Slipperiness/zh

游戏中的每个方块都有一个滑度系数（Slipperiness factor），记为 S. S 越大，方块就越滑.

一般情况下，方块的滑度设置为 0.6. 这其中包括空气、灵魂沙、蜘蛛网和流体.

在 1.8 中，只有这些方块的滑度不同：


 * 冰和浮冰， S = 0.98
 * 粘液块， S = 0.8

在 1.13 中，添加了另一个滑块：蓝冰, 滑度为0.989，是游戏中最滑的方块.

对运动的影响
移动时，玩家会在刻之间失去一些速度以模拟阻力，并获得一些加速度.

当玩家在地面上时，阻力和加速度的计算如下：


 * 保留地面速度的比例为$$0.91 \times S$$.
 * 获取的地面加速度与 $$\left ( \frac{0.6}{S} \right )^3$$成正比.

当玩家在空中时，不受到滑度影响（见移动公式）

应用
每一Tick时，如果在地面上，游戏都会检查玩家位置正下方 1 格处的方块以获取滑度.

这意味着部分方块会受到其下方方块的滑度的影响.

For example, the surface of a slab above Ice has the same slipperiness as the Ice itself.

Finally, we can explain how Soulsand is affected by slippery blocks:

Soulsand is a non-full block (14px in height), meaning it gets its slipperiness from the block below it.

Let's consider the effects at work:


 * Slippery blocks grant less acceleration.
 * Soulsand reduces speed conservation.

These two effects combined create an net negative impact on the player's movement, compared to regular Soulsand movement.

Therefore, walking on soulsand with ice below is noticeably slower.

Changes
In 1.15, slipperiness is now taken 0.5m below the Player (instead of 1.0m). This means soulsand is no longer affected by slipperiness, among other blocks.


 * A slab (0.5b height) is still affected by slippery blocks.
 * A bed (0.5625b height) is no longer affected by slippery blocks.