Inhaltsverzeichnis

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

Janine, Luana