Slime Block: Difference between revisions
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A slime block is a special block which makes entities bounce when they fall on one. |
A slime block is a special block which makes entities bounce when they fall on one. |
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== Friction == |
== Friction == |
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Slime blocks have a slipperiness of 0.8, placing it between regular blocks (0.6) and ice (0.98). |
Slime blocks have a slipperiness of 0.8, placing it between regular blocks (0.6) and ice (0.98). |
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On top of that, |
On top of that, |
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* Holding Jump while landing cancels the bounce, and makes the player jump normally without taking fall damage. |
* Holding Jump while landing cancels the bounce, and makes the player jump normally without taking fall damage. |
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* Holding Sneak while landing cancels the bounce, but the player takes fall damage. |
* Holding Sneak while landing cancels the bounce, but the player takes fall damage. |
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== Code == |
== Code == |
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<syntaxhighlight lang="java"> |
<syntaxhighlight lang="java"> |
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//called at the end of Entity.moveEntity() |
//called at the end of Entity.moveEntity() |
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} |
} |
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</syntaxhighlight> |
</syntaxhighlight> |
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Revision as of 07:43, 14 November 2021
A slime block is a special block which makes entities bounce when they fall on one.
Friction
Slime blocks have a slipperiness of 0.8, placing it between regular blocks (0.6) and ice (0.98).
On top of that,
Slime Bounce
- Falling on a slime block inverts the player's vertical speed, which causes them to bounce upward.
- Holding Jump while landing cancels the bounce, and makes the player jump normally without taking fall damage.
- Holding Sneak while landing cancels the bounce, but the player takes fall damage.
Code
//called at the end of Entity.moveEntity()
public void onLanded(Entity e)
{
if (e.isSneaking())
e.motionY = 0.0;
else if (e.motionY < 0.0D)
e.motionY = -e.motionY;
}
//called at the end of Entity.moveEntity(), after the previous method
public void onEntityCollidedWithBlock(Entity e)
{
if (Math.abs(e.motionY) < 0.1D && !e.isSneaking())
{
double mult = 0.4 + Math.abs(e.motionY)*0.2;
e.motionX *= mult;
e.motionZ *= mult;
}
}