+hoehe,z+12))
 +    blocks.fill(AIR, world(x+17,y+hoehe,z+13), world(x+18,y+hoehe,z+13))
 +    blocks.fill(AIR, world(x+17,y+hoehe,z+14), world(x+18,y+hoehe,z+14))
 +    blocks.fill(AIR, world(x+17,y+hoehe,z+15), world(x+18,y+hoehe,z+15))
 +    blocks.fill(AIR, world(x+16,y+hoehe,z+16), world(x+18,y+hoehe,z+16))
 +    blocks.fill(AIR, world(x+12,y+hoehe,z+17), world(x+18,y+hoehe,z+17))
 +    blocks.fill(AIR, world(x+11,y+hoehe,z+18), world(x+18,y+hoehe,z+18))
 +    #in der Mitte
 +    blocks.fill(AIR, world(x+8,y+hoehe,z+7), world(x+10,y+hoehe,z+11))
 +    blocks.fill(AIR, world(x+7,y+hoehe,z+8), world(x+11,y+hoehe,z+10))
 +
 +
 +    blocks.fill(LEAVES_BIRCH, world(x+1,y+2,z+1), world(x+17,y+2,z+17),FillOperation.REPLACE)
 +    #2,links,unten
 +    blocks.fill(AIR, world(x+1,y+2,z+1), world(x+7,y+2,z+1))
 +    blocks.fill(AIR, world(x+1,y+2,z+2), world(x+6,y+2,z+2))
 +    blocks.fill(AIR, world(x+1,y+2,z+3), world(x+3,y+2,z+3))
 +    blocks.fill(AIR, world(x+1,y+2,z+4), world(x+2,y+2,z+4))
 +    blocks.fill(AIR, world(x+1,y+2,z+5), world(x+2,y+2,z+5))
 +    blocks.fill(AIR, world(x+1,y+2,z+6), world(x+2,y+2,z+6))
 +    blocks.fill(AIR, world(x+1,y+2,z+7), world(x+1,y+2,z+7))
 +    #2,rechts,unten
 +    blocks.fill(AIR, world(x+11,y+2,z+1), world(x+17,y+2,z+1))
 +    blocks.fill(AIR, world(x+12,y+2,z+2), world(x+17,y+2,z+2))
 +    blocks.fill(AIR, world(x+15,y+2,z+3), world(x+17,y+2,z+3))
 +    blocks.fill(AIR, world(x+16,y+2,z+4), world(x+17,y+2,z+4))
 +    blocks.fill(AIR, world(x+16,y+2,z+5), world(x+17,y+2,z+5))
 +    blocks.fill(AIR, world(x+16,y+2,z+6), world(x+17,y+2,z+6))
 +    blocks.fill(AIR, world(x+17,y+2,z+7), world(x+17,y+2,z+7))
 +    #2,links,oben
 +    blocks.fill(AIR, world(x+1,y+2,z+11), world(x+1,y+2,z+11))
 +    blocks.fill(AIR, world(x+1,y+2,z+12), world(x+2,y+2,z+12))
 +    blocks.fill(AIR, world(x+1,y+2,z+13), world(x+2,y+2,z+13))
 +    blocks.fill(AIR, world(x+1,y+2,z+14), world(x+2,y+2,z+14))
 +    blocks.fill(AIR, world(x+1,y+2,z+15), world(x+3,y+2,z+15))
 +    blocks.fill(AIR, world(x+1,y+2,z+16), world(x+6,y+2,z+16))
 +    blocks.fill(AIR, world(x+1,y+2,z+17), world(x+7,y+2,z+17))
 +    #2,rechts,oben
 +    blocks.fill(AIR, world(x+17,y+2,z+11), world(x+17,y+2,z+11))
 +    blocks.fill(AIR, world(x+16,y+2,z+12), world(x+17,y+2,z+12))
 +    blocks.fill(AIR, world(x+16,y+2,z+13), world(x+17,y+2,z+13))
 +    blocks.fill(AIR, world(x+16,y+2,z+14), world(x+17,y+2,z+14))
 +    blocks.fill(AIR, world(x+15,y+2,z+15), world(x+17,y+2,z+15))
 +    blocks.fill(AIR, world(x+12,y+2,z+16), world(x+17,y+2,z+16))
 +    blocks.fill(AIR, world(x+11,y+2,z+17), world(x+17,y+2,z+17))
 +
 +    blocks.fill(LEAVES_BIRCH, world(x+2,y+3,z+2), world(x+16,y+3,z+16),FillOperation.REPLACE)
 +    #3,links,unten
 +    blocks.fill(AIR, world(x+2,y+3,z+2), world(x+7,y+3,z+2))
 +    blocks.fill(AIR, world(x+2,y+3,z+3), world(x+6,y+3,z+3))
 +    blocks.fill(AIR, world(x+2,y+3,z+4), world(x+4,y+3,z+4))
 +    blocks.fill(AIR, world(x+2,y+3,z+5), world(x+3,y+3,z+5))
 +    blocks.fill(AIR, world(x+2,y+3,z+6), world(x+3,y+3,z+6))
 +    blocks.fill(AIR, world(x+2,y+3,z+7), world(x+2,y+3,z+7))
 +    #3,rechts,unten
 +    blocks.fill(AIR, world(x+11,y+3,z+2), world(x+16,y+3,z+2))
 +    blocks.fill(AIR, world(x+12,y+3,z+3), world(x+16,y+3,z+3))
 +    blocks.fill(AIR, world(x+14,y+3,z+4), world(x+16,y+3,z+4))
 +    blocks.fill(AIR, world(x+15,y+3,z+5), world(x+16,y+3,z+5))
 +    blocks.fill(AIR, world(x+15,y+3,z+6), world(x+16,y+3,z+6))
 +    blocks.fill(AIR, world(x+16,y+3,z+7), world(x+16,y+3,z+7))
 +    #3,links,oben
 +    blocks.fill(AIR, world(x+2,y+3,z+11), world(x+2,y+3,z+11))
 +    blocks.fill(AIR, world(x+2,y+3,z+12), world(x+3,y+3,z+12))
 +    blocks.fill(AIR, world(x+2,y+3,z+13), world(x+3,y+3,z+13))
 +    blocks.fill(AIR, world(x+2,y+3,z+14), world(x+4,y+3,z+14))
 +    blocks.fill(AIR, world(x+2,y+3,z+15), world(x+6,y+3,z+15))
 +    blocks.fill(AIR, world(x+2,y+3,z+16), world(x+7,y+3,z+16))
 +    #3,rechts,oben
 +    blocks.fill(AIR, world(x+16,y+3,z+11), world(x+16,y+3,z+11))
 +    blocks.fill(AIR, world(x+15,y+3,z+12), world(x+16,y+3,z+12))
 +    blocks.fill(AIR, world(x+15,y+3,z+13), world(x+16,y+3,z+13))
 +    blocks.fill(AIR, world(x+14,y+3,z+14), world(x+16,y+3,z+14))
 +    blocks.fill(AIR, world(x+12,y+3,z+15), world(x+16,y+3,z+15))
 +    blocks.fill(AIR, world(x+11,y+3,z+16), world(x+16,y+3,z+16))
 +
 +    blocks.fill(LEAVES_BIRCH, world(x+3,y+4,z+3), world(x+15,y+4,z+15),FillOperation.REPLACE)
 +    #4,links,unten
 +    blocks.fill(AIR, world(x+3,y+4,z+3), world(x+7,y+4,z+3))
 +    blocks.fill(AIR, world(x+3,y+4,z+4), world(x+6,y+4,z+4))
 +    blocks.fill(AIR, world(x+3,y+4,z+5), world(x+5,y+4,z+5))
 +    blocks.fill(AIR, world(x+3,y+4,z+6), world(x+4,y+4,z+6))
 +    blocks.fill(AIR, world(x+3,y+4,z+7), world(x+3,y+4,z+7))
 +    #4,rechts,unten
 +    blocks.fill(AIR, world(x+11,y+4,z+3), world(x+15,y+4,z+3))
 +    blocks.fill(AIR, world(x+12,y+4,z+4), world(x+15,y+4,z+4))
 +    blocks.fill(AIR, world(x+13,y+4,z+5), world(x+15,y+4,z+5))
 +    blocks.fill(AIR, world(x+14,y+4,z+6), world(x+15,y+4,z+6))
 +    blocks.fill(AIR, world(x+15,y+4,z+7), world(x+15,y+4,z+7))
 +    #4,links,oben
 +    blocks.fill(AIR, world(x+3,y+4,z+11), world(x+3,y+4,z+11))
 +    blocks.fill(AIR, world(x+3,y+4,z+12), world(x+4,y+4,z+12))
 +    blocks.fill(AIR, world(x+3,y+4,z+13), world(x+5,y+4,z+13))
 +    blocks.fill(AIR, world(x+3,y+4,z+14), world(x+6,y+4,z+14))
 +    blocks.fill(AIR, world(x+3,y+4,z+15), world(x+7,y+4,z+15))
 +    #4,rechts,oben
 +    blocks.fill(AIR, world(x+15,y+4,z+11), world(x+15,y+4,z+11))
 +    blocks.fill(AIR, world(x+14,y+4,z+12), world(x+15,y+4,z+12))
 +    blocks.fill(AIR, world(x+13,y+4,z+13), world(x+15,y+4,z+13))
 +    blocks.fill(AIR, world(x+12,y+4,z+14), world(x+15,y+4,z+14))
 +    blocks.fill(AIR, world(x+11,y+4,z+15), world(x+15,y+4,z+15))
 +
 +    blocks.fill(LEAVES_BIRCH, world(x+4,y+5,z+4), world(x+14,y+5,z+14),FillOperation.REPLACE)
 +    #5,links,unten
 +    blocks.fill(AIR, world(x+4,y+5,z+4), world(x+7,y+5,z+4))
 +    blocks.fill(AIR, world(x+4,y+5,z+5), world(x+6,y+5,z+5))
 +    blocks.fill(AIR, world(x+4,y+5,z+6), world(x+5,y+5,z+6))
 +    blocks.fill(AIR, world(x+4,y+5,z+7), world(x+4,y+5,z+7))
 +    #5,rechts,unten
 +    blocks.fill(AIR, world(x+11,y+5,z+4), world(x+14,y+5,z+4))
 +    blocks.fill(AIR, world(x+12,y+5,z+5), world(x+14,y+5,z+5))
 +    blocks.fill(AIR, world(x+13,y+5,z+6), world(x+14,y+5,z+6))
 +    blocks.fill(AIR, world(x+14,y+5,z+7), world(x+14,y+5,z+7))
 +    #5,links,oben
 +    blocks.fill(AIR, world(x+4,y+5,z+11), world(x+4,y+5,z+11))
 +    blocks.fill(AIR, world(x+4,y+5,z+12), world(x+5,y+5,z+12))
 +    blocks.fill(AIR, world(x+4,y+5,z+13), world(x+6,y+5,z+13))
 +    blocks.fill(AIR, world(x+4,y+5,z+14), world(x+7,y+5,z+14))
 +    #5,rechts,oben
 +    blocks.fill(AIR, world(x+14,y+5,z+11), world(x+14,y+5,z+11))
 +    blocks.fill(AIR, world(x+13,y+5,z+12), world(x+14,y+5,z+12))
 +    blocks.fill(AIR, world(x+12,y+5,z+13), world(x+14,y+5,z+13))
 +    blocks.fill(AIR, world(x+11,y+5,z+14), world(x+14,y+5,z+14))
 +
 +    blocks.fill(LEAVES_BIRCH, world(x+5,y+6,z+5), world(x+13,y+6,z+13),FillOperation.REPLACE)
 +    #6,links,unten
 +    blocks.fill(AIR, world(x+5,y+6,z+5), world(x+7,y+6,z+5))
 +    blocks.fill(AIR, world(x+5,y+6,z+6), world(x+6,y+6,z+6))
 +    blocks.fill(AIR, world(x+5,y+6,z+7), world(x+5,y+6,z+7))
 +    #6,rechts,unten
 +    blocks.fill(AIR, world(x+11,y+6,z+5), world(x+13,y+6,z+5))
 +    blocks.fill(AIR, world(x+12,y+6,z+6), world(x+13,y+6,z+6))
 +    blocks.fill(AIR, world(x+13,y+6,z+7), world(x+13,y+6,z+7))
 +    #6,links,oben
 +    blocks.fill(AIR, world(x+5,y+6,z+11), world(x+5,y+6,z+11))
 +    blocks.fill(AIR, world(x+5,y+6,z+12), world(x+6,y+6,z+12))
 +    blocks.fill(AIR, world(x+5,y+6,z+13), world(x+7,y+6,z+13))
 +    #6,rechts,oben
 +    blocks.fill(AIR, world(x+13,y+6,z+11), world(x+13,y+6,z+11))
 +    blocks.fill(AIR, world(x+12,y+6,z+12), world(x+13,y+6,z+12))
 +    blocks.fill(AIR, world(x+11,y+6,z+13), world(x+13,y+6,z+13))
 +
 +    blocks.fill(LEAVES_BIRCH, world(x+6,y+7,z+6), world(x+12,y+7,z+12),FillOperation.REPLACE)
 +    #7,links,unten
 +    blocks.fill(AIR, world(x+6,y+7,z+6), world(x+7,y+7,z+6))
 +    blocks.fill(AIR, world(x+6,y+7,z+7), world(x+6,y+7,z+7))
 +    #7,rechts,unten
 +    blocks.fill(AIR, world(x+11,y+7,z+6), world(x+12,y+7,z+6))
 +    blocks.fill(AIR, world(x+12,y+7,z+7), world(x+12,y+7,z+7))
 +    #7,links,oben
 +    blocks.fill(AIR, world(x+6,y+7,z+11), world(x+6,y+7,z+11))
 +    blocks.fill(AIR, world(x+6,y+7,z+12), world(x+7,y+7,z+12))
 +    #7,rechts,oben
 +    blocks.fill(AIR, world(x+12,y+7,z+11), world(x+12,y+7,z+11))
 +    blocks.fill(AIR, world(x+11,y+7,z+12), world(x+12,y+7,z+12))
 +
 +    blocks.fill(LEAVES_BIRCH, world(x+7,y+8,z+7), world(x+11,y+8,z+11),FillOperation.REPLACE)
 +    #7,links,unten
 +    blocks.fill(AIR, world(x+7,y+8,z+7), world(x+8,y+8,z+7))
 +    blocks.fill(AIR, world(x+7,y+8,z+8), world(x+7,y+8,z+8))
 +    #7,rechts,unten
 +    blocks.fill(AIR, world(x+10,y+8,z+7), world(x+11,y+8,z+7))
 +    blocks.fill(AIR, world(x+11,y+8,z+8), world(x+11,y+8,z+8))
 +    #7,links,oben
 +    blocks.fill(AIR, world(x+7,y+8,z+10), world(x+7,y+8,z+10))
 +    blocks.fill(AIR, world(x+7,y+8,z+11), world(x+8,y+8,z+11))
 +    #7,rechts,oben
 +    blocks.fill(AIR, world(x+11,y+8,z+10), world(x+11,y+8,z+10))
 +    blocks.fill(AIR, world(x+10,y+8,z+11), world(x+11,y+8,z+11))
 +    
 +    #8
 +    blocks.fill(LEAVES_BIRCH, world(x+9,y+9,z+8), world(x+9,y+9,z+10),FillOperation.REPLACE)
 +    blocks.fill(LEAVES_BIRCH, world(x+8,y+9,z+9), world(x+10,y+9,z+9),FillOperation.REPLACE)
 +
 +    
 +#Die Baumkrone aus Blätter
 +#Noch ein Stamm in der Mittel, dass die Blätter nicht abfallen
 +    blocks.fill(LOG_OAK, world(x+9, y+2, z+9), world(x+9, y+9, z+9), FillOperation.REPLACE)
 +
 +def DEKO(x, y, z,):
 +    blocks.fill(OAK_FENCE, world(x, y, z), world(x, y, z+3), FillOperation.REPLACE) #mit den ersten zwei zeilen wird der zaun platziert
 +    blocks.fill(OAK_FENCE, world(x+1, y, z+3), world(x+3, y, z+3), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x, y-1, z), world(x, y-1, z+3), FillOperation.REPLACE)#zeile 3-4 platziert die grossen blöcke unter dem zaun
 +    blocks.fill(PLANKS_BIRCH, world(x+1, y-1, z+3), world(x+3, y-1, z+3), FillOperation.REPLACE)
 +    blocks.place(TORCH, world(x, y+1, z))#in diesen zwei zeilen werden die fackeln obendrauf platziert
 +    blocks.place(TORCH, world(x+3, y+1, z+3))
 +    #ab hier werden diese 3 schritte wiederholt mit angepassten koordinaten
 +    blocks.fill(OAK_FENCE,world(x+7, y+3, z+3), world(x+10, y+3, z+3), FillOperation.REPLACE)
 +    blocks.fill(OAK_FENCE, world(x+10, y+3, z+2), world(x+10, y+3, z), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+7, y+2, z+3), world(x+10, y+2, z+3), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+10, y+2, z+2), world(x+10, y+2, z), FillOperation.REPLACE)
 +    blocks.place(TORCH, world(x+7, y+4, z+3))
 +    blocks.place(TORCH, world(x+10, y+4, z))
 +    blocks.fill(OAK_FENCE, world(x+10, y+6, z-4), world(x+10, y+6, z-6), FillOperation.REPLACE)
 +    blocks.fill(OAK_FENCE, world(x+10, y+6, z-7), world(x+7, y+6, z-7), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+10, y+5, z-4), world(x+10, y+5, z-6), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+10, y+5, z-7), world(x+7, y+5, z-7), FillOperation.REPLACE)
 +    blocks.place(TORCH, world(x+10, y+7, z-4))
 +    blocks.place(TORCH, world(x+7, y+7, z-7))
 +    blocks.fill(OAK_FENCE, world(x+3, y+9, z-7), world(x, y+9, z-7), FillOperation.REPLACE)
 +    blocks.fill(OAK_FENCE, world(x, y+9, z-6), world(x, y+9, z-4), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+3, y+8, z-7), world(x, y+8, z-7), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x, y+8, z-6), world(x, y+8, z-4), FillOperation.REPLACE)
 +    blocks.place(TORCH, world(x+3, y+10, z-7))
 +    blocks.place(TORCH, world(x, y+10, z-4))
 +    #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, world(x, y+12, z), world(x, y+12, z+3), FillOperation.REPLACE)
 +    blocks.fill(OAK_FENCE, world(x+1, y+12, z+3), world(x+3, y+12, z+3), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x, y+11, z), world(x, y+11, z+3), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+1, y+11, z+3), world(x+3, y+11, z+3), FillOperation.REPLACE)
 +    blocks.place(TORCH, world(x, y+13, z))
 +    blocks.place(TORCH, world(x+3, y+13, z+3))
 +    blocks.fill(OAK_FENCE,world(x+7, y+15, z+3), world(x+10, y+15, z+3), FillOperation.REPLACE)
 +    blocks.fill(OAK_FENCE, world(x+10, y+15, z+2), world(x+10, y+15, z), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+7, y+14, z+3), world(x+10, y+14, z+3), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+10, y+14, z+2), world(x+10, y+14, z), FillOperation.REPLACE)
 +    blocks.place(TORCH, world(x+7, y+16, z+3))
 +    blocks.place(TORCH, world(x+10, y+16, z))
 +    blocks.fill(OAK_FENCE, world(x+10, y+18, z-4), world(x+10, y+18, z-6), FillOperation.REPLACE)
 +    blocks.fill(OAK_FENCE, world(x+10, y+18, z-7), world(x+7, y+18, z-7), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+10, y+17, z-4), world(x+10, y+17, z-6), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+10, y+17, z-7), world(x+7, y+17, z-7), FillOperation.REPLACE)
 +    blocks.place(TORCH, world(x+10, y+19, z-4))
 +    blocks.place(TORCH, world(x+7, y+19, z-7))
 +    blocks.fill(OAK_FENCE, world(x+3, y+21, z-7), world(x, y+21, z-7), FillOperation.REPLACE)
 +    blocks.fill(OAK_FENCE, world(x, y+21, z-6), world(x, y+21, z-4), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x+3, y+20, z-7), world(x, y+20, z-7), FillOperation.REPLACE)
 +    blocks.fill(PLANKS_BIRCH, world(x, y+20, z-6), world(x, y+20, z-4), FillOperation.REPLACE)
 +    blocks.place(TORCH, world(x+3, y+22, z-7))
 +    blocks.place(TORCH, world(x, y+22, z-4))
 +
 +def baueboden():
 +    
 +    blocks.fill(LOG_OAK, world(23, -30, 28), world(7, -30, 12), FillOperation.REPLACE)
 +    blocks.fill(AIR, world(20, -30, 23), world(13, -30, 25), FillOperation.REPLACE)
 +    blocks.fill(AIR, world(20, -30, 22), world(18, -30, 22), FillOperation.REPLACE)
 +#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, True)
 +agent.set_assist(DESTROY_OBSTACLES, True)
 +agent.set_item(GLASS, 256, 1)
 +agent.set_item(LOG_OAK, 256, 2)
 +agent.set_slot(2)
 +agent.teleport(world(24, -29, 29), NORTH)
 +
 +def wand2(hoehe):
 +    n=0
 +    m=0
 +
 +    for i in range(hoehe):
 +        while(m<4):
 +            if(n<3):
 +                agent.move(FORWARD, 1)
 +                agent.set_slot(1)
 +                agent.move(FORWARD, 4)
 +                agent.set_slot(2)
 +                agent.move(FORWARD, 1)
 +                n=n+1
 +            else:
 +                agent.turn(TurnDirection.LEFT)
 +                n=0
 +                m=m+1
 +        agent.move(UP, 1)
 +        m=0
 +    
 +
 +def bodenanpassungen():
 +    #Damit die Treppe mit dem Boden Zusammenpasst
 +    blocks.fill(LOG_OAK, world(20, -30, 26), world(16, -30, 26), FillOperation.REPLACE)
 +    blocks.fill(LOG_OAK, world(20, -30, 21), world(17, -30, 21), FillOperation.REPLACE)
 +
 +def Wasserfall():
 +    #Platz frei machen
 +    blocks.fill(AIR, world(12, -29, 18), world(17, -25, 22), FillOperation.REPLACE)
 +    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, world(16, -23, 21), world(14, -23, 19), FillOperation. REPLACE)
 +    #kleine Detail-Anpassungen
 +    blocks.place(LOG_OAK, world(14, -31, 19))
 +    blocks.place(LOG_OAK, world(14, -31, 20))
 +    blocks.place(LOG_OAK, world(13, -24, 18))
 +    blocks.place(LOG_OAK, world(13, -24, 22))
 +    blocks.place(LOG_OAK, world(17, -24, 18))
 +    blocks.place(LOG_OAK, world(17, -24, 22))
 +    #4 Lichter in der Mitte
 +    blocks.place(TORCH, world(13, -29, 18))
 +    blocks.place(TORCH, world(13, -29, 22))
 +    blocks.place(TORCH, world(17, -29, 22))
 +    blocks.place(TORCH, world(17, -29, 18))
 +    #Komplette belichtung des Raumes
 +    blocks.place(TORCH, world(12, -26, 12))
 +    blocks.place(TORCH, world(13, -26, 12))
 +    blocks.place(TORCH, world(18, -26, 12))
 +    blocks.place(TORCH, world(19, -26, 12))
 +    blocks.place(TORCH, world(23, -26, 17))
 +    blocks.place(TORCH, world(23, -26, 18))
 +    blocks.place(TORCH, world(23, -26, 23))
 +    blocks.place(TORCH, world(23, -26,24))
 +    blocks.place(TORCH, world(18, -26, 28))
 +    blocks.place(TORCH, world(17, -26, 28))
 +    blocks.place(TORCH, world(12, -26, 28))
 +    blocks.place(TORCH, world(11, -26, 28))
 +    blocks.place(TORCH, world(7, -26, 23))
 +    blocks.place(TORCH, world(7, -26, 22))
 +    blocks.place(TORCH, world(7, -26, 17))
 +    blocks.place(TORCH, world(7, -26, 16))
 +
 +
 +def cafeteria():
 +    #Bücherregal plazieren
 +    blocks.fill(BOOKSHELF, world(8, -29, 12), world(11, -27, 12), FillOperation.REPLACE)
 +    #Einen Freiraum schaffen
 +    blocks.fill(AIR, world(9, -29, 12), world(10, -28, 12), FillOperation.REPLACE)
 +    #2 andere Blöcke zur Abwechslung (In diesem Fall eine Crafting Table)
 +    blocks.fill(CRAFTING_TABLE, world(9, -29, 12), world(10, -29, 12), FillOperation.REPLACE)
 +    #Roter Teppich darüber
 +    blocks.fill(RED_CARPET, world(8, -26, 12), world(11, -26, 12), FillOperation.REPLACE)
 +    blocks.fill(BOOKSHELF, world(14, -29, 12), world(17, -27, 12), FillOperation.REPLACE)
 +    blocks.fill(AIR, world(15, -29, 12), world(16, -28, 12), FillOperation.REPLACE)
 +    blocks.fill(ENCHANTMENT_TABLE, world(15, -29, 12), world(16, -29, 12), FillOperation.REPLACE)
 +    blocks.fill(RED_CARPET, world(14, -26, 12), world(17, -26, 12), FillOperation.REPLACE)
 +    blocks.fill(BOOKSHELF, world(20, -29, 12), world(23, -27, 12), FillOperation.REPLACE)
 +    blocks.fill(AIR, world(21, -29, 12), world(22, -28, 12), FillOperation.REPLACE)
 +    blocks.fill(CRAFTER, world(21, -29, 12), world(22, -29, 12), FillOperation.REPLACE)
 +    blocks.fill(RED_CARPET, world(20, -26, 12), world(23, -26, 12), FillOperation.REPLACE)
 +    #Obsidian unter den Tischen um den tisch-Bereich darzustellen
 +    blocks.fill(OBSIDIAN, world(9, -30, 14), world(10, -30, 15), FillOperation.REPLACE)
 +    blocks.fill(OBSIDIAN, world(15, -30, 14), world(16, -30, 15), FillOperation.REPLACE)
 +    blocks.fill(OBSIDIAN, world(21, -30, 14), world(22, -30, 15), FillOperation.REPLACE)
 +    #Glass als Foundation des Tisches
 +    blocks.fill(GLASS, world(9, -29, 14), world(10, -29, 15), FillOperation.REPLACE)
 +    blocks.fill(GLASS, world(15, -29, 14), world(16, -29, 15), FillOperation.REPLACE)
 +    blocks.fill(GLASS, world(21, -29, 14), world(22, -29, 15), FillOperation.REPLACE)
 +    #Teppiche oben drauf zur Deko
 +    blocks.fill(BLACK_CARPET, world(9, -28, 14), world(10, -28, 15), FillOperation.REPLACE)
 +    blocks.fill(BLACK_CARPET, world(15, -28, 14), world(16, -28, 15), FillOperation.REPLACE)
 +    blocks.fill(BLACK_CARPET, world(21, -28, 14), world(22, -28, 15), FillOperation.REPLACE)
 +
 +def GYM(x, y, z):
 +    #Gewichte Langhantel
 +    blocks.place(OBSIDIAN, world(x+7, y+31, z-1))
 +    blocks.place(OBSIDIAN, world(x+4, y+31, z-1))
 +    blocks.place(OBSIDIAN, world(x+4, y+31, z-5))
 +    blocks.place(OBSIDIAN, world(x+7, y+31, z-5))
 +    #Bodenmatte
 +    blocks.fill(BLACK_CARPET, world(x+6, y+31, z-2), world(x+5, y+31, z-4), FillOperation.REPLACE)
 +    #Langhantelstangen
 +    blocks.place(blocks.block_with_data(END_ROD, 5), world(x+6, y+31, z-1))
 +    blocks.place(blocks.block_with_data(END_ROD, 4), world(x+5, y+31, z-1))
 +    blocks.place(blocks.block_with_data(END_ROD, 5), world(x+6, y+31, z-5))
 +    blocks.place(blocks.block_with_data(END_ROD, 4), world(x+5, y+31, z-5))
 +    #Proteinshakedropper
 +    blocks.place(HONEYCOMB_BLOCK, world(x+2, y+31, z-7))
 +    blocks.place(blocks.block_with_data(LEVER, 3), world(x+2, y+32, z-6))
 +    blocks.place(blocks.block_with_data(DISPENSER, 0), world(x+2, y+32, z-7))
 +    blocks.place(HOPPER, world(x+2, y+33, z-7))
 +    #Zweiter Dropper
 +    blocks.place(HONEYCOMB_BLOCK, world(x+18, y+31, z-7))
 +    blocks.place(blocks.block_with_data(LEVER, 3), world(x+18, y+32, z-6))
 +    blocks.place(blocks.block_with_data(DISPENSER, 0), world(x+18, y+32, z-7))
 +    blocks.place(HOPPER, world(x+18, y+33, z-7))
 +    #Agent als Proteinlieferant
 +    agent.teleport(world (x+2, y+35, z-7), SOUTH)
 +    agent.set_item(HONEY_BOTTLE, 64, 1)
 +    agent.drop(DOWN, 1, 64)
 +    agent.teleport(world (x+18, y+35, z-7), SOUTH)
 +    agent.set_item(HONEY_BOTTLE, 64, 1)
 +    agent.drop(DOWN, 1, 64)
 +    #Bankdrücken
 +    blocks.fill(RED_CONCRETE, world(x+5, y+31, z+2), world(x+5, y+31, z+4), FillOperation.REPLACE)
 +    blocks.fill(BLACK_CARPET, world(x+5, y+32, z+2), world(x+5, y+32, z+4), FillOperation.REPLACE)
 +    blocks.place(OAK_FENCE, world(x+6, y+31, z+2))
 +    blocks.place(OAK_FENCE, world(x+6, y+32, z+2))
 +    blocks.place(OAK_FENCE, world(x+6, y+32, z+3))
 +    blocks.place(OAK_FENCE, world(x+4, y+31, z+2))
 +    blocks.place(OAK_FENCE, world(x+4, y+32, z+2))
 +    blocks.place(OAK_FENCE, world(x+4, y+32, z+3))
 +    #Kleine Gewichte
 +    blocks.fill(RED_CONCRETE, world(x+18, y+31, z-3), world(x+18, y+32, z), FillOperation.REPLACE)
 +    blocks.fill(RED_CONCRETE, world(x+17, y+31, z-3), world(x+17, y+31, z), FillOperation.REPLACE)
 +    blocks.fill(blocks.block_with_data(LEVER,6), world(x+17, y+32, z-3), world(x+17, y+32, z), FillOperation.REPLACE)
 +    blocks.fill(blocks.block_with_data(LEVER,6), world(x+18, y+33, z-3), world(x+18, y+33, z), FillOperation.REPLACE)
 +
 +
 +
 +#Glasdach für das Hauses
 +def Dach (x,y,z):
 +    pyramide=6
 +    for i in range(pyramide):
 +        blocks.fill(GLASS, world(x+i,y+i,z+i),world(x+18-i+1,y+i,z+18-i+1), FillOperation.REPLACE)
 +
 +#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<x<16) and (y==-57) and (22<z<25):
 +        gameplay.title(mobs.target(NEAREST_PLAYER), "Noch kannst du umdrehen.", "1/8")
 +    
 +    if (10<x<16) and (y==-48) and (13<z<19):
 +            gameplay.title(mobs.target(NEAREST_PLAYER), "Hälfte geschafft.", "4/8")
 +
 +    if (10<x<16) and (y==-35) and (16<z<21):
 +            gameplay.title(mobs.target(NEAREST_PLAYER), "Wilkommen im Baumhaus", "8/8")
 +
 +player.on_travelled(WALK, on_travelled_walk)
 +
 +
 +baueboden()
 +wand2(5)
 +bauetreppe()
 +DEKO(10, -56, 22)
 +Dach(6,-24,11)
 +bauestamm()
 +bodenanpassungen()
 +Wasserfall()
 +cafeteria()
 +Baum2(6,-20,11,1)
 +
 +#Wenn man in den Chat schreibt Gym dann spawnt das Gym
 +def on_chat():
 +    GYM(5, -60, 23)
 +player.on_chat("Gym", on_chat)
 +
 +gameplay.time_set(DayTime.NIGHT)
 +gameplay.time_add(1000)
 +gameplay.title(mobs.target(NEAREST_PLAYER), "Wilkommen", "Zum Magischen Baumhaus!")
 +
 +</code>
 +
 +==== 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 "Gym" in den Chat schreiben.
  • gf2/projekte/2024/minecraft/2d1gruppe2.1743954966.txt.gz
  • Zuletzt geändert: 2025/04/06 17:56
  • von perrens