Vertical Movement Formulas/zh: Difference between revisions

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(Created page with "*<math display="inline"> V\displaystyle _{Y,0}</math> 并没有被赋值,因为这无关紧要。按照惯例,第 0 tick 对应玩家跳跃前的初始速度。 *<math display="inline"> V\displaystyle _{Y,1}</math> 对应初始跳跃速度。每拥有一级跳跃提升这个值就增加 0.1。 *在 1.9 中跳跃高度略有提高,因为动量阈值被降低了(原来=1.249,现在=1.252)。 *终端速度为 -3.92 m/t *当...")
(Created page with ":{| class="wikitable" !介绍 !持续时间 |- |平地跳跃 |12 t |- |3bc 跳跃 |11 t |- |<nowiki>+0.5 跳跃</nowiki> |10 t |- | +1 跳跃 |9 t |- |2.5bc 跳跃 |6 t |- |2bc 跳跃 |3 t |- |1.8125bc 跳跃 |2 t |}")
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==跳跃持续时间==
<div lang="en" dir="ltr" class="mw-content-ltr">
==Jump duration ==
</div>


:跳跃的'''持续时间'''是起跳与落地之间 ticks 的数量。
<div lang="en" dir="ltr" class="mw-content-ltr">
:The '''duration''' of a jump is the number of ticks between jumping and landing.
</div>


:重复跳跃时,这也代表此类跳跃的循环周期。
<div lang="en" dir="ltr" class="mw-content-ltr">
:It also corresponds to the period of that jump's cycle when performed repeatedly.
</div>


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


<div lang="en" dir="ltr" class="mw-content-ltr">
:{| class="wikitable"
:{| class="wikitable"
!介绍
!Description
!持续时间
!Duration
|-
|-
|平地跳跃
|Flat Jump
|12 t
|12 t
|-
|-
|3bc Jump
|3bc 跳跃
|11 t
|11 t
|-
|-
|<nowiki>+0.5 Jump</nowiki>
|<nowiki>+0.5 跳跃</nowiki>
|10 t
|10 t
|-
|-
| +1 Jump
| +1 跳跃
|9 t
|9 t
|-
|-
|2.5bc Jump
|2.5bc 跳跃
|6 t
|6 t
|-
|-
|2bc Jump
|2bc 跳跃
|3 t
|3 t
|-
|-
|1.8125bc Jump
|1.8125bc 跳跃
|2 t
|2 t
|}
|}
</div>





Revision as of 15:16, 28 January 2022

Other languages:


跳跃公式

可以简单地计算出玩家在一次跳跃过程中的垂直速度:


  • Failed to parse (syntax error): {\displaystyle V\displaystyle _{Y,t} = \left (V_{Y,t-1} - \underset{重力}{0.08} \right ) \times \underset{阻力}{0.98}}


如果,则会被设为 0(该 tick 玩家的高度不会改变)。

在 1.9+,这个阈值变为 0.003。


注意

  • 并没有被赋值,因为这无关紧要。按照惯例,第 0 tick 对应玩家跳跃前的初始速度。
  • 对应初始跳跃速度。每拥有一级跳跃提升这个值就增加 0.1。
  • 在 1.9 中跳跃高度略有提高,因为动量阈值被降低了(原来=1.249,现在=1.252)。
  • 终端速度为 -3.92 m/t
  • 当玩家与方块垂直碰撞时,垂直动量被取消,仅保留加速度。


跳跃持续时间

跳跃的持续时间是起跳与落地之间 ticks 的数量。
重复跳跃时,这也代表此类跳跃的循环周期。
This notion is linked to the notion of Tiers.
介绍 持续时间
平地跳跃 12 t
3bc 跳跃 11 t
+0.5 跳跃 10 t
+1 跳跃 9 t
2.5bc 跳跃 6 t
2bc 跳跃 3 t
1.8125bc 跳跃 2 t


Source code

/* Code unrelated to vertical movement is cut out */
</div>

<div lang="en" dir="ltr" class="mw-content-ltr">
protected float getJumpUpwardsMotion(){
    return 0.42F;
}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
protected void jump()
{
    this.motionY = this.getJumpUpwardsMotion();
    if (this.isPotionActive(Potion.jump))
    {
        this.motionY += (this.getActivePotionEffect(Potion.jump).getAmplifier() + 1) * 0.1F;
    }
    this.isAirBorne = true;
}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
public void moveEntityWithHeading(float strafe, float forward)
{
    ... /* also moves the player horizontally */
</div>

    <div lang="en" dir="ltr" class="mw-content-ltr">
this.motionY -= 0.08;
    this.motionY *= 0.98;
}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
public void onLivingUpdate()
{
    if (this.jumpTicks > 0)
        --this.jumpTicks;
</div>

    <div lang="en" dir="ltr" class="mw-content-ltr">
if (Math.abs(this.motionY) < 0.005D)
        this.motionY = 0.0D;
</div>


    <div lang="en" dir="ltr" class="mw-content-ltr">
if (this.isJumping)
    {
        ... /* different if in water or lava */
</div>

        <div lang="en" dir="ltr" class="mw-content-ltr">
if (this.onGround && this.jumpTicks == 0)
        {
            this.jump();
            this.jumpTicks = 10; //activate autojump cooldown (0.5s)
        }
    }
        
    else
    {
        this.jumpTicks = 0; //reset autojump cooldown
    }
</div>

    <div lang="en" dir="ltr" class="mw-content-ltr">
...
    
    this.moveEntityWithHeading(this.moveStrafing, this.moveForward);
}