Sneaking: Difference between revisions
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__NOTOC__ |
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Sneaking is a mechanic that slows the player's movement and allows them to avoid falling off a block |
Sneaking is a mechanic that slows the player's movement and allows them to avoid falling off a block |
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== Activation == |
== Activation == |
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Sneaking is activated immediately upon pressing the Sneak key, and remains active while pressed. |
Sneaking is activated immediately upon pressing the Sneak key, and remains active while pressed. |
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Sneaking is incompatible with [[Sprinting]]. (except in 1.14+). |
Sneaking is incompatible with [[Special:MyLanguage/Sprinting|Sprinting]]. (except in 1.14+). |
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== Effects == |
== Effects == |
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When the player is on ground, sneaking prevents them from falling more than 1 block. |
When the player is on ground, sneaking prevents them from falling more than 1 block. |
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* In some cases, the player may fall off unexpectedly while sneaking on ground ([https://youtu.be/EqWbKIrS-FY examples]) - partly fixed in 1.16.2. |
* In some cases, the player may fall off unexpectedly while sneaking on ground ([https://youtu.be/EqWbKIrS-FY examples]) - partly fixed in 1.16.2. |
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When sneaking, the player can hang on the side of [[Ladders and Vines|ladders and vines]]. |
When sneaking, the player can hang on the side of [[Special:MyLanguage/Ladders and Vines|ladders and vines]]. |
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* They can still climb up as usual, but they can't fall down as long they stay within the block. |
* They can still climb up as usual, but they can't fall down as long they stay within the block. |
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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. |
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. |
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== Speed == |
== Speed == |
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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: |
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: |
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* When sneaking forward, the ground acceleration is 0.03×0.98 = 0.0294, as expected. |
* When sneaking forward, the ground acceleration is 0.03×0.98 = 0.0294, as expected. |
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* When sneaking [[45 Strafe|diagonally]], the ground acceleration is 0.0294×'''√'''2 ≈ 0.0416 |
* When sneaking [[Special:MyLanguage/45 Strafe|diagonally]], the ground acceleration is 0.0294×'''√'''2 ≈ 0.0416 |
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== Code == |
== Code == |
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It is worth showcasing how sneaking is implemented, and why it's flawed.<syntaxhighlight lang="java"> |
It is worth showcasing how sneaking is implemented, and why it's flawed.<syntaxhighlight lang="java"> |
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/* In Entity.java, stripped of irrelevant code */ |
/* In Entity.java, stripped of irrelevant code */ |
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</syntaxhighlight> |
</syntaxhighlight> |
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[[File:Sneak illustrated.png|none|thumb|600x600px|Illustration of the code presented above. The red blocks are necessary for the player to sneak on top of the green block.]] |
[[File:Sneak illustrated.png|none|thumb|600x600px|Illustration of the code presented above. The red blocks are necessary for the player to sneak on top of the green block.]] |
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Revision as of 07:10, 23 June 2022
Sneaking is a mechanic that slows the player's movement and allows them to avoid falling off a block
Activation
Sneaking is activated immediately upon pressing the Sneak key, and remains active while pressed.
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;
//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;
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;
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;
if (dZ < increment && dZ >= -increment)
dZ = 0.0D;
else if (dZ > 0.0D)
dZ -= increment;
else
dZ += increment;
dZ_intended = dZ;
}
}
... //move the player with the new values of dX and dZ (order of collisions: Y-X-Z)
}