Dies ist eine alte Version des Dokuments!
Haupseite von Niels, Noel & Sava
Der Gesamter Code
Kurzer Kommentar zum Code
Auf dieser Seite haben wir den gesamten Code, den wir für die Programmierung von Happy York verwendet haben. Auf den anderen Seiten sind die Einzelnen spezifischen Elemente zu sehen, hier ist einfach der gesamte Code für ein einzelnes Haus. Achtung! in diesem Code ist die Landschaft nicht mit eingebaut, für die Codes der Landschaft, siehe unten.
def boden():
blocks.fill (PINK_CONCRETE, pos (1, 0, 1), pos (10, 0, 10))
blocks.fill (PLANKS_DARK_OAK, pos (2,0,2), pos (9, 0, 9))
def fenster():
blocks.fill (MAGENTA_STAINED_GLASS_PANE, pos (1, 1, 1), pos (10, 3, 10))
blocks.fill (AIR, pos (2,1,2), pos (9, 3, 9))
def decke():
blocks.fill (PINK_CONCRETE, pos (1, 4, 1), pos (10, 4, 10))
def gehweg():
blocks.fill (QUARTZ_SLAB, pos (-1, 0, -1), pos (12, 0, 12))
def türe():
blocks.place (DARK_OAK_DOOR, pos (5, 1, 1))
blocks.place(blocks.block_with_data(DARK_OAK_DOOR, 4), pos (5, 1, 1))
blocks.place(blocks.block_with_data(DARK_OAK_DOOR,4), pos (6, 1, 1))
def umrandung():
blocks.fill (PINK_CONCRETE, pos (4, 3, 1), pos (7, 0, 1))
def etagenboden():
blocks.fill (PINK_CONCRETE, pos (1, 5, 1), pos (10, 5, 10))
blocks.fill (PLANKS_DARK_OAK, pos (2,5,2), pos (9, 5, 9))
def etagenfenster():
blocks.fill (MAGENTA_STAINED_GLASS_PANE, pos (1, 6, 1), pos (10, 8, 10))
blocks.fill (AIR, pos (2,6,2), pos (9, 8, 9))
def baum():
blocks.place (DARK_OAK_FENCE, pos (4, 0, 0))
blocks.place (DARK_OAK_FENCE, pos (7, 0, 0))
blocks.place (LEAVES_JUNGLE, pos (4, 1, 0))
blocks.place (LEAVES_JUNGLE, pos (7, 1, 0))
blocks.place (LEAVES_JUNGLE, pos (4, 2, 0))
blocks.place (LEAVES_JUNGLE, pos (7, 2, 0))
def vordach():
blocks.place (BLOCK_OF_QUARTZ, pos (5, 3, 0))
blocks.place (BLOCK_OF_QUARTZ, pos (6, 3, 0))
blocks.place (QUARTZ_SLAB, pos (4, 3, 0))
blocks.place (QUARTZ_SLAB, pos (7, 3, 0))
blocks.place (QUARTZ_SLAB, pos (5, 3, -1))
blocks.place (QUARTZ_SLAB, pos (6, 3, -1))
def etagendecke():
blocks.fill (PINK_CONCRETE, pos (1, 9, 1), pos (10, 9, 10))
def etagendecke2():
blocks.fill (PINK_CONCRETE, pos (1, 14, 1), pos (10, 14, 10))
def etagenfenster2():
blocks.fill (MAGENTA_STAINED_GLASS_PANE, pos (1, 11, 1), pos (10, 13, 10))
blocks.fill (AIR, pos (2,11,2), pos (9, 13, 9))
def etagenboden2():
blocks.fill (PINK_CONCRETE, pos (1, 10, 1), pos (10, 10, 10))
blocks.fill (PLANKS_DARK_OAK, pos (2,10,2), pos (9, 10, 9))
def dachboden():
blocks.fill (PINK_CONCRETE, pos (1, 15, 1), pos (10, 15, 10))
blocks.fill (PLANKS_DARK_OAK, pos (2,15,2), pos (9, 15, 9))
def geländer():
blocks.fill (MAGENTA_STAINED_GLASS_PANE, pos (1, 16, 1), pos (10, 16, 10))
blocks.fill (AIR, pos (2,16,2), pos (9, 16, 9))
def dachbaum():
blocks.place (DARK_OAK_FENCE, pos (2, 16, 2))
blocks.place (DARK_OAK_FENCE, pos (9, 16, 2))
blocks.place (DARK_OAK_FENCE, pos (2, 16, 9))
blocks.place (DARK_OAK_FENCE, pos (9, 16, 9))
blocks.place (LEAVES_JUNGLE, pos (2, 17, 2))
blocks.place (LEAVES_JUNGLE, pos (9, 17, 2))
blocks.place (LEAVES_JUNGLE, pos (2, 17, 9))
blocks.place (LEAVES_JUNGLE, pos (9, 17, 9))
blocks.place (LEAVES_JUNGLE, pos (2, 18, 2))
blocks.place (LEAVES_JUNGLE, pos (9, 18, 2))
blocks.place (LEAVES_JUNGLE, pos (2, 18, 9))
blocks.place (LEAVES_JUNGLE, pos (9, 18, 9))
def sofa1():
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 3), pos (6, 16, 2))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 3), pos (5, 16, 2))
blocks.place (PRISMARINE_BRICK_STAIRS, pos (7, 16, 2))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 1), pos (4, 16, 2))
def sofa2():
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 2), pos (6, 16, 9))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 2), pos (5, 16, 9))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 8), pos (7, 16, 9))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 1), pos (4, 16, 9))
def sofa3():
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 8), pos (9, 16, 6))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 8), pos (9, 16, 5))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 3), pos (9, 16, 4))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 2), pos (9, 16, 7))
def sofa4():
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 1), pos (2, 16, 6))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 1), pos (2, 16, 5))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 3), pos (2, 16, 4))
blocks.place(blocks.block_with_data(PRISMARINE_BRICK_STAIRS, 2), pos (2, 16, 7))
def tisch():
blocks.fill (IRON_BARS, pos (5,16,5), pos (6, 16, 6))
blocks.fill (WHITE_CARPET, pos (5,17,5), pos (6, 17, 6))
def etage1():
etagenboden()
etagenfenster()
etagendecke()
def etage2():
etagendecke2()
etagenfenster2()
etagenboden2()
def eingang():
gehweg()
boden()
fenster()
decke()
umrandung()
türe()
baum()
vordach()
def sofas():
sofa1()
sofa2()
sofa3()
sofa4()
def dach():
dachboden()
geländer()
dachbaum()
sofas()
tisch()
def haus():
eingang()
etage1()
etage2()
dach()
def strasse():
blocks.fill (LIGHT_BLUE_CONCRETE, pos (-8,-1,-8), pos (19, -1, 19))
for i in range(3,20,1):
if ((i % 4)==0 or (i % 4)==1):
blocks.place(YELLOW_CONCRETE, pos(i-5,-1,-5))
else:
blocks.place(LIGHT_BLUE_CONCRETE, pos(i-5,-1,-5))
for i in range(3,20,1):
if ((i % 4)==0 or (i % 4)==1):
blocks.place(YELLOW_CONCRETE, pos(i-5,-1,16))
else:
blocks.place(LIGHT_BLUE_CONCRETE, pos(i-5,-1,16))
for i in range(3,20,1):
if ((i % 4)==0 or (i % 4)==1):
blocks.place(YELLOW_CONCRETE, pos(-5,-1,i-5))
else:
blocks.place(LIGHT_BLUE_CONCRETE, pos(-5,-1,i-5))
for i in range(3,20,1):
if ((i % 4)==0 or (i % 4)==1):
blocks.place(YELLOW_CONCRETE, pos(16,-1,i-5))
else:
blocks.place(LIGHT_BLUE_CONCRETE, pos(16,-1,i-5))
haus()
strasse()
Extracodes für die Landschaft
Kurzer Kommentar zu den Coden
Die beiden Codes konnten wir nicht in den Gesamtcode einbauen, da der Gesamtcode nur für ein Hochhaus mit der Strasse ist, nicht für die Gesamte Stadt, und das unlogisch wäre, die Landschaftcodes miteinzubauen. Deshalb sind sie hier zu finden.
def hügel():
blocks.fill(GRASS, pos(20,0,20), pos (1,0,1))
blocks.fill(GRASS, pos(19,1,19), pos (2,1,2))
blocks.fill(GRASS, pos(18,2,18), pos (3,2,3))
hügel()
def grossbaum():
blocks.fill(LOG_OAK, pos(1,0,1), pos (1,5,1))
blocks.fill(DARK_OAK_LEAVES, pos(1,6,1), pos (1,11,1))
blocks.fill(DARK_OAK_LEAVES, pos(1,3,0), pos (1,9,0))
blocks.fill(DARK_OAK_LEAVES, pos(0,3,1), pos (0,9,1))
blocks.fill(DARK_OAK_LEAVES, pos(1,3,2), pos (1,9,2))
blocks.fill(DARK_OAK_LEAVES, pos(2,3,1), pos (2,9,1))
grossbaum()