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9 September 2022

7 September 2022

6 September 2022

  • 18:4218:42, 6 September 2022 diff hist −46 Main Page/zhNo edit summary current
  • 18:4218:42, 6 September 2022 diff hist −6 Translations:Main Page/11/zhNo edit summary current
  • 18:4118:41, 6 September 2022 diff hist −87 Lagback/zhCreated page with "你不需要准确地计算潜行时间,但过早潜行会显著降低玩家的水平速度。"
  • 18:4018:40, 6 September 2022 diff hist +96 N Translations:Lagback/34/zhCreated page with "你不需要准确地计算潜行时间,但过早潜行会显著降低玩家的水平速度。" current
  • 18:4018:40, 6 September 2022 diff hist −171 Lagback/zhCreated page with "<youtube>https://youtu.be/-fABDG3YVpw</youtube>"
  • 18:4018:40, 6 September 2022 diff hist −75 Translations:Lagback/18/zhNo edit summary current
  • 18:4018:40, 6 September 2022 diff hist +47 N Translations:Lagback/35/zhCreated page with "<youtube>https://youtu.be/-fABDG3YVpw</youtube>" current
  • 18:4018:40, 6 September 2022 diff hist +24 LagbackMarked this version for translation
  • 16:5916:59, 6 September 2022 diff hist −129 Lagback/zhCreated page with "以至少 0.25m/t 的水平速度和适当的位置,执行潜行故障,则会引发回弹。在被传送回之前的位置后,玩家可以跳跃。由此产生的跳跃看起来类似于卡角,即玩家可以在半空中开始跳跃。下面是一个例子:"
  • 16:5916:59, 6 September 2022 diff hist +293 N Translations:Lagback/23/zhCreated page with "以至少 0.25m/t 的水平速度和适当的位置,执行潜行故障,则会引发回弹。在被传送回之前的位置后,玩家可以跳跃。由此产生的跳跃看起来类似于卡角,即玩家可以在半空中开始跳跃。下面是一个例子:" current
  • 16:5616:56, 6 September 2022 diff hist −87 Lagback/zhCreated page with "//检查玩家是否在碰撞箱内开始:这种情况下不会回弹 boolean noCollisionInside = worldserver.getCollidingBoundingBoxes(this.playerEntity, this.playerEntity.getEntityBoundingBox().contract(0.0625, 0.0625, 0.0625).isEmpty();"
  • 16:5616:56, 6 September 2022 diff hist +245 N Translations:Lagback/28/zhCreated page with "//检查玩家是否在碰撞箱内开始:这种情况下不会回弹 boolean noCollisionInside = worldserver.getCollidingBoundingBoxes(this.playerEntity, this.playerEntity.getEntityBoundingBox().contract(0.0625, 0.0625, 0.0625).isEmpty();" current
  • 16:5616:56, 6 September 2022 diff hist −65 Lagback/zhCreated page with "//开始运动验证 double deltaX = next_posX - this.playerEntity.posX; double deltaY = next_posY - this.playerEntity.posY; double deltaZ = next_posZ - this.playerEntity.posZ;"
  • 16:5616:56, 6 September 2022 diff hist +188 N Translations:Lagback/29/zhCreated page with "//开始运动验证 double deltaX = next_posX - this.playerEntity.posX; double deltaY = next_posY - this.playerEntity.posY; double deltaZ = next_posZ - this.playerEntity.posZ;" current
  • 16:5616:56, 6 September 2022 diff hist −10 Lagback/zhNo edit summary
  • 16:5516:55, 6 September 2022 diff hist −10 Translations:Lagback/30/zhNo edit summary current
  • 16:5516:55, 6 September 2022 diff hist −51 Lagback/zhCreated page with "* 在最初的计算过程中,玩家是在潜行,但不是“在地面上”,因此他们会越过边缘。但是,玩家仍然处于落地状态,这会设置 <code>onGround = true</code>。 * 在重新计算期间,玩家现在在实际着陆之前被认为是“在地面上”,这改变了潜行的行为:他们不能“从边缘掉下来”,尽管不在地面上。"
  • 16:5416:54, 6 September 2022 diff hist +385 N Translations:Lagback/22/zhCreated page with "* 在最初的计算过程中,玩家是在潜行,但不是“在地面上”,因此他们会越过边缘。但是,玩家仍然处于落地状态,这会设置 <code>onGround = true</code>。 * 在重新计算期间,玩家现在在实际着陆之前被认为是“在地面上”,这改变了潜行的行为:他们不能“从边缘掉下来”,尽管不在地面上。" current
  • 16:5416:54, 6 September 2022 diff hist −100 Lagback/zhCreated page with "this.playerEntity.handleFalling(this.playerEntity.posY - posY_original, packetIn.isOnGround()); } </syntaxhighlight>需要注意的是,玩家回弹时,掉落伤害不会被处理。这可能会导致玩家在最终落地时遭受意外的高坠落伤害。自1.15以来(被当作[https://bugs.mojang.com/browse/MC-153698 船掉落伤害bug]修复),跳跃重置玩家的坠落距离,这使回弹可以在高版本被利用在高坠落时幸存下来。"
  • 16:5416:54, 6 September 2022 diff hist +459 N Translations:Lagback/33/zhCreated page with "this.playerEntity.handleFalling(this.playerEntity.posY - posY_original, packetIn.isOnGround()); } </syntaxhighlight>需要注意的是,玩家回弹时,掉落伤害不会被处理。这可能会导致玩家在最终落地时遭受意外的高坠落伤害。自1.15以来(被当作[https://bugs.mojang.com/browse/MC-153698 船掉落伤害bug]修复),跳跃重置玩家的坠落距离,这使回弹可以在高版本被利用在高坠落时幸存下来。" current
  • 16:5116:51, 6 September 2022 diff hist −17 Lagback/zhNo edit summary
  • 16:5116:51, 6 September 2022 diff hist −17 Translations:Lagback/32/zhNo edit summary
  • 16:5016:50, 6 September 2022 diff hist −178 Lagback/zhCreated page with "if (this.playerEntity.onGround && !packetIn.isOnGround() && deltaY > 0.0) this.playerEntity.jump(); this.playerEntity.moveEntity(deltaX, deltaY, deltaZ); this.playerEntity.onGround = packetIn.isOnGround(); //calculates error between the expected and actual positions double errorX = next_posX - this.playerEntity.posX; double errorZ = next_posZ - this.playerEntity.posZ; double error_squared = errorX * errorX + errorZ * errorZ; boole..."
  • 16:5016:50, 6 September 2022 diff hist +320 N Translations:Lagback/32/zhCreated page with "//detects an error: player moved wrongly, or moved inside a collision box if (noCollisionInside && (movedWrongly || !next_noCollisionInside)) { //lags the player back to their previous position this.setPlayerLocation(this.lastPosX, this.lastPosY, this.lastPosZ, yaw, pitch); return; }"
  • 16:5016:50, 6 September 2022 diff hist +329 N Translations:Lagback/31/zhCreated page with "//将玩家设置到他们的实际位置,并检查碰撞 this.playerEntity.setPositionAndRotation(next_posX, next_posY, next_posZ, yaw, pitch); boolean next_noCollisionInside = worldserver.getCollidingBoundingBoxes(this.playerEntity, this.playerEntity.getEntityBoundingBox().contract(0.0625, 0.0625, 0.0625).isEmpty();" current
  • 16:5016:50, 6 September 2022 diff hist +575 N Translations:Lagback/30/zhCreated page with "if (this.playerEntity.onGround && !packetIn.isOnGround() && deltaY > 0.0) this.playerEntity.jump(); this.playerEntity.moveEntity(deltaX, deltaY, deltaZ); this.playerEntity.onGround = packetIn.isOnGround(); //calculates error between the expected and actual positions double errorX = next_posX - this.playerEntity.posX; double errorZ = next_posZ - this.playerEntity.posZ; double error_squared = errorX * errorX + errorZ * errorZ; boole..."
  • 16:4916:49, 6 September 2022 diff hist −77 Lagback/zhCreated page with "在单人游戏中,回弹是由这部分代码引起的(高度简化,我们忽略了飞行、睡眠、传送、重生、加载实体等异常情况......):<syntaxhighlight lang="java" line="1"> //in NetHandlerPlayServer.java public void processPlayer(PacketPlayer packetIn) { double posY_original = this.playerEntity.posY; this.lastPosX = this.playerEntity.posX; this.lastPosY = this.playerEntity.posY; this.lastPosZ = this.playerEntity.posZ; doub..."
  • 16:4916:49, 6 September 2022 diff hist +796 N Translations:Lagback/27/zhCreated page with "在单人游戏中,回弹是由这部分代码引起的(高度简化,我们忽略了飞行、睡眠、传送、重生、加载实体等异常情况......):<syntaxhighlight lang="java" line="1"> //in NetHandlerPlayServer.java public void processPlayer(PacketPlayer packetIn) { double posY_original = this.playerEntity.posY; this.lastPosX = this.playerEntity.posX; this.lastPosY = this.playerEntity.posY; this.lastPosZ = this.playerEntity.posZ; doub..."
  • 16:4816:48, 6 September 2022 diff hist −120 Lagback/zhCreated page with "一些跳跃高度没有作用。这仍在研究中。"
  • 16:4816:48, 6 September 2022 diff hist +12 N Translations:Lagback/26/zhCreated page with "== 代码 ==" current
  • 16:4816:48, 6 September 2022 diff hist +54 N Translations:Lagback/25/zhCreated page with "一些跳跃高度没有作用。这仍在研究中。" current
  • 16:4816:48, 6 September 2022 diff hist −56 Lagback/zhCreated page with "<youtube>https://youtu.be/IOrpHNqn5t0</youtube>"
  • 16:4816:48, 6 September 2022 diff hist +47 N Translations:Lagback/24/zhCreated page with "<youtube>https://youtu.be/IOrpHNqn5t0</youtube>" current
  • 16:4516:45, 6 September 2022 diff hist −153 Lagback/zhCreated page with "当玩家潜行降落在边缘时会发生潜行故障(或下蹲故障),这会导致他们掉落(在 1.16.2 中被修复)。"
  • 16:4416:44, 6 September 2022 diff hist +105 N Translations:Lagback/21/zhCreated page with "执行潜行故障时,服务器对玩家的预期移动与玩家的实际移动不同。原因如下:" current
  • 16:4416:44, 6 September 2022 diff hist +166 N Translations:Lagback/20/zhCreated page with "当玩家潜行降落在边缘时会发生潜行故障(或下蹲故障),这会导致他们掉落(在 1.16.2 中被修复)。"

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