Sneaking/zh: Difference between revisions
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== 激活方法 == |
== 激活方法 == |
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按下潜行键后会立即激活潜行,并在按下时保持激活状态。 |
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Sneaking is activated immediately upon pressing the Sneak key, and remains active while pressed. |
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Revision as of 07:12, 23 June 2022
潜行是一种移动机制,可以减慢玩家的移动速度并让他们避免从方块上掉下来
激活方法
按下潜行键后会立即激活潜行,并在按下时保持激活状态。
Sneaking is incompatible with Sprinting. (except in 1.14+).
Effects
When the player is on ground, sneaking prevents them from falling more than 1 block.
- Speed is conserved when sneaking against the edge of a block, which is useful for specific jumps such as no-mm 3+1.
- In 1.11+, the lower limit is changed to 0.6b
- A "shift glitch" happens when the player lands on the edge of a block while sneaking, in which case they may fall off (fixed in 1.16.2).
- In some cases, the player may fall off unexpectedly while sneaking on ground (examples) - partly fixed in 1.16.2.
When sneaking, the player can hang on the side of ladders and vines.
- They can still climb up as usual, but they can't fall down as long they stay within the block.
- In general, sneaking makes ladder jumps much easier.
In 1.9+, sneaking lower the player's height down to 1.65m. In 1.14+, sneaking lowers it even more, down to 1.5m.
Speed
Sneaking is 70% slower than walking, granting a base acceleration of 0.03, but it doesn't get applied the same way as walking and sprinting:
- When sneaking forward, the ground acceleration is 0.03×0.98 = 0.0294, as expected.
- When sneaking diagonally, the ground acceleration is 0.0294×√2 ≈ 0.0416
Code
It is worth showcasing how sneaking is implemented, and why it's flawed.
/* In Entity.java, stripped of irrelevant code */
public void moveEntity(double dX, double dY, double dZ)
{
double dX_intended = dX;
double dY_intended = dY;
double dZ_intended = dZ;
boolean sneakingOnGround = this.onGround && this.isSneaking();
if (sneakingOnGround)
{
double increment = 0.05;
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//check for furthest ground under player in the X axis (from initial position)
while(dX != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(dX,-1,0)).isEmpty())
{
if (dX < increment && dX >= -increment)
dX = 0.0D;
else if (dX > 0.0D)
dX -= increment;
else
dX += increment;
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dX_intended = dX;
}
//check for furthest ground under player in the Z axis (from initial position)
while(dZ != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(0,-1,dZ)).isEmpty())
{
if (dZ < increment && dZ >= -increment)
dZ = 0.0D;
else if (dZ > 0.0D)
dZ -= increment;
else
dZ += increment;
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dZ_intended = dZ;
}
//calculate definitive dX and dZ based on the previous limits.
while(dX != 0.0D && dZ != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(dX,-1,dZ)).isEmpty())
{
if (dX < increment && dX >= -increment)
dX = 0.0D;
else if (dX > 0.0D)
dX -= increment;
else
dX += increment;
dX_intended = dX;
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if (dZ < increment && dZ >= -increment)
dZ = 0.0D;
else if (dZ > 0.0D)
dZ -= increment;
else
dZ += increment;
dZ_intended = dZ;
}
}
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... //move the player with the new values of dX and dZ (order of collisions: Y-X-Z)
}