アスレチック用語

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Revision as of 10:45, 14 May 2022 by KK kaku (talk | contribs) (Created page with "1.8ではプレイヤーが通れる一番低い天井。 |}")
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Tick・操作

用語 別名 定義
Tick t Minecraft内の時間の基本単位で、0.05秒に相当する。

プレイヤーの動きや入力はtickごとに更新される。

WASD デフォルトの操作キー(W=前、A=左、S=後ろ、D=右)。
ダッシュ 移動速度が30%上がる動作。

ダッシュキー(デフォルトではコントロール)を押すか、Wを二度押しすると発動する。

スニーク シフト 移動速度が70%下がり、ブロックの端から落ちなくなる動作。

スニークキー(デフォルトではシフト)を押すと発動する。

Strafe (A/Dでの)左右移動、W/Sと組み合わせられる。
Timing 速度を得るための、シンプルな一連のキー入力。

基本的なものは同時押し(0t)、ずらし(1t)など。 一覧はTimingを参照。

Tap 短い時間(通常は1か2tick)動く技術。

細かい位置調整に使われる。


位置・向き・距離

用語 別名 定義
座標 coords F3で表示できる、プレイヤーの座標。

通常、ジャンプのセットアップに使われる複数の座標をまとめて指す。

向き プレイヤーが向いている角度。

対して、Directionはプレイヤーが動いている角度。

東西方向 x X軸方向の物体を指す。

東西方向の障害物は回避しにくい(方向は F3で確認できる)。

南北方向 z Z軸方向の物体を指す。

南北方向の障害物は回避しやすい(方向は F3で確認できる)。

マス
ブロック
b Minecraft内の距離の基本単位。

ブロックの視覚的な距離を表すもので、実際の距離とは異なる場合がある。

ドット px 距離のサブ単位。

1ドットは1bの1/16で、0.0625bに相当する。

メートル m 距離のメタ単位で、距離をより正確に表せる。
  • プレイヤーの当たり判定の大きさは 1.8 × 0.6 × 0.6 m³。
  • プレイヤーの当たり判定の大きさを考慮すると、4マスジャンプの距離は実際には3.4mということになる。


ジャンプの距離

用語 別名 定義
距離 ジャンプの距離で、以下の単位で表される:
  • マス/ブロック(b)、視覚的/標準的な表現。
  • メートル(m)、より正確な距離の表現(プレイヤーの判定幅0.6mを考慮)。
長さ # b ジャンプの長さ(つまり長い方)、単位はブロック。
x # ジャンプの横幅(つまり短い方) 、単位はブロック。
高さ +/- #
#上/下
ジャンプの高さ、単位はブロック。

1.8では、1.249bの高さまでジャンプできる。1.9以降は1.252b。

ジャンプの書式 # x # + # シンプルなジャンプの記述に使われる慣用的な表記法。順序は:
  1. 長さ
  2. 幅(0でない場合)
  3. 高さ(0でない場合)

If the width and height are both zero, the convention is to add "b" after the length.

Examples: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375


天井

# マス天井 # bc 天井の高さを表す(単位はブロック)。
  • 2bcは高さが2マスの天井を表す。
  • 3bcもプレイヤーの動きに影響する。
  • 4bc is the same as no ceiling at all (doesn't affect jump height)

The player is 1.8m tall.

Headhitter hh A synonym for 2bc.
Trapdoor Headhitter tdhh A 2bc which is further lowered with a trapdoor (1.8125bc)

This ceiling height only leaves 0.0125b of room for the player to fit under,

1.8ではプレイヤーが通れる一番低い天井。


助走

Momentum mm 1) The speed gained and conserved by moving.

2) The space given to gain enough speed for a jump.

# Block Momentum # bm Designates the distance given to gain momentum.
  • 1bm is simply 1 block (1.6m of momentum).
  • 2bm is 2 consecutive blocks (2.6m of momentum).
Flat Momentum flat mm The "standard" momentum setup, where the momentum space is flat ground (12 tick cycle).
Elevation Momentum A more efficient momentum setup, where the momentum space is elevated at each step.
  • +0.125 is the lowest elevation momentum (11 tick cycle).
  • +1 is the "default" elevation momentum (9 tick cycle).
  • +1.1875 is the "maximum" elevation momentum (7 tick cycle).
Headhitter Momentum hh mm A very efficient momentum setup (3 tick cycle).
Trapdoor-Headhitter Momentum tdhh mm The most efficient momentum setup (2 tick cycle).
Backwalled An adjective which indicates that a momentum has a wall at its back, which reduces the momentum space.
Sidestep Technique which involves jumping sideways when gaining momentum.

This has two advantages: it utilises 45° strafe, and makes the turning more consistent.

It is commonly used for 1bm butterfly neos, but it can be useful for any kind of neo.

Backward Momentum bwmm Technique which involves moving backward to "increase momentum space" before jumping.

This is useful on a short momentum, and is even necessary for some jumps (e.g., 2bm triple neo).


ジャンプの名前

Term Alias Definition
Linear Jump A jump with no obstacles, that can be completed without turning (apart from using 45° Strafe).
Neo #b neo A jump that involves jumping around a wall.

"#" is the length of the wall

Example: 2b neo (commonly referred to as "double neo")

Winged Neo A neo that has its wall extended outwards.
Nix Neo A neo which has its wall and landing extended outwards.
Reverse Nix Neo A neo which has its wall and momentum extended outwards.
Butterfly Neo A neo with panes on its side.
Cross Neo A jump that involves jumping around a corner.
Squeeze Jump A jump that involves jumping through a small gap.


動きの仕組みとバグ

Term Alias Definition
Strafe A | D The action of "strafing" left or right while moving forward.

This changes the player's direction without turning the mouse.

45° Strafe 45° The action of turning 45°, while strafing accordingly.

This technique allows the player to move further (up to 2%) but is hard to do consistently.

Stepping step-assist A mechanic that assists the player in stepping up low obstacles (slabs, stairs...).

The player can step up at most 0.6b without jumping.

Blip A glitch which involves landing between two blocks of different height. Caused by stepping.

This can result in the player "landing mid-air", making them able to jump with initial height.

Jump Cancel A mechanic/glitch that involves jumping into a ceiling or step. Caused by stepping.

This can cancel the player's upward momentum, making them able to jump again sooner.

Grinding The process of chaining multiple Jump Cancels to gain momentum.

There are two types:

  • "Stair grinding" (called Slab Boost), often used on stairs.
  • "Ceiling grinding" (often just Grinding), which is a lot harder to perform.


技術的な用語

Term Alias Definition
Duration The duration of a jump is the number of ticks between jumping and landing.

The duration depends on the jump's height.

For example: A flat jump has a duration of 12 ticks, a +1 jump is 9 ticks, and a 2bc jump is 3 ticks.

Tier A more intuitive representation of jump duration
  • Tier 0 corresponds to flat jumps, by convention.
  • Positive tiers correspond to jumps with positive height.
  • Negative tiers correspond to jumps with negative height.
Bounding Box An axis-aligned cuboid, represented by a minimum and maximum value for the X, Y, and Z axes.

Most blocks are simple enough that they consist of a single bounding box, but they might use more (e.g., stairs).

Entities have a single bounding box (the player's bounding box is 0.6×1.8×0.6).

Collision Box A volume of space that the player can physically collide with, specific to blocks though some entities also have one (e.g., boats).

A collision box consists of one or multiple bounding boxes; The player's bounding box is not meant to intersect those.

Significant angle Minecraft works with a limited number of angles for calculations. There are precisely 65536 significant angles.

The player's rotation is stored as floats (of which there are much more than 65536).

A significant angle covers approximately 0.0055°.

Half angle An extremely precise glitch that exploits the trigonometric functions as defined in Minecraft.

Involves looking at a precise angle between two significant angles (e.g. 135.0055°) to (very slightly) increase movement speed.


マップ用語

用語 別名 定義
チェックポイント cp プレイヤーがテレポートで戻れる場所。
Failsafe fs A loose type of checkpoint, which only allows partial recovery.
Life or Death l/d Decribes a section that is not failsafed.

If the player fails it, they will lose some progress.

Room # r # A common term for referring to a specific subsection in a course.
Transition # - # t #-# A transition between two rooms, which is sometimes l/d.