Horizontal Movement Formulas/zh: Difference between revisions

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== 完整公式 ==
== 完整公式 ==


让我们引入两个新变量:
<div lang="en" dir="ltr" class="mw-content-ltr">
:*<math display="inline"> D_{t} </math>,玩家的方向,以度为单位(由玩家按键与旋转角度决定)
Let's introduce two more variables:
:*<math display="inline"> D_{t} </math> , The player's Direction in degrees (defined by their inputs and rotation)
:*<math display="inline"> F_{t} </math>,玩家的朝向,以度为单位(仅由玩家旋转角度决定)
:*<math display="inline"> F_{t} </math> , The player's Facing in degrees (defined by their rotation only)
</div>





Revision as of 15:33, 3 February 2022

Other languages:

在每 tick,游戏会进行如下三个步骤:

  1. 将加速度加到玩家的速度中。
  2. 移动玩家(新的位置 = 原位置 + 速度)。
  3. 降低玩家的速度以模拟阻力。

我们将从介绍各种乘数开始,尽力使公式可读性更强。


乘数

移动乘数(参见 45°斜跑


Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://wikimedia.org/api/rest_v1/":): {\displaystyle M_{t} = \begin{Bmatrix}1.3 & \textrm{疾跑} \\ 1.0 & \textrm{行走}\\ 0.3 & \textrm{潜行}\\ 0.0 & \textrm{停止} \end{Bmatrix} \times \begin{Bmatrix}0.98 & \textrm{正常}\\ 1.0 & \textrm{45°斜跑} \\ 0.98 \sqrt{2} & \textrm{45°潜行} \end{Bmatrix}}


效果乘数(参见状态效果


Failed to parse (syntax error): {\displaystyle E_{t} = (\underset{每级缓慢减少 \; 15\%}{\underset{每级速度增加 \; 20\%}{\underbrace{\left ( 1 + 0.2\times 速度 \right ) \: \times\: \left ( 1 - 0.15\times 缓慢 \right )}}} \geq 0}


滑度乘数(参见滑度


Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://wikimedia.org/api/rest_v1/":): {\displaystyle S_{t} = \begin{Bmatrix}0.6 & \textrm{正常}\\ 0.8 & \textrm{史莱姆}\\ 0.98& \textrm{冰} \\ 1.0 & \textrm{空中} \end{Bmatrix}}


线性运动公式

这些简化的公式只适用于线性运动(方向不变)。 尽管这个条件似乎很有限制性,但这些公式对分析常规的跳跃和助跑非常有用。 之后我们将通过引入角度来扩展这些公式。


定义
  • 是玩家的初始速度(正常 = 0)。
  • 是玩家在第 tick 的速度。


地面速度
Failed to parse (syntax error): {\displaystyle V_{H,t} = \underset{助跑}{\underbrace{\underset{ }{V_{H,t-1} \times S_{t-1} \times 0.91 }}} \: + \: \underset{加速度}{\underbrace{0.1 \times M_{t} \times E_{t} \times \left (\frac{0.6}{S_{t}} \right )^{3}}} }


跳跃速度
Failed to parse (syntax error): {\displaystyle V_{H,t} = \underset{助跑}{\underbrace{\underset{ }{V_{H,t-1} \times S_{t-1} \times 0.91 }}} \: + \: \underset{加速度}{\underbrace{0.1 \times M_{t} \times E_{t} \times \left (\frac{0.6}{S_{t}} \right )^{3}}} + \underset{疾跑跳跃加成}{\underbrace{\begin{Bmatrix}0.2 & \textrm{Sprinting}\\ 0.0 & \textrm{Else}\end{Bmatrix} }}}


空中速度
Failed to parse (syntax error): {\displaystyle V_{H,t} = \underset{助跑}{\underbrace{\underset{ }{V_{H,t-1} \times S_{t-1} \times 0.91 }}} \: + \: \underset{加速度}{\underbrace{\underset{ }{0.02 \times M_{t}}}} }


完整公式

让我们引入两个新变量:

  • ,玩家的方向,以度为单位(由玩家按键与旋转角度决定)
  • ,玩家的朝向,以度为单位(仅由玩家旋转角度决定)


In reality, angles aren't as simple as that, as there are a limited number of significant angles (see Facing and Angles).

For the purpose of simplicity, we'll ignore this fact.


Definition:
  • and correspond to the player's initial velocity.
  • and correspond to the player's velocity on tick

Ground Velocity:
Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://wikimedia.org/api/rest_v1/":): {\displaystyle V\displaystyle _{X,t} = \underset{ }{V\displaystyle _{X,t-1} \times S_{t-1} \times 0.91 } \: + \: 0.1 \times M_{t} \times E_{t} \times \left (\frac{0.6}{S_{t}} \right )^{3} \times \sin (D_{t}) }
Failed to parse (syntax error): {\displaystyle V\displaystyle _{Z,t} = \underset{Momentum}{\underbrace{\underset{ }{V\displaystyle _{Z,t-1} \times S_{t-1} \times 0.91 }}} \: + \: \underset{Acceleration}{\underbrace{0.1 \times M_{t} \times E_{t} \times \left (\frac{0.6}{S_{t}} \right )^{3}}} \times \cos (D_{t}) }
Jump Velocity:
Failed to parse (syntax error): {\displaystyle V\displaystyle _{X,t} = \underset{ }{V\displaystyle _{X,t-1} \times S_{t-1} \times 0.91 } \: + \: 0.1 \times M_{t} \times E_{t} \times \left (\frac{0.6}{S_{t}} \right )^{3} \times \sin (D_{t}) + \begin{Bmatrix} 0.2 & \textrm{Sprinting}\\ 0.0 & \textrm{Else}\end{Bmatrix} \times \sin (F_{t}) }
Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://wikimedia.org/api/rest_v1/":): {\displaystyle V\displaystyle _{Z,t} = \underset{Momentum}{\underbrace{\underset{ }{V\displaystyle _{Z,t-1} \times S_{t-1} \times 0.91 }}} \: + \: \underset{Acceleration}{\underbrace{0.1 \times M_{t} \times E_{t} \times \left (\frac{0.6}{S_{t}} \right )^{3}}} \times \cos (D_{t}) + \underset{Sprintjump \; Boost }{\underbrace{\begin{Bmatrix} 0.2 & \textrm{Sprinting}\\ 0.0 & \textrm{Else}\end{Bmatrix} \times \cos (F_{t})}} }
Air Velocity:
Failed to parse (syntax error): {\displaystyle V\displaystyle _{X,t} = \underset{ }{V\displaystyle _{X,t-1} \times S_{t-1} \times 0.91 } \: + \: 0.02 \times M_{t} \times \sin (D_{t}) }
Failed to parse (syntax error): {\displaystyle V\displaystyle _{Z,t} = \underset{Momentum}{\underbrace{\underset{ }{V\displaystyle _{Z,t-1} \times S_{t-1} \times 0.91 }}} \: + \: \underset{Acceleration}{\underbrace{\underset{}{0.02 \times M_{t}}}} \times \cos (D_{t}) }


Stopping Conditions

Horizontal speed is set to 0 if the player hits a wall, or if the speed is considered to be negligible.


Wall Collision:
If the player hits a X-facing wall, then momentum is cancelled and only includes acceleration.
If the player hits a Z-facing wall, then momentum is cancelled and only includes acceleration.
In either of these case, the player stops sprinting.


Negligible Speed Threshold:
If , momentum is cancelled and only the acceleration is left.
If , momentum is cancelled and only the acceleration is left.
In 1.9+, they are compared to 0.003 instead.


Source Code

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