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游戏中的每个方块都有一个'''滑度系数(Slipperiness factor)''',记为 '''S'''。
游戏中的每个方块都有一个'''滑度系数(Slipperiness factor)''',记为 '''S'''。S 越大,方块就越滑


一般情况下,方块的滑度设置为 0.6。这其中包括空气、[[Special:MyLanguage/soulsand|灵魂沙]]、[[Special:MyLanguage/Cobweb|蜘蛛网]]和[[Special:MyLanguage/Water and Lava|流体]]。
<div lang="en" dir="ltr" class="mw-content-ltr">
By default, a block's slipperiness is set to '''0.6'''. This notably includes air, [[Special:MyLanguage/soulsand|soulsand]], [[Special:MyLanguage/Cobweb|cobwebs]], and [[Special:MyLanguage/Water and Lava|fluids]].
</div>


在 1.8 中,只有这些方块的滑度不同:
<div lang="en" dir="ltr" class="mw-content-ltr">
In 1.8, the only blocks that have a different slipperiness are:
</div>


*[https://minecraft.gamepedia.com/Ice 冰]和[https://minecraft.gamepedia.com/Packed_Ice 浮冰],'''S = 0.98'''
<div lang="en" dir="ltr" class="mw-content-ltr">
*[https://minecraft.gamepedia.com/Ice Ice] and [https://minecraft.gamepedia.com/Packed_Ice Packed Ice], '''S = 0.98'''
*[https://minecraft.gamepedia.com/Slime_Block 粘液块]'''S = 0.8'''
*[https://minecraft.gamepedia.com/Slime_Block Slime Blocks], '''S = 0.8'''
</div>


在 1.13 中,添加了另一个滑块:[https://minecraft.gamepedia.com/Blue_Ice 蓝冰], 滑度为 '''0.989''',是游戏中最滑的方块。
<div lang="en" dir="ltr" class="mw-content-ltr">
In 1.13, another slippery block was added: [https://minecraft.gamepedia.com/Blue_Ice Blue Ice], with a slipperiness of '''0.989''', making it the most slippery block in the game.
</div>


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




==对运动的影响==
<div lang="en" dir="ltr" class="mw-content-ltr">
==Effect on Movement==
</div>


移动时,玩家会在每刻之间失去一些速度以模拟'''阻力''',并获得一些'''加速度'''。
<div lang="en" dir="ltr" class="mw-content-ltr">
When moving, the player loses some speed in between ticks to simulate '''drag''', and gains some '''acceleration'''.
</div>


当玩家在地面上时,阻力和加速度的计算如下:
<div lang="en" dir="ltr" class="mw-content-ltr">
When the player is on ground, drag and acceleration are calculated as so:
</div>


*保留地面速度的比例为 <math>0.91 \times S</math>。
<div lang="en" dir="ltr" class="mw-content-ltr">
*获取的地面加速度与 <math>\left ( \frac{0.6}{S} \right )^3</math> 成正比。
*The amount of speed conserved on ground is scaled by <math>0.91 \times S</math>.
*The acceleration gained on ground is proportional to <math>\left ( \frac{0.6}{S} \right )^3</math>.
</div>


当玩家在空中时,不受到滑度影响(见[[Special:MyLanguage/Movement Physics|移动公式]])
<div lang="en" dir="ltr" class="mw-content-ltr">
When the player is airborne, slipperiness is ignored (see [[Special:MyLanguage/Movement Physics|Movement Formulas]])
</div>




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


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


<div lang="en" dir="ltr" class="mw-content-ltr">
<gallery mode="nolines" widths="200" heights="200">
<gallery mode="nolines" widths="200" heights="200">
File:Grass Block.png|Default (0.6)
File:Grass Block.png|默认(0.6)
File:Slime Block.png|Slime (0.8)
File:Slime Block.png|粘液块(0.8)
File:Ice Block.png|Ice / Packed Ice(0.98)
File:Ice Block.png| / 蓝冰(0.98)
File:Blue Ice.png|Blue Ice (0.989) [1.13+]
File:Blue Ice.png|蓝冰(0.989)[1.13+]
</gallery>
</gallery>
</div>






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


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


[[File:Slipperiness illustration zh.png|thumb|滑度如何影响部分方块的图示|416x416px]]
<div lang="en" dir="ltr" class="mw-content-ltr">
每一刻,如果在地面上,游戏都会检查玩家位置正下方 1 格处的方块以获取滑度。
[[File:Slipperiness illustration.png|thumb|Illustration of how slipperiness affects partial blocks|416x416px]]
Every tick, if on ground, the game checks for the block directly 1b below the player's position to get the slipperiness.
</div>






也就是说部分方块会受到其下方方块的滑度的影响。
<div lang="en" dir="ltr" class="mw-content-ltr">
This means that partial blocks are affected by the slipperiness of the block below them.
</div>


例如,冰上方的台阶具有与冰相同的滑度。
<div lang="en" dir="ltr" class="mw-content-ltr">
For example, the surface of a slab above Ice has the same slipperiness as the Ice itself.
</div>






于是,我们可以解释[[Special:MyLanguage/Soulsand|灵魂沙]]是如何受滑块影响的:
<div lang="en" dir="ltr" class="mw-content-ltr">
Finally, we can explain how [[Special:MyLanguage/Soulsand|Soulsand]] is affected by slippery blocks:
</div>


灵魂沙是一个非完整方块(高 14 像素),所以它会获取其下方方块的滑度。
<div lang="en" dir="ltr" class="mw-content-ltr">
Soulsand is a non-full block (14px in height), meaning it gets its slipperiness from the block below it.
</div>




让我们考虑一下游戏中的效果:
<div lang="en" dir="ltr" class="mw-content-ltr">
Let's consider the effects at work:
</div>


*滑块提供较少的加速度。
<div lang="en" dir="ltr" class="mw-content-ltr">
*灵魂沙减少保留的速度。
*Slippery blocks grant less acceleration.
*Soulsand reduces speed conservation.
</div>






与常规的灵魂沙运动相比,这两种效果结合起来会对玩家的运动产生净负面影响。
<div lang="en" dir="ltr" class="mw-content-ltr">
These two effects combined create an net negative impact on the player's movement, compared to regular Soulsand movement.
</div>


因此,在下面有冰的灵魂沙上行走明显更慢。
<div lang="en" dir="ltr" class="mw-content-ltr">
Therefore, walking on soulsand with ice below is noticeably slower.
</div>






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


在 1.15 中,滑度现在在玩家下方 0.5m(而不是 1.0m)处。这意味着灵魂沙不再受到其他滑块的影响。
<div lang="en" dir="ltr" class="mw-content-ltr">
In 1.15, slipperiness is now taken 0.5m below the Player (instead of 1.0m). This means soulsand is no longer affected by slipperiness, among other blocks.
</div>


*台阶(0.5b 高度)仍然会受到滑块的影响。
<div lang="en" dir="ltr" class="mw-content-ltr">
*床(0.5625b 高度)不再受滑块影响。
* A slab (0.5b height) is still affected by slippery blocks.
* A bed (0.5625b height) is no longer affected by slippery blocks.
</div>

Latest revision as of 00:37, 19 July 2022

Other languages:

游戏中的每个方块都有一个滑度系数(Slipperiness factor),记为 S。S 越大,方块就越滑。

一般情况下,方块的滑度设置为 0.6。这其中包括空气、灵魂沙蜘蛛网流体

在 1.8 中,只有这些方块的滑度不同:

在 1.13 中,添加了另一个滑块:蓝冰, 滑度为 0.989,是游戏中最滑的方块。



对运动的影响

移动时,玩家会在每刻之间失去一些速度以模拟阻力,并获得一些加速度

当玩家在地面上时,阻力和加速度的计算如下:

  • 保留地面速度的比例为
  • 获取的地面加速度与 成正比。

当玩家在空中时,不受到滑度影响(见移动公式



方块



应用

滑度如何影响部分方块的图示

每一刻,如果在地面上,游戏都会检查玩家位置正下方 1 格处的方块以获取滑度。


也就是说部分方块会受到其下方方块的滑度的影响。

例如,冰上方的台阶具有与冰相同的滑度。


于是,我们可以解释灵魂沙是如何受滑块影响的:

灵魂沙是一个非完整方块(高 14 像素),所以它会获取其下方方块的滑度。


让我们考虑一下游戏中的效果:

  • 滑块提供较少的加速度。
  • 灵魂沙减少保留的速度。


与常规的灵魂沙运动相比,这两种效果结合起来会对玩家的运动产生净负面影响。

因此,在下面有冰的灵魂沙上行走明显更慢。


变化

在 1.15 中,滑度现在在玩家下方 0.5m(而不是 1.0m)处。这意味着灵魂沙不再受到其他滑块的影响。

  • 台阶(0.5b 高度)仍然会受到滑块的影响。
  • 床(0.5625b 高度)不再受滑块影响。