======Pretty Village ====== ===== Unsere Idee ===== Unsere Idee ist es, ein kleines, glamouröses Dorf zu kreieren. Als erstes wollen wir einen kleinen Pfad, welcher in unser Dorf führt, bauen. Dieser soll sich dann in mehrere weitere Wege aufteilen. Es soll mehrere kleiner Häuser geben, welche an diesen Wegen stehen. Jedes dieser Häuser soll mit einem Accessoire verziert werden. Im Zentrum von unserem kleinen Dorf soll ein grosses Gebäude, welches einer Villa ähnlich sieht, stehen. Es soll der Mittelpunkt unseres Dorfes sein, deshalb soll es auffallend gestaltet werden. ===== Gesamtcode ===== def weg(x0, y0, z0,laenge,breite, material): blocks.fill(material, world(x0, y0, z0), world(x0+laenge, y0, z0+breite), FillOperation.REPLACE) def Fackeln(xpos,ypos,zpos): blocks.fill(TORCH,world(xpos,ypos,zpos),world(xpos,ypos, zpos)) def simple_house(xpos,ypos,zpos,breite, hoehe): blocks.fill(STONE_BRICKS,world(xpos,ypos,zpos),world(xpos+breite,ypos+hoehe, zpos+breite)) blocks.fill(AIR, world(xpos+1,ypos,zpos+1),world(xpos+breite-1,ypos+hoehe-1, zpos+breite-1)) #Tuere blocks.fill(AIR,world(xpos,ypos,zpos+4),world(xpos,ypos+1,zpos+4)) blocks.place(ACACIA_DOOR,world(xpos,ypos,zpos+4)) def kleinerGarten(xpos,ypos,zpos,breite): blocks.fill(LILAC,world(xpos,ypos,zpos),world(xpos+breite,ypos, zpos+breite)) def luxus_house(xpos,ypos,zpos,breite, hoehe): blocks.fill(LIGHT_GRAY_TERRACOTTA,world(xpos,ypos,zpos),world(xpos+breite,ypos+hoehe, zpos+breite)) blocks.fill(AIR, world(xpos+1,ypos,zpos+1),world(xpos+breite-1,ypos+hoehe-1, zpos+breite-1)) #Tuere blocks.fill(AIR,world(xpos,ypos,zpos+6),world(xpos,ypos+1,zpos+6)) blocks.place(IRON_DOOR,world(xpos,ypos,zpos+6)) def dach(): for i in range(8): blocks.fill(blocks.block_with_data(NETHER_BRICK_STAIRS, 2),world(225, 9-1+i, 175-1+i),world(211, 9-1+i, 175-1+i)) blocks.fill(blocks.block_with_data(NETHER_BRICK_STAIRS, 3),world(225, 9-1+i, 189+1-i),world(211, 9-1+i, 189+1-i)) for i in range(7): blocks.fill(NETHER_BRICK, world(211, 9+i, 176+i), world(225, 9+i, 188-i)) def fenster(): blocks.fill(GLASS, world(211, 6, 177),(world(211, 6, 178))) blocks.fill(GLASS, world(211, 6, 184),(world(211, 6, 187))) blocks.fill(GLASS, world(222, 5, 175),(world(225, 5, 175))) blocks.fill(GLASS, world(222, 6, 175),(world(225, 6, 175))) blocks.fill(GLASS, world(216, 5, 175),(world(214, 5, 175))) blocks.fill(GLASS, world(216, 6, 175),(world(214, 6, 175))) blocks.fill(GLASS, world(225, 5, 176),(world(225, 5, 179))) blocks.fill(GLASS, world(225, 6, 176),(world(225, 6, 179))) blocks.fill(GLASS, world(224, 5, 189),(world(220, 5, 189))) blocks.fill(GLASS, world(224, 6, 189),(world(220, 6, 189))) def grosserGarten(): blocks.fill(NETHER_BRICK_FENCE,world(212, 4, 191),(world(220, 4, 191))) blocks.fill(NETHER_BRICK_FENCE,world(212, 4, 191),(world(212, 4, 203))) blocks.fill(NETHER_BRICK_FENCE,world(212, 4, 203),(world(220, 4, 203))) blocks.fill(NETHER_BRICK_FENCE,world(220, 4, 203),(world(220, 4, 191))) blocks.place(blocks.block_with_data(BIRCH_FENCE_GATE,3),(world(212, 4, 197))) blocks.place(blocks.block_with_data(BIRCH_FENCE_GATE,3),(world(220, 4, 197))) blocks.fill(PLANKS_BIRCH, world(212, 3, 197),(world(227, 3, 197))) blocks.place(BIRCH_SAPLING,world(224, 4, 200)) blocks.place(BIRCH_SAPLING,world(224, 4, 194)) for i in range(5): blocks.fill((ROSE_BUSH),world(213, 4, 192+i),world(219, 4, 192+i)) blocks.fill((PEONY),world(213, 4, 198+i),world(219, 4, 198+i)) def horseranche(): blocks.fill(NETHER_BRICK_FENCE,world(227, 4, 181),(world(237, 4, 181))) blocks.fill(NETHER_BRICK_FENCE,world(237, 4, 181),(world(237, 4, 203))) blocks.fill(NETHER_BRICK_FENCE,world(237, 4, 203),(world(227, 4, 203))) blocks.fill(NETHER_BRICK_FENCE,world(227, 4, 203),(world(227, 4, 181))) blocks.place(blocks.block_with_data(BIRCH_FENCE_GATE,3),(world(227, 4, 197))) blocks.place(DARK_OAK_SAPLING,world(234, 4, 184)) for i in range(3): blocks.fill((DOUBLE_TALLGRASS),world(235, 4, 199+i),world(233, 4, 199+i)) mobs.spawn(HORSE, world(231, 4, 192)) weg(150,3,180,60,3, GRAY_CONCRETE) for i in range(6): Fackeln(154+i*10,4,184) Fackeln(154+i*10,4,179) for i in range (2): weg(148+(40*i),3,180,1,65, GRAY_CONCRETE) weg(148+(40*i),3,180,1,-65, GRAY_CONCRETE) weg(168,3,180,1,45, GRAY_CONCRETE) weg(168,3,180,1,-45, GRAY_CONCRETE) for i in range(3): simple_house(152,4,239-i*20,6,4) simple_house(192,4,239-i*20,6,4) simple_house(152,4,159-i*20,6,4) simple_house(192,4,159-i*20,6,4) for i in range (2): simple_house(172,4,219+(-20*i),6,4) simple_house(172,4,139+(20*i),6,4) for i in range(3): kleinerGarten(152,4,235-i*20,2) kleinerGarten(192,4,235-i*20,2) kleinerGarten(152,4,155-i*20,2) kleinerGarten(192,4,155-i*20,2) for i in range (2): kleinerGarten(172,4,215+(-20*i),2) kleinerGarten(172,4,135+(20*i),2) luxus_house(211,4,175,14,4) dach() fenster() grosserGarten() horseranche() ===== Einzelne Codes ===== ==== Ein Weg ==== def weg(x0, y0, z0,laenge,breite, material): blocks.fill(material, world(x0, y0, z0), world(x0+laenge, y0, z0+breite), FillOperation.REPLACE) weg(150,3,180,60,3, GRAY_CONCRETE) def Fackeln(xpos,ypos,zpos): blocks.fill(TORCH,world(xpos,ypos,zpos),world(xpos,ypos, zpos)) for i in range(6): Fackeln(154+i*10,4,184) Fackeln(154+i*10,4,179) ==== Abzweigungen ==== for i in range (2): weg(148+(40*i),3,180,1,65, GRAY_CONCRETE) weg(148+(40*i),3,180,1,-65, GRAY_CONCRETE) weg(168,3,180,1,45, GRAY_CONCRETE) weg(168,3,180,1,-45, GRAY_CONCRETE) ==== Häuser am Ende der Nebenstrasse ==== def simple_house(xpos,ypos,zpos,breite, hoehe): blocks.fill(STONE_BRICKS,world(xpos,ypos,zpos),world(xpos+breite,ypos+hoehe, zpos+breite)) blocks.fill(AIR, world(xpos+1,ypos,zpos+1),world(xpos+breite-1,ypos+hoehe-1, zpos+breite-1)) #Tuere blocks.fill(AIR,world(xpos,ypos,zpos+4),world(xpos,ypos+1,zpos+4)) blocks.place(ACACIA_DOOR,world(xpos,ypos,zpos+4)) for i in range(3): simple_house(152,4,239-i*20,6,4) simple_house(192,4,239-i*20,6,4) simple_house(152,4,159-i*20,6,4) simple_house(192,4,159-i*20,6,4) for i in range (2): simple_house(172,4,219+(-20*i),6,4) simple_house(172,4,139+(20*i),6,4) def kleinerGarten(xpos,ypos,zpos,breite): blocks.fill(LILAC,world(xpos,ypos,zpos),world(xpos+breite,ypos, zpos+breite)) for i in range(3): kleinerGarten(152,4,235-i*20,2) kleinerGarten(192,4,235-i*20,2) kleinerGarten(152,4,155-i*20,2) kleinerGarten(192,4,155-i*20,2) for i in range (2): kleinerGarten(172,4,215+(-20*i),2) kleinerGarten(172,4,135+(20*i),2) ==== Luxushaus ==== def luxus_house(xpos,ypos,zpos,breite, hoehe): blocks.fill(LIGHT_GRAY_TERRACOTTA,world(xpos,ypos,zpos),world(xpos+breite,ypos+hoehe, zpos+breite)) blocks.fill(AIR, world(xpos+1,ypos,zpos+1),world(xpos+breite-1,ypos+hoehe-1, zpos+breite-1)) #Tuere blocks.fill(AIR,world(xpos,ypos,zpos+6),world(xpos,ypos+1,zpos+6)) blocks.place(IRON_DOOR,world(xpos,ypos,zpos+6)) luxus_house(211,4,175,14,4) def dach(): for i in range(8): blocks.fill(blocks.block_with_data(NETHER_BRICK_STAIRS, 2),world(225, 9-1+i, 175-1+i),world(211, 9-1+i, 175-1+i)) blocks.fill(blocks.block_with_data(NETHER_BRICK_STAIRS, 3),world(225, 9-1+i, 189+1-i),world(211, 9-1+i, 189+1-i)) for i in range(7): blocks.fill(NETHER_BRICK, world(211, 9+i, 176+i), world(225, 9+i, 188-i)) dach() def fenster(): blocks.fill(GLASS, world(211, 6, 177),(world(211, 6, 178))) blocks.fill(GLASS, world(211, 6, 184),(world(211, 6, 187))) blocks.fill(GLASS, world(222, 5, 175),(world(225, 5, 175))) blocks.fill(GLASS, world(222, 6, 175),(world(225, 6, 175))) blocks.fill(GLASS, world(216, 5, 175),(world(214, 5, 175))) blocks.fill(GLASS, world(216, 6, 175),(world(214, 6, 175))) blocks.fill(GLASS, world(225, 5, 176),(world(225, 5, 179))) blocks.fill(GLASS, world(225, 6, 176),(world(225, 6, 179))) blocks.fill(GLASS, world(224, 5, 189),(world(220, 5, 189))) blocks.fill(GLASS, world(224, 6, 189),(world(220, 6, 189))) fenster() def grosserGarten(): blocks.fill(NETHER_BRICK_FENCE,world(212, 4, 191),(world(220, 4, 191))) blocks.fill(NETHER_BRICK_FENCE,world(212, 4, 191),(world(212, 4, 203))) blocks.fill(NETHER_BRICK_FENCE,world(212, 4, 203),(world(220, 4, 203))) blocks.fill(NETHER_BRICK_FENCE,world(220, 4, 203),(world(220, 4, 191))) blocks.place(blocks.block_with_data(BIRCH_FENCE_GATE,3),(world(212, 4, 197))) blocks.place(blocks.block_with_data(BIRCH_FENCE_GATE,3),(world(220, 4, 197))) blocks.fill(PLANKS_BIRCH, world(212, 3, 197),(world(227, 3, 197))) blocks.place(BIRCH_SAPLING,world(224, 4, 200)) blocks.place(BIRCH_SAPLING,world(224, 4, 194)) for i in range(5): blocks.fill((ROSE_BUSH),world(213, 4, 192+i),world(219, 4, 192+i)) blocks.fill((PEONY),world(213, 4, 198+i),world(219, 4, 198+i)) grosserGarten() def horseranche(): blocks.fill(NETHER_BRICK_FENCE,world(227, 4, 181),(world(237, 4, 181))) blocks.fill(NETHER_BRICK_FENCE,world(237, 4, 181),(world(237, 4, 203))) blocks.fill(NETHER_BRICK_FENCE,world(237, 4, 203),(world(227, 4, 203))) blocks.fill(NETHER_BRICK_FENCE,world(227, 4, 203),(world(227, 4, 181))) blocks.place(blocks.block_with_data(BIRCH_FENCE_GATE,3),(world(227, 4, 197))) blocks.place(DARK_OAK_SAPLING,world(234, 4, 184)) for i in range(3): blocks.fill((DOUBLE_TALLGRASS),world(235, 4, 199+i),world(233, 4, 199+i)) mobs.spawn(HORSE, world(231, 4, 192)) horseranche() ==== Einrichtung im Luxushaus ==== {{:gf:minecraft:projekt:2d1:luanajanine:bildschirmfoto_2021-03-04_um_13.39.43.png |}} {{:gf:minecraft:projekt:2d1:luanajanine:bildschirmfoto_2021-03-04_um_13.40.48.png |}} {{:gf:minecraft:projekt:2d1:luanajanine:bildschirmfoto_2021-03-04_um_13.41.02.png |}} {{:gf:minecraft:projekt:2d1:luanajanine:bildschirmfoto_2021-03-04_um_13.41.15.png |}} == Janine, Luana ==