Parkour Nomenclature/zh: Difference between revisions

From Minecraft Parkour Wiki
Content added Content deleted
(Created page with "例如: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375 |}")
(Created page with "== 顶头 ==")
Line 133: Line 133:




== 顶头 ==
<div lang="en" dir="ltr" class="mw-content-ltr">
== Ceilings ==
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">

Revision as of 12:32, 21 August 2021

Other languages:

Ticks与控制

术语 别名 释义
Tick(刻) t 我的世界的标准时间单位,等同于 50 毫秒。

我的世界的玩家运动与按键输入每 Tick 更新一次。

WASD 默认的移动控制(W= 向前,A= 向左,S= 向后,D= 向右)。
疾跑 ctrl 一种能使玩家移动速度提高 30% 的动作。

通过按下疾跑键(默认为 Ctrl)或双击 W 触发。

潜行 shift 一种能使玩家移动速度降低 70% 的动作,并能阻止玩家从方块边缘掉落。

通过按下潜行键(默认为 Shift)触发。

斜跑 strafe 横向移动(A或D),与W或S组合。
跳法 通过一连串基本的按键输入来获取加速。

基础跳法包括立定(0t),延立(1t)等。详细列表参见Timings

Tap 移动较短距离时使用的技巧(按键 1 或 2 刻,并且通常使用潜行)。

用来让玩家移动到最佳位置。


位置,朝向与测量

术语 别名 释义
坐标 coords 玩家的坐标,可以通过 F3 显示.

该术语通常指一组用来通过某个跳跃的坐标。

朝向 Facing,fac 玩家看向的角度,单位为度。

相反, 方向为玩家移动的角度。

X轴 x 指 X 轴(东/西朝向)的物体。

X 轴的障碍物较难绕过(可以通过 F3 显示 X 轴)。

Z轴 z 指 Z 轴(南/北朝向)的物体。

Z 轴的障碍物较易绕过(可以通过 F3 显示 Z 轴)。

b 我的世界的标准距离单位。

该单位表示视觉上的距离(以完整方块为单位),但不一定是实际距离。

像素 px 距离的子单位。

一个像素是完整方块的 1/16,即 0.0625b。

真距 米,m 距离的元单位,能更准确地表示距离。
  • 玩家的碰撞箱为 1.8 × 0.6 × 0.6 m³。
  • 计入玩家的碰撞箱后,4 格的跳跃实际上只有 3.4 米远。


跳跃距离

术语 别称 释义
距离 跳跃的距离,可以以下列单位表示:
  • 格(b),用于更直观,标准地表示跳跃。
  • 米(m),用于更准确地表示跳跃距离(计入了玩家 0.6m 的宽度)。
长/远 # b 跳跃的长度(即较长的方向),以格为单位。
宽/斜 x # 跳跃的宽度(即较短的方向),以格为单位。
+ # 跳跃的高度,以格为单位。

在1.8中,玩家最高可以跳1.249b。在 1.9+ 中,则提高至1.252b。

跳跃格式 # x # + # 简单跳跃的习惯性记法。以下列顺序排序:
  1. 斜(如果非零)
  2. 高(如果非零)

如果宽度和高度都为零,通常在长度后添加“b”。

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


顶头

# Block Ceiling # bc Designates the height of a ceiling (in blocks).
  • 2bc designated a ceiling that is 2 blocks high.
  • 3bc still affects the Player's movement.
  • 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,

which makes it the lowest ceiling a player can walk through in 1.8.


Momentum

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).


Jump names

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.


Movement mechanics and glitches

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.


Technical parkour terms

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.


Parkour map terminology

Term Alias Definition
Checkpoint cp A position the player can teleport back to.
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.