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()



