Ceiling Hover/zh: Difference between revisions

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当游戏检测到垂直碰撞时,它会考虑在玩家位置下0.2米的方块应用碰撞物理(就算是天花板碰撞……)
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When the game detects a vertical collision, it will consider the block 0.2m under the player's position to apply collision physics (even for ceiling collisions...)
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Revision as of 11:42, 26 August 2021

Other languages:
在 1.8 中,这是唯一可用于执行天悬停的设置 (1.8125bc 下面有史莱姆)

Ceiling Hover is a glitch that makes the player "hover" between a ceiling and a bouncy block (slime, or beds since 1.12). It can be performed by jumping under a ceiling such that the block 2.001b below the ceiling has bouncing properties.




解释

每当玩家与一个方块(地板或天花板)垂直碰撞时,游戏将应用碰撞物理。

对于几乎每个方块,这只是意味着将玩家的垂直速度设置为 0。

/* in class Block */
public void onVerticalCollision(Entity entityIn)
{
    entityIn.motionY = 0.0D;
}


但有一个例外:粘液块(和 1.12+ 中的床)。

/* in class BlockSlime */
public void onVerticalCollision(Entity entityIn)
{
    if (entityIn.isSneaking())
        super.onVerticalCollision(entityIn);
    else if (entityIn.motionY < 0.0D)
        entityIn.motionY = -entityIn.motionY;
}


  • 如果玩家正在潜行,它将被视为常规碰撞(垂直移动设置为0)
  • 否则,它将检查玩家的速度是否为负,然后将其反转。


请注意,如果玩家以某种方式以正速度移动(而不是潜行),则不会发生任何事情。

事实上,这正是这个故障发生的情况。


当游戏检测到垂直碰撞时,它会考虑在玩家位置下0.2米的方块应用碰撞物理(就算是天花板碰撞……)


Let's review the steps for the 1.8125bc Ceiling Hover setup:

  1. Jumping under 1.8125bc applies vertical collision with the block 0.2m below the player (at ground level).
  2. If that block is a slime block, then vertical speed won't be set to 0, and the player remains suspended under the ceiling.
  3. Repeat step (2) until the player's vertical speed becomes negative due to gravity.


Note: This glitch happens for a few ticks, but with Jump Boost it would take longer. Ceiling hover can be interrupted at any time by sneaking.



Consequences

This glitch is pretty insignificant: it isn't game-breaking in any way, and requires very specific setups to be made use of.