Dies ist eine alte Version des Dokuments!
Gruppe 3
Idee: ein Rennen, Super Mario like
Beschreibung: Rennstrecke ist gerade, hat einige Umwege und Abkürzungen. Um nicht unbefugte Abkürzungen zu nehmen, muss man Checkpoints überqueren.
Das Rennen hat 4 Teile 1. Runningtrack 2. Boot auf Eis 3. Schwimmen 4. Elytra
Runningtrack:
- Dropper die beim durchlaufen, Splashpotions mit negativen/positiven Effekten geben
- Häuser neben oder auf der Strecke, in denen Parkours sind, an dessen Schluss man eine Pressure Plate findet oder so, die einen vorwärts teleportiert → Abkürzung
- Easter eggs? → Knockback Sticks oder so, anderen Spielern das Leben schwer machen
24.03.: 4 Abschnitte im Runningtrack: Wüste, Honig, Schnee, Nether, 200m lang. Wüste: Kakteen (outside), Pyramide (inside) Honig: Bienen Schnee: Pouder-Snow, Iglu Nether: Portal (in/out), Lava Magma
Boot auf Eis:
- Boot auf Eis
- Boot bekommt man aus einer Chest
- sehr viele Kurven wo man fast runterfliegen kann
- wenn man runterfliegt dann stirbt man.
24.03.: 200m lang
Schwimmen:
Unterwasser Atem → Zombies? Dreizäcke? 24.03.: Wir haben uns dazu entschieden, diesen Teil wegzulassen, weil wir nicht finden, dass er unbedingt nötig ist.
Elytra:
- Ringe Parkour, man muss durch die Ringe fliegen, bekommt immer neue Raketen beim durchfliegen eines Ringes
Offene Ideen: Mehrere Runden, Checkpoints
def on_travelled_swim_lava(): mobs.apply_effect(FIRE_RESISTANCE, mobs.target(NEAREST_PLAYER), 2, 255) mobs.apply_effect(REGENERATION, mobs.target(NEAREST_PLAYER), 2, 255) player.teleport(world(40, -59, 1)) player.tell(mobs.target(NEAREST_PLAYER), "Pass auf wo du hinfällst!") player.on_travelled(SWIM_LAVA, on_travelled_swim_lava) def on_forever(): x = player.position().get_value(Axis.X) y = player.position().get_value(Axis.Y) z = player.position().get_value(Axis.Z) if (-1<x<3) and (-1<y<2) and (z==0): mobs.give(mobs.target(NEAREST_PLAYER), GRASS, 1) loops.forever(on_forever) def on_on_chat(): blocks.fill(HONEYCOMB_BLOCK, world(1, -62, -27), world(57, -55, -16), FillOperation.HOLLOW) blocks.fill(HONEY_BLOCK, world(56, -61, -17), world(2, -61, -26), FillOperation.REPLACE) blocks.fill(AIR, world(56, -60, -17), world(56, -60, -26), FillOperation.REPLACE) blocks.fill(AIR, world(1, -55, -27), world(57, -55, -16), FillOperation.REPLACE) blocks.fill(AIR, world(1, -60, -18), world(1, -58, -25), FillOperation.REPLACE) player.on_chat("bau", on_on_chat)
Eisstrecken Code (FEHLER DRINNEN ZUM BEHEBEN)
<code python> agent.set_assist(PLACE_ON_MOVE, True) agent.set_item(ICE, 64, 1) agent.set_slot(1)
dx = 8 # Breite der Strecke dy = 1 # Höhe der Strecke dz = 100 # Länge der Strecke
def build_ice_track(x,y,z):
# Startkoordinaten
blocks.fill(ICE, world(x, y-1, z), world(x+8, y-1, z+20), FillOperation.REPLACE)
build_ice_track(38, -60, -4 ) def build_BIG_ice_track(x, y, z):
k = 0 # Initialisiere k vor der Schleife
while k < 5: # Korrekte Syntax für die while-Schleife
build_ice_track(x, y, z + k * 20) # Korrektes Komma zwischen Argumenten
k += 1 # Korrekte Inkrementierung von k
# Beispielaufruf der Funktion build_BIG_ice_track(56, -60, 9) player_pos = mc.player.getTilePos() last_check_z = player_pos.z
while True:
player_pos = mc.player.getTilePos()
# Prüfe, ob der Spieler 6 Blöcke vorangeschritten ist
if player_pos.z - last_check_z >= 6:
last_check_z = player_pos.z # Update letzte Position
# Wähle zufällige x-Koordinaten für die zwei Holzzäune
fence_x1 = random.randint(player_pos.x, player_pos.x + 7)
fence_x2 = random.randint(player_pos.x, player_pos.x + 7)
# Platziere die Zäune 4 Blöcke vor dem Spieler
fence_z = player_pos.z + 4
mc.setBlock(fence_x1, player_pos.y, fence_z, 85) # Holzzaun
mc.setBlock(fence_x2, player_pos.y, fence_z, 85) # Holzzaun
time.sleep(0.5)
</ code>
<code python>
#Simon
def on_forever():
x = player.position().get_value(Axis.X)
y = player.position().get_value(Axis.Y)
z = player.position().get_value(Axis.Z)
if (0<x<5) and (-66<y<2) and (-7<z<7):
blocks.fill(COBWEB,
world(4, -60, -6,),
world(5, -59, 6),
FillOperation.HOLLOW)
blocks.fill(COBWEB,
world(24, -60, -6,),
world(25, -59, 6),
FillOperation.HOLLOW)
loops.forever(on_forever)
def Box():
blocks.fill(GLASS, world(-7, -61, -4), world(-15, -52, 4), FillOperation.HOLLOW)
Box()
def on_on_chat():
blocks.fill(SAND,
world(0, -61, -6),
world(50, -61, 6),
FillOperation.HOLLOW)
blocks.fill(AIR, world(-7, -61, -4), world(-15, -52, 4), FillOperation.HOLLOW)
#Schneegrund
blocks.fill(SNOW,
world(51, -61, -6),
world(100, -61, 6),
FillOperation.HOLLOW)
#Kaktus
for i in range(1,50,1):
if (i%9)==0:
blocks.fill(CACTUS,
world(i, -60, 5),
world(i, -58, 5),
FillOperation.HOLLOW)
for i in range(-3,50,1):
if (i%9)==0:
blocks.fill(CACTUS,
world(i, -60, -2),
world(i, -58, -2),
FillOperation.HOLLOW)
for i in range(-1,50,1):
if (i%7)==0:
blocks.fill(CACTUS,
world(i, -60, 0),
world(i, -59, 0),
FillOperation.HOLLOW)
for i in range(1,50,1):
if (i%11)==0:
blocks.fill(CACTUS,
world(i, -60, 1),
world(i, -57, 1),
FillOperation.HOLLOW)
for i in range(-3,50,1):
if (i%7)==0:
blocks.fill(CACTUS,
world(i, -60, 3),
world(i, -59, 3),
FillOperation.HOLLOW)
for i in range(-3,50,1):
if (i%7)==0:
blocks.fill(CACTUS,
world(i, -60, -6),
world(i, -59, -6),
FillOperation.HOLLOW)
for i in range(1,50,1):
if (i%10)==0:
blocks.fill(CACTUS,
world(i, -60, -4),
world(i, -57, -4),
FillOperation.HOLLOW)
#Eis
for i in range(350):
a=randint(51, 100)
b=-61
c=randint(-6, 6)
blocks.fill(ICE, world(a, b, c), world(a, b, c), FillOperation.HOLLOW)
#1. Layer
blocks.fill(SNOW, world(61, -61, -7), world(85, -53, 7), FillOperation.HOLLOW)
blocks.fill(SNOW, world(56, -60, -7), world(56, -55, 7), FillOperation.HOLLOW)
blocks.fill(AIR, world(56, -60, -4), world(56, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(56, -56, -2), world(56, -56, 2), FillOperation.REPLACE)
blocks.fill(AIR, world(56, -58, -7), world(56, -55, -6), FillOperation.REPLACE)
blocks.fill(AIR, world(56, -56, -5), world(56, -55, -5), FillOperation.REPLACE)
blocks.fill(AIR, world(56, -55, -4), world(56, -55, -3), FillOperation.REPLACE) blocks.fill(AIR, world(56, -58, 7), world(56, -55, 6), FillOperation.REPLACE) blocks.fill(AIR, world(56, -56, 5), world(56, -55, 5), FillOperation.REPLACE) blocks.fill(AIR, world(56, -55, 4), world(56, -55, 3), FillOperation.REPLACE)
#2. Layer
blocks.fill(SNOW, world(57, -60, -7), world(57, -55, 7), FillOperation.HOLLOW)
blocks.fill(AIR, world(57, -56, -7), world(57, -55, -5), FillOperation.HOLLOW)
blocks.fill(AIR, world(57, -55, -4), world(57, -55, -4), FillOperation.HOLLOW)
blocks.fill(AIR, world(57, -57, -7), world(57, -57, -7), FillOperation.HOLLOW)
blocks.fill(AIR, world(57, -56, 7), world(57, -55, 5), FillOperation.HOLLOW)
blocks.fill(AIR, world(57, -55, 4), world(57, -55, 4), FillOperation.HOLLOW)
blocks.fill(AIR, world(57, -57, 7), world(57, -57, 7), FillOperation.HOLLOW)
blocks.fill(AIR, world(57, -60, -4), world(57, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(57, -56, -2), world(57, -56, 2), FillOperation.REPLACE)
#3. Layer
blocks.fill(SNOW, world(58, -60, -8), world(58, -54, 8), FillOperation.HOLLOW)
blocks.fill(AIR, world(58, -56, -8), world(58, -54, -7), FillOperation.REPLACE)
blocks.fill(AIR, world(58, -55, -6), world(58, -54, -6), FillOperation.REPLACE)
blocks.fill(AIR, world(58, -54, -5), world(58, -54, -3), FillOperation.REPLACE)
blocks.fill(AIR, world(58, -56, 8), world(58, -54, 7), FillOperation.REPLACE)
blocks.fill(AIR, world(58, -55, 6), world(58, -54, 6), FillOperation.REPLACE)
blocks.fill(AIR, world(58, -54, 5), world(58, -54, 3), FillOperation.REPLACE)
blocks.fill(AIR, world(58, -60, -4), world(58, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(58, -56, -2), world(58, -56, 2), FillOperation.REPLACE)
#4. Layer
blocks.fill(SNOW, world(59, -60, -9), world(59, -53, 9), FillOperation.HOLLOW)
blocks.fill(AIR, world(59, -56, -9), world(59, -53, -9), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -55, -8), world(59, -53, -8), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -54, -7), world(59, -53, -7), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -53, -6), world(59, -53, -4), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -56, 9), world(59, -53, 9), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -55, 8), world(59, -53, 8), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -54, 7), world(59, -53, 7), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -53, 6), world(59, -53, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -60, -4), world(59, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(59, -56, -2), world(59, -56, 2), FillOperation.REPLACE)
#5. Layer
blocks.fill(SNOW, world(60, -60, -9), world(60, -52, 9), FillOperation.HOLLOW)
blocks.fill(AIR, world(60, -56, -9), world(60, -52, -9), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -54, -8), world(60, -52, -8), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -53, -7), world(60, -52, -7), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -52, -6), world(60, -52, -4), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -56, 9), world(60, -52, 9), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -54, 8), world(60, -52, 8), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -53, 7), world(60, -52, 7), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -52, 6), world(60, -52, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -60, -4), world(60, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(60, -56, -2), world(60, -56, 2), FillOperation.REPLACE)
#6. Layer
blocks.fill(SNOW, world(61, -60, -9), world(61, -51, 9), FillOperation.HOLLOW)
blocks.fill(POWDER_SNOW, world(61, -61, -6), world(61, -64, 6), FillOperation.HOLLOW) blocks.fill(SNOW, world(61, -61, 2), world(61, -61, 2), FillOperation.HOLLOW)
blocks.fill(AIR, world(61, -56, -9), world(61, -51, -9), FillOperation.REPLACE)
blocks.fill(AIR, world(61, -53, -8), world(61, -51, -8), FillOperation.REPLACE)
blocks.fill(AIR, world(61, -52, -7), world(61, -51, -7), FillOperation.REPLACE)
blocks.fill(AIR, world(61, -51, -6), world(61, -51, -5), FillOperation.REPLACE)
blocks.fill(AIR, world(61, -56, 9), world(61, -51, 9), FillOperation.REPLACE)
blocks.fill(AIR, world(61, -53, 8), world(61, -51, 8), FillOperation.REPLACE)
blocks.fill(AIR, world(61, -52, 7), world(61, -51, 7), FillOperation.REPLACE)
blocks.fill(AIR, world(61, -51, 6), world(61, -51, 5), FillOperation.REPLACE)
for i in range(-7,7,1):
if (i%2)==0:
blocks.fill(AIR,
world(61, -60, i),
world(61, -59, i),
FillOperation.HOLLOW)
#Backside #1. Layer
blocks.fill(SNOW, world(85, -60, -9), world(85, -51, 9), FillOperation.HOLLOW)
blocks.fill(AIR, world(85, -56, -9), world(85, -51, -9), FillOperation.REPLACE)
blocks.fill(AIR, world(85, -53, -8), world(85, -51, -8), FillOperation.REPLACE)
blocks.fill(AIR, world(85, -52, -7), world(85, -51, -7), FillOperation.REPLACE)
blocks.fill(AIR, world(85, -51, -6), world(85, -51, -5), FillOperation.REPLACE)
blocks.fill(AIR, world(85, -56, 9), world(85, -51, 9), FillOperation.REPLACE)
blocks.fill(AIR, world(85, -53, 8), world(85, -51, 8), FillOperation.REPLACE)
blocks.fill(AIR, world(85, -52, 7), world(85, -51, 7), FillOperation.REPLACE)
blocks.fill(AIR, world(85, -51, 6), world(85, -51, 5), FillOperation.REPLACE)
for i in range(-7,7,1):
if (i%2)==0:
blocks.fill(AIR,
world(85, -60, i),
world(85, -59, i),
FillOperation.HOLLOW)
#2. Layer
blocks.fill(SNOW, world(86, -60, -9), world(86, -52, 9), FillOperation.HOLLOW)
blocks.fill(AIR, world(86, -56, -9), world(86, -52, -9), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -54, -8), world(86, -52, -8), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -53, -7), world(86, -52, -7), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -52, -6), world(86, -52, -4), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -56, 9), world(86, -52, 9), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -54, 8), world(86, -52, 8), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -53, 7), world(86, -52, 7), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -52, 6), world(86, -52, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -60, -4), world(86, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(86, -56, -2), world(86, -56, 2), FillOperation.REPLACE)
#3. Layer
blocks.fill(SNOW, world(87, -60, -9), world(87, -53, 9), FillOperation.HOLLOW)
blocks.fill(AIR, world(87, -56, -9), world(87, -53, -9), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -55, -8), world(87, -53, -8), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -54, -7), world(87, -53, -7), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -53, -6), world(87, -53, -4), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -56, 9), world(87, -53, 9), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -55, 8), world(87, -53, 8), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -54, 7), world(87, -53, 7), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -53, 6), world(87, -53, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -60, -4), world(87, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(87, -56, -2), world(87, -56, 2), FillOperation.REPLACE)
#4. Layer
blocks.fill(SNOW, world(88, -60, -8), world(88, -54, 8), FillOperation.HOLLOW)
blocks.fill(AIR, world(88, -56, -8), world(88, -54, -7), FillOperation.REPLACE)
blocks.fill(AIR, world(88, -55, -6), world(88, -54, -6), FillOperation.REPLACE)
blocks.fill(AIR, world(88, -54, -5), world(88, -54, -3), FillOperation.REPLACE)
blocks.fill(AIR, world(88, -56, 8), world(88, -54, 7), FillOperation.REPLACE)
blocks.fill(AIR, world(88, -55, 6), world(88, -54, 6), FillOperation.REPLACE)
blocks.fill(AIR, world(88, -54, 5), world(88, -54, 3), FillOperation.REPLACE)
blocks.fill(AIR, world(88, -60, -4), world(88, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(88, -56, -2), world(88, -56, 2), FillOperation.REPLACE)
#5. Layer
blocks.fill(SNOW, world(89, -60, -7), world(89, -55, 7), FillOperation.HOLLOW)
blocks.fill(AIR, world(89, -56, -7), world(89, -55, -5), FillOperation.HOLLOW)
blocks.fill(AIR, world(89, -55, -4), world(89, -55, -4), FillOperation.HOLLOW)
blocks.fill(AIR, world(89, -57, -7), world(89, -57, -7), FillOperation.HOLLOW)
blocks.fill(AIR, world(89, -56, 7), world(89, -55, 5), FillOperation.HOLLOW)
blocks.fill(AIR, world(89, -55, 4), world(89, -55, 4), FillOperation.HOLLOW)
blocks.fill(AIR, world(89, -57, 7), world(89, -57, 7), FillOperation.HOLLOW)
blocks.fill(AIR, world(89, -60, -4), world(89, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(89, -56, -2), world(89, -56, 2), FillOperation.REPLACE)
#6. Layer
blocks.fill(SNOW, world(90, -60, -7), world(90, -55, 7), FillOperation.HOLLOW)
blocks.fill(AIR, world(90, -60, -4), world(90, -57, 4), FillOperation.REPLACE)
blocks.fill(AIR, world(90, -56, -2), world(90, -56, 2), FillOperation.REPLACE)
blocks.fill(AIR, world(90, -58, -7), world(90, -55, -6), FillOperation.REPLACE)
blocks.fill(AIR, world(90, -56, -5), world(90, -55, -5), FillOperation.REPLACE)
blocks.fill(AIR, world(90, -55, -4), world(90, -55, -3), FillOperation.REPLACE) blocks.fill(AIR, world(90, -58, 7), world(90, -55, 6), FillOperation.REPLACE) blocks.fill(AIR, world(90, -56, 5), world(90, -55, 5), FillOperation.REPLACE) blocks.fill(AIR, world(90, -55, 4), world(90, -55, 3), FillOperation.REPLACE)
#Ha ki Bock meh, endlich isch das kack Iglu fertig!
player.on_chat(„start“, on_on_chat)