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 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) 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 die extrem nerven können
- Man kann nicht sterben, nur gehindert werden
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:
- Man muss durch zwei Löcher in zwei Wänden fliegen mit nur einer Rakete um ins Ziel zu gelangen.
Offene Ideen: Mehrere Runden, Checkpoints - wurde weggestrichen
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>
#Hier ist der richtige Code
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<10) 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 slow():
x = player.position().get_value(Axis.X)
y = player.position().get_value(Axis.Y)
z = player.position().get_value(Axis.Z)
if (32<x<62) and (-66<y<2) and (-7<z<7):
player.execute("/effect @s slowness 20 3")
loops.forever(slow)
def Box():
blocks.fill(GLASS, world(-7, -61, -4), world(-15, -52, 4), FillOperation.HOLLOW)
Box()
def on_on_chat():
gameplay.title(mobs.target(ALL_PLAYERS), "Ready?", "")
blocks.fill(SAND,
world(0, -61, -6),
world(50, -61, 6),
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)
blocks.place(BED, world(51, -60, -5))
#1. Layer
blocks.fill(SNOW, world(61, -61, -7), world(85, -53, 7), FillOperation.HOLLOW)
gameplay.title(mobs.target(ALL_PLAYERS), "Set", "") 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)
#Box Weg
gameplay.title(mobs.target(ALL_PLAYERS), "GOOOO!!", "") blocks.fill(AIR, world(-7, -61, -4), world(-15, -52, 4), FillOperation.HOLLOW)
#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(85, -64, 6), FillOperation.HOLLOW) blocks.fill(SNOW, world(61, -61, 2), world(61, -61, 2), FillOperation.HOLLOW)
blocks.fill(SNOW, world(62, -61, -6), world(64, -61, 6), FillOperation.HOLLOW)
blocks.fill(RED_CONCRETE, world(65, -61, -6), world(65, -61, 6), 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)
#Wegweiser
blocks.fill(GLOWSTONE, world(65, -53, 0), world(66, -53, 0), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(66, -53, -1), world(66, -53, -3), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(67, -53, -3), world(68, -53, -3), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(68, -53, -4), world(68, -53, -5), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(69, -53, -5), world(70, -53, -5), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(71, -53, -5), world(71, -53, -1), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(70, -53, -1), world(69, -53, -1), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(69, -53, 0), world(69, -53, 1), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(70, -53, 1), world(72, -53, 1), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(72, -53, 2), world(72, -53, 4), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(75, -53, 4), world(75, -53, 2), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(74, -53, 2), world(74, -53, 0), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(75, -53, 0), world(76, -53, 0), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(76, -53, -1), world(76, -53, -2), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(75, -53, -5), world(75, -53, -2), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(76, -53, -5), world(79, -53, -5), FillOperation.REPLACE)
blocks.fill(GLOWSTONE, world(79, -53, -4), world(80, -53, -4), FillOperation.REPLACE)
#Weg
blocks.fill(SNOW, world(66, -61, 0), world(66, -61, 0), FillOperation.REPLACE)
blocks.fill(SNOW, world(66, -61, -1), world(66, -61, -3), FillOperation.REPLACE)
blocks.fill(SNOW, world(67, -61, -3), world(68, -61, -3), FillOperation.REPLACE)
blocks.fill(SNOW, world(68, -61, -4), world(68, -61, -5), FillOperation.REPLACE)
blocks.fill(SNOW, world(69, -61, -5), world(70, -61, -5), FillOperation.REPLACE)
blocks.fill(SNOW, world(71, -61, -5), world(71, -61, -1), FillOperation.REPLACE)
blocks.fill(SNOW, world(70, -61, -1), world(69, -61, -1), FillOperation.REPLACE)
blocks.fill(SNOW, world(69, -61, 0), world(69, -61, 1), FillOperation.REPLACE)
blocks.fill(SNOW, world(70, -61, 1), world(72, -61, 1), FillOperation.REPLACE)
blocks.fill(SNOW, world(72, -61, 2), world(72, -61, 4), FillOperation.REPLACE)
blocks.fill(SNOW, world(75, -61, 4), world(75, -61, 2), FillOperation.REPLACE)
blocks.fill(SNOW, world(74, -61, 2), world(74, -61, 0), FillOperation.REPLACE)
blocks.fill(SNOW, world(75, -61, 0), world(76, -61, 0), FillOperation.REPLACE)
blocks.fill(SNOW, world(76, -61, -1), world(76, -61, -2), FillOperation.REPLACE)
blocks.fill(SNOW, world(75, -61, -5), world(75, -61, -2), FillOperation.REPLACE)
blocks.fill(SNOW, world(76, -61, -5), world(79, -61, -5), FillOperation.REPLACE)
blocks.fill(SNOW, world(79, -61, -4), world(80, -61, -4), FillOperation.REPLACE)
#Savezone
blocks.fill(RED_CONCRETE, world(81, -61, -6), world(81, -61, 6), FillOperation.HOLLOW)
blocks.fill(SNOW, world(82, -61, -6), world(84, -61, 6), FillOperation.HOLLOW)
blocks.place(SNOW, world(85, -61, 4))
#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)
player.on_chat(„start“, on_on_chat)
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(100, -59, 0)) player.tell(mobs.target(NEAREST_PLAYER), "Pass auf wo du hinfällst!")
player.on_travelled(SWIM_LAVA, on_travelled_swim_lava)
#Lavapart 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(100, -59, 0)) player.tell(mobs.target(NEAREST_PLAYER), "Pass auf wo du hinfällst!")
player.on_travelled(SWIM_LAVA, on_travelled_swim_lava)
def on_on_chat():
# boden
blocks.fill(GLASS, world(150, -60, -7), world(91, -55, -7), FillOperation.HOLLOW)
blocks.fill(GLASS, world(150, -60, 7), world(91, -55, 7), FillOperation.HOLLOW)
blocks.fill(NETHERRACK,
world(101, -61, -6),
world(150, -61, 6),
FillOperation.REPLACE)
#treppe
blocks.fill(NETHER_BRICK_STAIRS,
world(101, -60, -2),
world(101, -60, 2),
FillOperation.REPLACE)
blocks.fill(NETHER_BRICK,
world(103, -60, 2),
world(102, -59, -2),
FillOperation.REPLACE)
blocks.fill(NETHER_BRICK_STAIRS,
world(103, -58, -2),
world(103, -58, 2),
FillOperation.REPLACE)
blocks.fill(NETHER_BRICK_STAIRS,
world(102, -59, -2),
world(102, -59, 2),
FillOperation.REPLACE)
# Festung1
blocks.fill(NETHER_BRICK,
world(104, -60, 3),
world(112, -58, -3),
FillOperation.REPLACE)
blocks.fill(AIR,
world(107, -60, -3),
world(109, -58, 3),
FillOperation.REPLACE)
blocks.fill(NETHER_BRICK,
world(134, -60, 3),
world(142, -58, -3),
FillOperation.REPLACE)
# Lava
blocks.fill(LAVA,
world(107, -61, -3),
world(109, -61, 3),
FillOperation.REPLACE)
blocks.fill(LAVA,
world(113, -61, -6),
world(133, -61, 6),
FillOperation.REPLACE)
blocks.fill(LAVA,
world(143, -61, -6),
world(146, -61, 6),
FillOperation.REPLACE)
# Säulen
blocks.fill(CHISELED_NETHER_BRICKS,
world(115, -61, 4),
world(116, -58, 3),
FillOperation.REPLACE)
blocks.fill(CHISELED_NETHER_BRICKS,
world(118, -61, 1),
world(119, -58, 0),
FillOperation.REPLACE)
blocks.fill(CHISELED_NETHER_BRICKS,
world(117, -61, -3),
world(118, -58, -4),
FillOperation.REPLACE)
blocks.fill(CHISELED_NETHER_BRICKS,
world(122, -61, 1),
world(123, -58, 0),
FillOperation.REPLACE)
blocks.fill(CHISELED_NETHER_BRICKS,
world(125, -61, -1),
world(126, -58, -2),
FillOperation.REPLACE)
blocks.fill(CHISELED_NETHER_BRICKS,
world(125, -61, -1),
world(126, -58, -2),
FillOperation.REPLACE)
blocks.fill(CHISELED_NETHER_BRICKS,
world(129, -61, -4),
world(130, -58, -5),
FillOperation.REPLACE)
blocks.fill(CHISELED_NETHER_BRICKS,
world(129, -61, 3),
world(130, -58, 2),
FillOperation.REPLACE)
player.on_chat(„start“, on_on_chat)
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 (139<x<150) and (-66<y<2) and (-7<z<7):
mobs.give(mobs.target(NEAREST_PLAYER), BOAT, 1)
loops.forever(on_forever) #Icestrecke 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 (139<x<150) and (-66<y<2) and (-7<z<7):
mobs.give(mobs.target(NEAREST_PLAYER), BOAT, 1)
loops.forever(on_forever)
def on_on_chat():
blocks.fill(ICE, world(151, -61, -6), world(250, -61, 6), FillOperation.HOLLOW)
blocks.fill(GLASS_PANE, world(151, -60, -7), world(251, -55, -7), FillOperation.HOLLOW)
blocks.fill(GLASS_PANE, world(151, -60, 7), world(251, -55, 7), FillOperation.HOLLOW)
blocks.fill(SNOW, world(161, -60, -6), world(161, -59, 0), FillOperation.REPLACE)
blocks.fill(SNOW, world(165, -60, 6), world(165, -59, 0), FillOperation.REPLACE)
blocks.fill(SNOW, world(157, -60, 6), world(157, -59, 0), FillOperation.REPLACE)
for i in range(10):
a=randint(180, 200)
b=-60
c=randint(-6, 6)
blocks.fill(ICE, world(a, b, c), world(a, b, c), FillOperation.HOLLOW)
for i in range(20):
a=randint(200, 240)
b=-60
c=randint(-6, 6)
blocks.fill(SNOW, world(a, b, c), world(a, b, c), FillOperation.HOLLOW)
player.on_chat(„Start“, on_on_chat)
#Elytrapart 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 ((244<x<254) and (-62<y<-55) and (-7<z<7)):
player.execute("/give @s ELYTRA 1")
player.execute("/give @s FIREWORK_ROCKET 1")
loops.forever(on_forever)
def Rampe():
blocks.fill(LIGHT_BLUE_WOOL, world(255, -60, -6), world(257, -58, 6), FillOperation.REPLACE) blocks.fill(AIR, world(255, -59, -6), world(155, -50, 6), FillOperation.REPLACE) blocks.fill(AIR, world(256, -58, -6), world(156, -58, 6), FillOperation.REPLACE)
Rampe()
def wände():
blocks.fill(LIGHT_BLUE_WOOL, world(326, -60, -7), world(326, -20, 7), FillOperation.REPLACE) blocks.fill(AIR, world(326, -39, -5), world(326, -37, -6), FillOperation.REPLACE) blocks.fill(AIR, world(326, -60, 0), world(326, -59, 0), FillOperation.REPLACE) blocks.fill(LIGHT_BLUE_WOOL, world(390, -60, -7), world(390, -20, 7), FillOperation.REPLACE) blocks.fill(AIR, world(390, -51, 3), world(390, -49, 4), FillOperation.REPLACE) blocks.fill(AIR, world(390, -60, 0), world(390, -59, 0), FillOperation.REPLACE)
wände()
def sicherung():
blocks.fill(GLASS, world(251, -60, 7), world(351, -20, 7), FillOperation.HOLLOW) blocks.fill(GLASS, world(251, -60, -7), world(351, -20, -7), FillOperation.HOLLOW) blocks.fill(GLASS, world(352, -60, 7), world(425, -20, 7), FillOperation.HOLLOW) blocks.fill(GLASS, world(352, -60, -7), world(425, -20, -7), FillOperation.HOLLOW) blocks.fill(GLASS, world(425, -60, 7), world(425, -20, -7), FillOperation.HOLLOW) blocks.fill(GLASS, world(251, -20, -7), world(351, -20, 7), FillOperation.HOLLOW) blocks.fill(GLASS, world(352, -20, 7), world(425, -20, -7), FillOperation.HOLLOW)
sicherung()
#Ziel 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 (419<x<426) and (-66<y<-20) and (-7<z<7):
player.teleport(world(0, 0, 0))
loops.forever(on_forever)
blocks.fill(GLASS, world(5, 0, -5), world(-5, 0, 5), FillOperation.REPLACE)
def WOW():
x = player.position().get_value(Axis.X)
y = player.position().get_value(Axis.Y)
z = player.position().get_value(Axis.Z)
if (x==0) and (-3<y<10) and (-1<z<1):
gameplay.title(mobs.target(NEAREST_PLAYER), "You did it!", "")
loops.forever(WOW) (/ code)
Anleitung: Alle Infinite Loops müssen die Spieler auf ihrem Laptop einfügen. Der rest wird von einem Gamemaster bei seinem Laptop eingefügt. Man muss jedoch die verschiedenen Abteile einzelt Laden (Sand+Iglu, Lava, Eisstrecke, Elytra) damit es funktioniert, da die strecke zu gross ist um sie mit einem Code aufzubauen. Sobald man dann Start in den Chat schreibt und das Sand+Iglu Programm offen hat, wird nach einiger zeit die Glaskugel gelöscht und die spieler können spass haben. Wer als als erstes im Ziel ist hat gewonnen, doch in unseren Augen ist jeder ein Sieger und somit gewinnen alle ;)