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Revision as of 13:00, 24 August 2021

Other languages:

方塊是佔據世界空間的基本結構單位。


碰撞箱是一個玩家無法穿過的固體空間,由一個或多個坐標軸方向上的長方體,即邊界箱組成。實體同樣擁有各自的邊界箱,但處理方法與固體空間不同(除了)。

  • 不要與判定箱相混淆,判定箱指的是玩家可以互動的區域(攻擊,挖掘,右鍵等)。
  • 同樣不要與模型相混淆,模型只是方塊或實體在屏幕上顯示的圖形。
  • 最後,一些方塊擁有各自的「效果箱」,如液體,梯子,仙人掌,壓力板等。它們擁有特殊的代碼與應用。


例如:按鈕沒有碰撞箱,因此玩家可以從中穿過。但它擁有可以被玩家點擊的判定箱。

又例如:屏障方塊擁有完全相同的邊界箱與判定箱,但是在代碼中被強制編寫為不顯示模型。



本頁面列出了 1.8 版本中所有方塊的碰撞箱與屬性。

擁有特殊屬性或沒有碰撞箱的方塊則提及於各自的頁面。

圖像來源於 BlockbenchMinecraft wiki


資源:

  • BetterParkourModels, a resource pack that modifies models to be slightly more accurate.
  • BetterParkourModels+, an faithful update to BPM that corrects and adds some models (made by Fuzzbearplush).
  • TrueModels, an alternative resource pack that reworks models to look accurate and natural.



Simple Collision Boxes

這些碰撞箱由單個邊界箱組成。方塊按長度,寬度,再到高度的順序排列。

方塊 寬度(b) 高度(b) 信息 模型
石牆(4 面連接) 1 × 1 1.5 相鄰的方塊必須是固體方塊,石牆或柵欄門。
普通方塊 1 × 1 1
靈魂沙 1 × 1 0.875 看上去像完整方塊,但實際上矮 2 個像素。

減緩其上方實體的行走速度。

末地傳送門框架 1 × 1 0.8125
附魔台 1 × 1 0.75
床方塊 1 × 1 0.5625 底部看上去是空的,但實際有碰撞箱。
台階 1 × 1 0.5 可上下翻轉。
陽光傳感器 1 × 1 0.375
活板門(水平放置) 1 × 1 0.1875 可上下翻轉。

可以翻轉到豎直方向。

紅石中繼器 1 × 1 0.125
地毯 1 × 1 0.0625
睡蓮 1 × 1 0.015625 僅有 ¼ 個像素高。
1 × 1 0

0.125

0.25

0.375

0.5

0.625

0.75

0.875

雪看上去比實際高度高 2 個像素。

一層的雪雖然沒有高度,但仍然有碰撞箱。

石牆(3 面連接) 1 × 0.75 1.5 可改變朝向(4 種變體)。

相鄰的方塊必須是固體方塊,石牆或柵欄門。

鐵砧 1 × 0.75 1 碰撞箱居中。可改變朝向(2 種變體)。

看上去比實際要窄。

活塞底座(激活狀態) 1 × 0.75 1 可改變朝向(4 種變體)。
石牆(相對 2 面連接) 1 × 0.375 1.5 碰撞箱居中。可改變朝向(2 種變體)。

相鄰的方塊必須是固體方塊,石牆或柵欄門。

在上方放置方塊會改變它的外觀,但碰撞箱不變。

在上方放置方塊會改變它的外觀,但碰撞箱不變。

柵欄(相對 2 面連接) 1 × 0.25 1.5 碰撞箱居中。可改變朝向(2 種變體)。

相鄰的方塊必須是固體方塊,柵欄或柵欄門。

柵欄門 1 × 0.25 1.5 碰撞箱居中。可改變朝向(2 種變體)。

打開後沒有碰撞箱。

活板門(豎直放置) 1 × 0.1875 1 可改變朝向,可上下翻轉(8 種變體)。

可以翻轉到水平方向。.

1 × 0.1875 1 可改變朝向(4 種變體)。

可以翻轉到另一個方向。

梯子 1 × 0.125 1 可改變朝向(4 種變體)。

實體可以攀爬。

玻璃板(相對 2 面連接) 1 × 0.125 1 碰撞箱居中。可改變朝向(2 種變體)。

相鄰的方塊必須是固體方塊,玻璃板或鐵欄杆。

箱子(長) 0.9375 × 0.875 0.875 必須與另一個箱子相鄰。
龍蛋 0.875 × 0.875 1 碰撞箱居中。

外觀與碰撞箱差異很大。

仙人掌 0.875 × 0.875 0.9375 碰撞箱居中。

靠近的實體會受到傷害。

箱子 0.875 × 0.875 0.875 碰撞箱居中。
蛋糕 0.875 × 0.875

0.875 × 0.75

0.875 × 0.625

0.875 × 0.5

0.875 × 0.375

0.875 × 0.25

0.875 × 0.125

0.5 The full cake is centered.

Each bite takes away 0.125b from the West (-X)

Wall (2-adjacent) 0.75 × 0.75 1.5 Orientable (4 variants).

Adjacent blocks must be solid, walls, or fencegates.

Wall (1-sided) 0.75 × 0.5 1.5 Orientable (4 variants).

Adjacent block must be solid, a wall, or a fencegate.

Fence (1-sided) 0.625 × 0.25 1.5 Orientable (4 variants).

Adjacent block must be solid, a fences, or a fencegate.

Wall (default) 0.5 × 0.5 1.5 Centered.
Cocoa (big) 0.5 × 0.5 Low: 0.1875

Top: 0.75

Orientable (4 variants).

1 pixel away from the wall it's attached to.

Trivia: the top texture is only 7 pixels wide.

Head (walled) 0.5 × 0.5 Low: 0.25

Top: 0.75

Orientable (4 variants).
Head (default) 0.5 × 0.5 0.5 Centered.

A head can be placed diagonally (16 variants total),

but the collision box doesn't change.

Pane (1-sided) 0.5 × 0.125 1 Orientable (4 variants).

Appears 1 pixel longer than it really is.

Adjacent block must be solid, or a pane/bar.

Cocoa (medium) 0.375 × 0.375 Low: 0.3125

Top: 0.75

Orientable (4 variants).

1 pixel away from the wall it's attached to.

Flowerpot 0.375 × 0.375 0.375 Centered.
Fence (default) 0.25 × 0.25 1.5 Centered.
Cocoa (small) 0.25 × 0.25 Low: 0.4375

Top: 0.75

Orientable (4 variants).

1 pixel away from the wall it's attached to.



Composite Collision Boxes

Collision boxes that consist of two or more bounding boxes.

"Except" represents an intangible zone rather than a tangible one (simpler to describe that listing all bounding boxes)

Block Widths (b) Height (b) Comments Model
Stair (normal) Base: 1 × 1

Top: 1 × 0.5

Base: 0.5

Top: 1

Orientable, Inversible (8 variants).
Stair (outer) Base: 1 × 1

Top: 0.5 × 0.5

Base: 0.5

Top: 1

Orientable, Inversible (8 variants).

Depends on adjacent stair blocks.

Stair (inner) Base: 1 × 1

Except: -0.5 × -0.5

Base: 1

Except: -0.5

Orientable, Inversible (8 variants).

Depends on adjacent stair blocks.

End Portal Frame (eye) Base: 1 × 1

Eye: 0.375 × 0.375

Base: 0.8125

Eye: 1

The eye looks bigger than it is.

(Appears 8 px in width, but is actually 6 px wide)

Hopper Base: 1 × 1

Except: -0.75 × -0.75

Base: 1

Except: -0.375

The bottom doesn't look tangible, but it actually is.

The interior floor is 1 pixel lower than it looks.

Cauldron Base: 1 × 1

Except: -0.75 × -0.75

Base: 1

Except: -0.6875

The bottom doesn't look tangible, but it actually is.

The interior floor is 1 pixel higher than it looks

Brewing Stand Base: 1 × 1

Rod: 0.125 × 0.125

Base: 0.125

Rod: 0.875

The base looks very different from its bounding box.
Piston Head (Vertical) Head: 1 × 1

Arm: 0.25 × 0.25

Head: 0.25

Top: 1

Centered. Inversible.

The arm is shorter than it looks (model extended by 4px).

Piston Head (N/S/E) Head: 1 × 0.25

Arm: 0.75 × 0.5

Head: 1

Arm-Low: 0.375

Arm-Top: 0.625

Orientable (3 variants). Accurate model.

The arm is wider than it looks (0.5m width).

The arm is shorter than it looks (model extended by 4px).

Piston Head (West) Head: 1 × 0.25

Arm: 0.75 × 0.25

Head: 1

Arm-Low: 0.25

Arm-Top: 0.75

Bugged (fixed in 1.9). Accurate model.

In 1.9, piston heads were changed to match their model.

Fence (4-sided) Post: 0.25 × 0.25

Sides: 0.375 × 0.25

1.5 Adjacent blocks must be solid, fences, or fencegates.
Fence (3-sided) Post: 0.25 × 0.25

Sides: 0.375 × 0.25

1.5 Orientable (4 variants).

Adjacent blocks must be solid, fences, or fencegates.

Fence (2-adjacent) Post: 0.25 × 0.25

Sides: 0.375 × 0.25

1.5 Orientable (4 variants).

Adjacent blocks must be solid, fences, or fencegates.

Pane (Default / 4-sided) Sides: 0.5 × 0.125 1 Adjacent blocks must be solid, or panes/bars.
Pane (3-sided) Sides: 0.5 × 0.125 1 Orientable (4 variants).

Adjacent blocks must be solid, or panes/bars.

Pane (2-adjacent) Sides: 0.5 × 0.125 1 Orientable (4 variants).

Adjacent blocks must be solid, or panes/bars.

The exterior corner has a 1px wide opening

(despite the model showing a clean 90° corner).



Other

Block Widths (b) Height (b) Comments Model
Boat 1.5 x 1.5 0.6 Entity.