滑度

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Revision as of 13:11, 4 September 2021 by Pjx1314 (talk | contribs) (Created page with "移动时,玩家会在刻之间失去一些速度以模拟'''阻力''',并获得一些'''加速度'''。")
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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。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,玩家会在刻之间失去一些速度以模拟阻力,并获得一些加速度

When the player is on ground, drag and acceleration are calculated as so:

  • The amount of speed conserved on ground is scaled by .
  • The acceleration gained on ground is proportional to .

When the player is airborne, slipperiness is ignored (see Movement Formulas)



Blocks



Application

Illustration of how slipperiness affects partial blocks

Every tick, if on ground, the game checks for the block directly 1b below the player's position to get the slipperiness.


This means that partial blocks are affected by the slipperiness of the block below them.

For example, the surface of a slab above Ice has the same slipperiness as the Ice itself.


Finally, we can explain how Soulsand is affected by slippery blocks:

Soulsand is a non-full block (14px in height), meaning it gets its slipperiness from the block below it.


Let's consider the effects at work:

  • Slippery blocks grant less acceleration.
  • Soulsand reduces speed conservation.


These two effects combined create an net negative impact on the player's movement, compared to regular Soulsand movement.

Therefore, walking on soulsand with ice below is noticeably slower.


Changes

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.

  • A slab (0.5b height) is still affected by slippery blocks.
  • A bed (0.5625b height) is no longer affected by slippery blocks.