Vertical Movement Formulas/zh: Difference between revisions
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(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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:重复跳跃时,这也代表此类跳跃的循环周期。 |
:重复跳跃时,这也代表此类跳跃的循环周期。 |
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:这个概念与 [[Special:MyLanguage/Tiers|Tiers(阶)]] 的概念有关。 |
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:This notion is linked to the notion of [[Special:MyLanguage/Tiers|Tiers]]. |
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==源代码== |
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==Source code== |
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:<syntaxhighlight lang="java"> |
:<syntaxhighlight lang="java"> |
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/* 与垂直运动不相关的代码已被删去 */ |
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/* Code unrelated to vertical movement is cut out */ |
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protected float getJumpUpwardsMotion(){ |
protected float getJumpUpwardsMotion(){ |
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return 0.42F; |
return 0.42F; |
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} |
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protected void jump() |
protected void jump() |
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this.isAirBorne = true; |
this.isAirBorne = true; |
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Revision as of 15:19, 28 January 2022
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 (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://wikimedia.org/api/rest_v1/":): {\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。
- 这个概念与 Tiers(阶) 的概念有关。
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
源代码
/* 与垂直运动不相关的代码已被删去 */ protected float getJumpUpwardsMotion(){ return 0.42F; } 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 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); }