Dies ist eine alte Version des Dokuments!
Gruppe 1
In der Mitte eine Art Plattform, wobei 4 Wege davon wegführen. Bei jedem Weg steht am Ende ein Haus mit einem anderen Thema. Die Themen der Häuser sind:
1. Pink, Blumen 2. Jungle, Baumhäuser, Fluss, Brücke und Lagerfeuer 3. Beachhouse, Wasser und Volleyballfeld 4. Schnee, Eisbär
Skizze
Die Plattform, mit den 4 Wegen zu den Häusern, ist fertig programmiert, man muss nur noch ein gewähltes Material wählen und dies in den Code integrieren.
Wir haben die ganze Gruppe in zwei kleinere Gruppen geteilt, dadurch konnten wir die Häuser auf zwei Gruppen aufteilen.
Anfangsbedingungen
Code
#Anfang Wetter und Zeit def on_on_chat3(): gameplay.set_weather(CLEAR) gameplay.time_set(DayTime.NIGHT) on_on_chat3()
Plattform
Code
blocks.fill(PRISMARINE_SLAB, world(x, y, z), world(x+25, y, z+25), FillOperation.REPLACE) # grosser Block blocks.fill(AIR, world(x, y, z), world(x+4, y, z+4), FillOperation.REPLACE) #Löcher grosser Block blocks.fill(AIR, world(x+21, y, z+4), world(x+25, y, z), FillOperation.REPLACE) blocks.fill(AIR, world(x+21, y, z+21), world(x+25, y, z+25), FillOperation.REPLACE) blocks.fill(AIR, world(x+4, y, z+21), world(x, y, z+25), FillOperation.REPLACE) blocks.fill(PRISMARINE_SLAB, world(x+4, y, z+4), world(x+2, y, z+2), FillOperation.REPLACE) #Ecken klein blocks.fill(PRISMARINE_SLAB, world(x+21, y, z+4), world(x+23, y, z+2), FillOperation.REPLACE) blocks.fill(PRISMARINE_SLAB, world(x+21, y, z+21), world(x+23, y, z+23), FillOperation.REPLACE) blocks.fill(PRISMARINE_SLAB, world(x+4, y, z+21), world(x+2, y, z+23), FillOperation.REPLACE) blocks.fill(SANDSTONE_SLAB, world(x+11, y, z-1), world(x+13, y, z-60), FillOperation.REPLACE)# Wege #Wald blocks.fill(JUNGLE_WOOD_SLAB, world(x+26, y, z+11), world(x+86, y, z+13), FillOperation.REPLACE) #Pink blocks.fill(CHERRY_SLAB, world(x+11, y, z+26), world(x+13, y, z+86), FillOperation.REPLACE) #PINK blocks.fill(QUARTZ_SLAB, world(x-1, y, z+11), world(x-60, y, z+13), FillOperation.REPLACE)#Beachhouse blocks.fill(JUNGLE_FENCE, world(x+86, y, z-13), world(x+137, y, z+37), FillOperation.REPLACE) #Zaun ganz gefüllt #Wald blocks.fill(CHERRY_FENCE, world(x+37, y, z+86), world(x-13, y, z+137), FillOperation.REPLACE) #Pink blocks.fill(WARPED_FENCE, world(x-60, y, z+37), world(x-111, y, z-13), FillOperation.REPLACE) #Schnee blocks.fill(BAMBOO_FENCE, world(x+37, y, z-60), world(x-13, y, z-111), FillOperation.REPLACE)#Beachhouse blocks.place(JUNGLE_FENCE_GATE, world(x+86, y, z+12))#Zauntuere Wald blocks.place(blocks.block_with_data(JUNGLE_FENCE_GATE, 3), world(x+86, y, z+12)) #zauntuere drehen blocks.place(CHERRY_FENCE_GATE, world(x+12, y, z+86))#Zauntuere PINK blocks.place(blocks.block_with_data(CHERRY_FENCE_GATE, 3), world(x+12, y, z+86)) #zauntuere drehen blocks.place(WARPED_FENCE_GATE, world(x-60, y, z+12))#Zauntuere Schnee blocks.place(blocks.block_with_data(SPRUCE_FENCE_GATE, 3), world(x-60, y, z+12)) #zauntuere drehen blocks.place(BAMBOO_FENCE_GATE, world(x+12, y, z-60)) #Zauntuere Beachhouse blocks.place(blocks.block_with_data(BAMBOO_FENCE_GATE, 2), world(x+12, y, z-60)) #zauntuere drehen blocks.fill(AIR, world(x+87, y, z-12), world(x+136, y, z+36), FillOperation.REPLACE) #Fläche mit Zaun mit Luft füllen #Wald blocks.fill(AIR, world(x+36, y, z+87), world(x-12, y, z+136), FillOperation.REPLACE) #Pink blocks.fill(AIR, world(x-61, y, z+36), world(x-110, y, z-12), FillOperation.REPLACE) #Schnee blocks.fill(AIR, world(x+36, y, z-61), world(x-12, y, z-110), FillOperation.REPLACE) #Beachhouse
Jungle
Das Haus mit dem Thema Jungle ist fast fertig, die zwei Baumhäuser mit gemeinsamer Terrasse, der Fluss, der Brunnen in Froschform, eine Brücke über den Fluss und ein Platz mit Lagerfeuer sind fertig. Wir sind noch bei den Bäumen und bei der Interaktion mit der/dem Spieler/in. Gleichzeitig recherchieren wir an Ideen für das Beach house.
Regen
Es regnet auf der ganzen Welt, wenn eine Person, „Jungle“ in den Chat schreibt.
Code
def on_on_chat2 (): # Wenn die Spielerinn oder der Spieler Jungle in den Chat schreibt wird es beginnen zu regnen
gameplay.set_weather(RAIN)
player.on_chat("jungle", on_on_chat2)
Baumhäuser
Code
blocks.fill(LOG_JUNGLE, world(x+101, y, z), world(x+103, y+10, z+2), FillOperation.HOLLOW)#hohler Turm blocks.fill(AIR, world(x+102, y+10, z+1), world(x+102, y+10, z+1), FillOperation.REPLACE) blocks.place(AIR, world(x+102, y, z+1))#Mitte des Turmes (hohl) blocks.place(SEA_LANTERN, world(x+102, y-1, z+1))#LATERNE blocks.place(SPRUCE_DOOR, world(x+102, y, z+2))#Türe blocks.place (LADDER, world(x+102, y, z+1))#Leiter blocks.fill(PLANKS_JUNGLE, world(x+95, y+10, z-4), world(x+108, y+10, z+11), FillOperation.HOLLOW)#Bodenplatte blocks.place( AIR, world(x+102, y+10, z+1))#Loch für Treppe blocks.fill(JUNGLE_FENCE, world(x+95, y+11, z-4), world(x+108, y+11, z+11), FillOperation.HOLLOW)#Zaun auf Bodenplatte blocks.fill( AIR, world(x+96, y+11, z-3), world(x+107, y+11, z+10), FillOperation.REPLACE) #Zwischenraum von Haus zu Zaun blocks.fill(LOG_JUNGLE, world(x+98, y+10, z-1), world(x+105, y+15, z+4), FillOperation.HOLLOW)# Haus blocks.place(SEA_LANTERN, world(x+101, y+15, z+1)) #Laterne blocks.place(SEA_LANTERN, world(x+103, y+15, z+1)) #Laterne blocks.place( AIR, world(x+102, y+10, z+1)) #loch für Treppe blocks.place( SPRUCE_DOOR, world(x+101, y+11, z+4))#Türe blocks.fill(GLASS, world(x+99, y+12, z-1), world(x+104, y+14, z-1), FillOperation.REPLACE)#GLass, vom Eintretten ins Baumhaus vorne blocks.fill( GLASS, world(x+105, y+12, z), world(x+105, y+14, z+3), FillOperation.REPLACE)#Glass, vom Eintretten ins Baumhaus rechts blocks.fill( GLASS, world(x+98, y+12, z), world(x+98, y+14, z+3), FillOperation.REPLACE)#Glass, vom Eintretten ins Baumhaus links blocks.fill(PLANKS_BIRCH, world(x+95, y+16, z-4), world(x+108, y+16, z+8), FillOperation.HOLLOW)#Bodenplatte blocks.place( AIR, world(x+102, y+16, z+1))#Loch für Treppe blocks.fill(OAK_FENCE, world(x+95, y+17, z-4), world(x+108, y+17, z+8), FillOperation.HOLLOW)#Zaun auf Bodenplatte blocks.fill( AIR, world(x+96, y+17, z-3), world(x+107, y+17, z+7), FillOperation.REPLACE) #Zwischenraum von Haus zu Zaun blocks.fill(LOG_JUNGLE, world(x+98, y+16, z-1), world(x+105, y+21, z+4), FillOperation.HOLLOW)# Haus blocks.place( SPRUCE_DOOR, world(x+101, y+17, z+4))#Türe blocks.fill(GLASS, world(x+99, y+18, z-1), world(x+104, y+20, z-1), FillOperation.REPLACE)#GLass, vom Eintretten ins Baumhaus vorne blocks.fill( GLASS, world(x+105, y+18, z), world(x+105, y+20, z+3), FillOperation.REPLACE)#Glass, vom Eintretten ins Baumhaus rechts blocks.fill( GLASS, world(x+98, y+18, z), world(x+98, y+20, z+3), FillOperation.REPLACE)#Glass, vom Eintretten ins Baumhaus links blocks.place( AIR, world(x+102, y+18, z+1)) #Loch für Treppe blocks.fill(PLANKS_BIRCH, world(x+98, y+22, z-1), world(x+105, y+22, z+4), FillOperation.REPLACE)# Dach blocks.fill(PLANKS_BIRCH, world(x+99, y+23, z), world(x+104, y+23, z+3), FillOperation.REPLACE)# Dach blocks.fill(BIRCH_WOOD_SLAB, world(x+101, y+24, z+2), world(x+102, y+24, z+1), FillOperation.REPLACE)# Dach blocks.place(SEA_LANTERN, world(x+100, y+21, z+1)) #Laterne blocks.place(SEA_LANTERN, world(x+103, y+21, z+1)) #Laterne blocks.fill(LOG_JUNGLE, world(x+102, y+11, z), world(x+102, y+16, z-1), FillOperation.REPLACE)#Treppe von 1OG in 2OG blocks.fill( LADDER, world(x+102, y, z+1), world(x+102, y+18, z+1), FillOperation.REPLACE)#Leiter blocks.fill(LOG_JUNGLE, world(x+95, y, z+25), world(x+97, y+10, z+27), FillOperation.HOLLOW)#hohler Turm blocks.fill(AIR, world(x+96, y+10, z+26), world(x+97, y+10, z+26), FillOperation.REPLACE) blocks.place ( AIR, world(x+96, y, z+26))#Mitte des Turmes Hohl blocks.place(SEA_LANTERN, world (x+96, y-1, z+26)) #Laterne blocks.place (SPRUCE_DOOR, world(x+95, y, z+26))#Türe blocks.fill(PLANKS_JUNGLE, world(x+90, y+10, z+20), world(x+102, y+10, z+33), FillOperation.HOLLOW)#Bodenplatte blocks.fill(JUNGLE_FENCE, world(x+90, y+11, z+20), world(x+102, y+11, z+33), FillOperation.HOLLOW)#Zaun auf Bodenplatte blocks.fill( AIR, world(x+91, y+11, z+21), world(x+101, y+11, z+32), FillOperation.REPLACE) #Zwischenraum von haus zu Zaun blocks.fill(LOG_JUNGLE, world(x+93, y+10, z+23), world(x+99,y+15, z+30), FillOperation.HOLLOW)# Haus blocks.place( AIR, world(x+96, y+10, z+26))#Loch für Treppe blocks.fill( LADDER, world(x+96, y, z+26), world(x+96, y+10, z+26), FillOperation.REPLACE)#Leiter blocks.place( SPRUCE_DOOR, world(x+96, y+11, z+23))#Türe blocks.fill(GLASS, world(x+99, y+12, z+25), world(x+99, y+13, z+28), FillOperation.REPLACE)#GLass, vom Eintretten ins Baumhaus links blocks.fill( GLASS, world(x+93, y+12, z+25), world(x+93, y+13, z+28), FillOperation.REPLACE)#Glass, vom Eintretten ins Baumhaus rechts blocks.fill( GLASS, world(x+95, y+12, z+30), world(x+97, y+13, z+30), FillOperation.REPLACE)#Glass, vom Eintretten ins Baumhaus vorne blocks.fill(PLANKS_BIRCH, world(x+93, y+15, z+23), world(x+99, y+15, z+30), FillOperation.REPLACE)# Dach blocks.fill(PLANKS_BIRCH, world(x+95, y+16, z+25), world(x+97, y+16, z+28), FillOperation.REPLACE)# Dach blocks.fill(BIRCH_WOOD_SLAB, world(x+96, y+17, z+26), world(x+96, y+17, z+27), FillOperation.REPLACE)# Dach blocks.place(SEA_LANTERN, world(x+97, y+15, z+26)) #Laterne blocks.place(SEA_LANTERN, world(x+95, y+15, z+26)) #Laterne blocks.fill(PLANKS_JUNGLE, world(x+101, y+10, z+12), world(x+97, y+10, z+15), FillOperation.HOLLOW)#Bodenplatte fuer Baumhausuebergang blocks.fill(PLANKS_JUNGLE, world(x+100, y+10, z+16), world(x+96, y+10, z+16), FillOperation.HOLLOW)#Bodenplatte fuer Baumhausuebergang blocks.fill(PLANKS_JUNGLE, world(x+99, y+10, z+17), world(x+95, y+10, z+19), FillOperation.HOLLOW)#Bodenplatte fuer Baumhausuebergang blocks.fill(JUNGLE_FENCE, world(x+101, y+11, z+11), world(x+97, y+11, z+15), FillOperation.HOLLOW)#Zaun fuer Baumhausuebergang blocks.fill(JUNGLE_FENCE, world(x+100, y+11, z+16), world(x+96, y+11, z+16), FillOperation.HOLLOW)#Zaun fuer Baumhausuebergang blocks.fill(JUNGLE_FENCE, world(x+99, y+11, z+17), world(x+95, y+11, z+19), FillOperation.HOLLOW)#Zaun fuer Baumhausuebergang blocks.fill(AIR, world(x+98, y+11, z+17), world(x+96, y+11, z+20), FillOperation.HOLLOW)#Luft fuer Baumhausuebergang blocks.place(AIR, world(x+98, y+11, z+16))#Luft fuer Baumhausuebergang blocks.place(JUNGLE_FENCE, world(x+96, y+11, z+17))#Zaun fuer Baumhausuebergang blocks.fill(AIR, world(x+98, y+11, z+15), world(x+100, y+11, z+11), FillOperation.HOLLOW)#Luft fuer Baumhausuebergang blocks.place(JUNGLE_FENCE, world(x+100, y+11, z+15))#Zaun fuer Baumhausuebergang blocks.place(JUNGLE_FENCE, world(x+101, y+11, z+15))#Zaun fuer Baumhausuebergang blocks.fill(JUNGLE_FENCE, world(x+101, y+11, z+15), world(x+101, y+11, z+12), FillOperation.HOLLOW)#Zaun fuer Baumhausuebergang blocks.fill(JUNGLE_FENCE, world(x+97, y+11, z+15), world(x+97, y+11, z+12), FillOperation.HOLLOW)#Zaun fuer Baumhausuebergang
Fluss
Code
blocks.fill(WATER, world(x+118, y-1, z+20), world(x+113, y-2, z+18), FillOperation.REPLACE) blocks.fill(WATER, world(x+117, y-1, z+21), world(x+115, y-1, z+17), FillOperation.REPLACE) blocks.fill(WATER, world(x+112, y-1, z+18), world(x+111, y-1, z+15), FillOperation.REPLACE) blocks.fill(WATER, world(x+111, y-1, z+15), world(x+110, y-1, z+14), FillOperation.REPLACE) blocks.fill(WATER, world(x+110, y-1, z+14), world(x+108, y-1, z+13), FillOperation.REPLACE) blocks.fill(WATER, world(x+108, y-1, z+13), world(x+106, y-1, z+12), FillOperation.REPLACE) blocks.fill(WATER, world(x+106, y-1, z+13), world(x+104, y-1, z+14), FillOperation.REPLACE) blocks.fill(WATER, world(x+104, y-1, z+14), world(x+103, y-1, z+15), FillOperation.REPLACE) blocks.fill(WATER, world(x+103, y-1, z+15), world(x+102, y-1, z+19), FillOperation.REPLACE) blocks.fill(WATER, world(x+102, y-1, z+19), world(x+101, y-1, z+21), FillOperation.REPLACE) blocks.fill(WATER, world(x+101, y-1, z+21), world(x+100, y-1, z+23), FillOperation.REPLACE) blocks.fill(WATER, world(x+100, y-1, z+23), world(x+99, y-1, z+28), FillOperation.REPLACE) blocks.fill(WATER, world(x+99, y-1, z+28), world(x+98, y-1, z+29), FillOperation.REPLACE) blocks.fill(WATER, world(x+98, y-1, z+29), world(x+97, y-1, z+30), FillOperation.REPLACE) blocks.fill(WATER, world(x+97, y-1, z+30), world(x+94, y-1, z+31), FillOperation.REPLACE) blocks.fill(WATER, world(x+94, y-1, z+30), world(x+93, y-1, z+29), FillOperation.REPLACE) blocks.fill(WATER, world(x+93, y-1, z+29), world(x+91, y-1, z+28), FillOperation.REPLACE) blocks.fill(WATER, world(x+91, y-1, z+28), world(x+90, y-1, z+22), FillOperation.REPLACE) blocks.fill(WATER, world(x+90, y-1, z+22), world(x+89, y-1, z+15), FillOperation.REPLACE) blocks.fill(WATER, world(x+90, y-1, z+15), world(x+91, y-1, z+14), FillOperation.REPLACE) blocks.fill(WATER, world(x+91, y-1, z+14), world(x+92, y-1, z+12), FillOperation.REPLACE) blocks.fill(WATER, world(x+92, y-1, z+12), world(x+93, y-1, z+10), FillOperation.REPLACE) blocks.fill(WATER, world(x+93, y-1, z+10), world(x+94, y-1, z+8), FillOperation.REPLACE) blocks.fill(WATER, world(x+94, y-1, z+8), world(x+95, y-1, z+4), FillOperation.REPLACE) blocks.fill(WATER, world(x+95, y-1, z+4), world(x+96, y-1, z+2), FillOperation.REPLACE) blocks.fill(WATER, world(x+96, y-1, z+2), world(x+97, y-1, z), FillOperation.REPLACE) blocks.fill(WATER, world(x+97, y-1, z), world(x+98, y-1, z-3), FillOperation.REPLACE) blocks.fill(WATER, world(x+98, y-1, z-3), world(x+99, y-1, z-5), FillOperation.REPLACE) blocks.place(LOG_JUNGLE, world(x+99, y, z-6))
Froschbrunnen
Code
blocks.fill(STONE, world(x+122, y, z+20), world(x+120, y+1, z+18), FillOperation.REPLACE) #Grund des Frosches blocks.fill(STONE_SLAB, world(x+122, y+2, z+20), world(x+120, y+2, z+18), FillOperation.REPLACE) blocks.place(STONE_SLAB, world(x+120, y+1, z+19)) #Mund des Frosches blocks.fill(STONE_SLAB, world(x+122, y+2, z+20), world(x+120, y+2, z+18), FillOperation.REPLACE) blocks.place(STONE, world(x+121, y+2, z+20)) blocks.place(STONE, world(x+121, y+2, z+18))#Augen blocks.fill(STONE_SLAB, world(x+119, y, z+20), world(x+119, y, z+18), FillOperation.REPLACE) #Arme des Frosches blocks.fill(STONE_BRICK_STAIRS, world(x+123, y, z+20), world(x+123, y, z+18), FillOperation.REPLACE) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+123, y, z+20)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+123, y, z+19)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+123, y, z+18))#Treppen umkehren blocks.fill(STONE, world(x+121, y, z+17), world(x+121, y+1, z+17), FillOperation.REPLACE) blocks.fill(STONE, world(x+121, y, z+21), world(x+121, y+1, z+21), FillOperation.REPLACE) blocks.place(STONE_BRICK_STAIRS, world(x+120, y, z+17)) blocks.place(STONE_BRICK_STAIRS, world(x+120, y, z+21)) #Füsse des Frosches blocks.place(WATER, world(x+120, y+1, z+19))
Brücke
Code
blocks.fill(STONE_BRICK_STAIRS, world(x+90, y, z+11), world(x+90, y, z+13), FillOperation.REPLACE) blocks.fill(STONE_BRICKS_SLAB, world(x+91, y+1, z+11), world(x+94, y+1, z+13), FillOperation.REPLACE) blocks.fill(STONE_BRICK_STAIRS, world(x+95, y, z+11), world(x+95, y, z+13), FillOperation.REPLACE) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+95, y, z+11)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+95, y, z+12)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+95, y, z+13))
Lagerfeuer
Code
blocks.fill(STONE_BRICKS, world(x+112, y-1, z-3), world(x+116, y-1, z+1), FillOperation.REPLACE) blocks.place(GRASS, world(x+112, y-1, z-3)) blocks.place(GRASS, world(x+116, y-1, z-3)) blocks.place(GRASS, world(x+112, y-1, z+1)) blocks.place(GRASS, world(x+116, y-1, z+1)) blocks.place(CAMPFIRE, world(x+114, y, z-1))
Bäume(Setzlinge)
Code
blocks.fill(JUNGLE_SAPLING, world(x+88, y, z-11), world(x+89, y, z-10), FillOperation.REPLACE) blocks.place(JUNGLE_SAPLING, world(x+91, y, z-5)) blocks.fill(JUNGLE_SAPLING, world(x+95, y, z-12), world(x+96, y, z-11), FillOperation.REPLACE) blocks.fill(JUNGLE_SAPLING, world(x+120, y, z-11), world(x+121, y, z-10), FillOperation.REPLACE) blocks.fill(JUNGLE_SAPLING, world(x+133, y, z-6), world(x+132, y, z-5), FillOperation.REPLACE) blocks.place(JUNGLE_SAPLING, world(x+126, y, z-9)) blocks.place(JUNGLE_SAPLING, world(x+125, y, z-2)) blocks.fill(JUNGLE_SAPLING, world(x+123, y, z+4), world(x+124, y, z+4), FillOperation.REPLACE) blocks.place(JUNGLE_SAPLING, world(x+124, y, z+4)) blocks.place(JUNGLE_SAPLING, world(x+126, y, z+8)) blocks.fill(JUNGLE_SAPLING, world(x+135, y, z+10), world(x+134, y, z+11), FillOperation.REPLACE) blocks.fill(JUNGLE_SAPLING, world(x+132, y, z+20), world(x+133, y, z+21), FillOperation.REPLACE) blocks.fill(JUNGLE_SAPLING, world(x+130, y, z+34), world(x+131, y, z+35), FillOperation.REPLACE) blocks.fill(JUNGLE_SAPLING, world(x+106, y, z+33), world(x+107, y, z+34), FillOperation.REPLACE) blocks.place(JUNGLE_SAPLING, world (x+88, y, z+3))
Auftrag im Chat
Code
def on_travelled_walkd():
x = player.position().get_value(Axis.X)
y = player.position().get_value(Axis.Y)
z = player.position().get_value(Axis.Z)
if (x==88) and (y) and (10<z<13):
player.say("place bone meal on sapplings, Press key E to get bone meal out of inventory")
player.on_travelled(WALK, on_travelled_walkd)
Beachhouse
Unsere Ideen für das Beachhouse, wären: Villa, Pool, Volleyballplatz und Palmen.
Sandboden
Code
def Sand(x, y, z): blocks.fill(SAND, world(x-12, y-1, z-61), world(x+36, y-4, z-110), FillOperation.REPLACE)
Sonnenuntergang
Wenn eine Person in den Chat „Beach“ schreibt, ändert sich die Zeit zum Sonnenaufgang.
Code
def on_on_chat(): # Die Zeit ändert sich, wenn jemand Beach in den Chat schreibt
gameplay.time_set(gameplay.time(DAWN))
player.on_chat("beach", on_on_chat)
Villa
Code
def Villa(x,y,z): blocks.fill(WHITE_CONCRETE, world(x+10, y, z-80), world(x+30, y, z-106), FillOperation.REPLACE) #Plattform vom Haus blocks.fill(WHITE_CONCRETE, world(x+10, y+1, z-80), world(x+10, y+1, z-106), FillOperation.REPLACE)#Rand von Platform links blocks.fill(WHITE_CONCRETE, world(x+30, y+1, z-80), world(x+30, y+1, z-106), FillOperation.REPLACE)#Rand von Platform rechts blocks.fill(WHITE_CONCRETE, world(x+10, y+1, z-106), world(x+30, y+1, z-106), FillOperation.REPLACE)#Rand von Platform hinten blocks.fill(QUARTZ_STAIRS, world(x+11, y, z-79), world(x+27, y, z-79), FillOperation.REPLACE)#Treppen vor Plattform blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(x+11, y, z-79), world(x+27, y, z-79))#Treppen drehen blocks.fill(WHITE_CONCRETE, world(x+28, y+1, z-80), world(x+30, y+1, z-88), FillOperation.REPLACE)#Kaktus "Hochbeet" blocks.place(CACTUS, world(x+29, y+2, z-81))#Kaktus blocks.place(CACTUS, world(x+29, y+2, z-83))#Kaktus blocks.place(CACTUS, world(x+29, y+2, z-85))#Kaktus blocks.place(CACTUS, world(x+29, y+2, z-87))#Kaktus blocks.fill(WHITE_CONCRETE, world(x+15, y+1, z-103), world(x+30, y+6, z-103), FillOperation.REPLACE)#Haus Hintenwand blocks.fill(WHITE_CONCRETE, world(x+15, y+1, z-88), world(x+30, y+6, z-88), FillOperation.REPLACE)#Haus Vorderwand blocks.fill(WHITE_CONCRETE, world(x+15, y+1, z-88), world(x+15, y+6, z-103), FillOperation.REPLACE)#Haus Linkewand blocks.fill(WHITE_CONCRETE, world(x+30, y+1, z-88), world(x+30, y+6, z-103), FillOperation.REPLACE)#Haus Rechtewand blocks.fill(WHITE_CONCRETE, world(x+15, y+6, z-88), world(x+30, y+6, z-103), FillOperation.REPLACE)#Haus Hausdach blocks.place(BIRCH_DOOR_ITEM, world(x+16, y+1, z-88))#Haus Haustüre blocks.place(blocks.block_with_data(BIRCH_DOOR_ITEM, 3), world(x+16, y+1, z-88))#Treppen drehen blocks.fill(QUARTZ_STAIRS, world(x+18, y+1, z-83), world(x+19, y+1, z-83), FillOperation.REPLACE)#Treppen vor dem Haus erste Schicht blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(x+18, y+1, z-83), world(x+19, y+1, z-83))#Treppen drehen blocks.fill(QUARTZ_STAIRS, world(x+18, y+2, z-84), world(x+19, y+2, z-84), FillOperation.REPLACE)#Treppen vor dem Haus zweite Schicht blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(x+18, y+2, z-84), world(x+19, y+2, z-84))#Treppen drehen blocks.fill(QUARTZ_STAIRS, world(x+18, y+3, z-85), world(x+19, y+3, z-85), FillOperation.REPLACE)#Treppen vor dem Haus dritte Schicht blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(x+18, y+3, z-85), world(x+19, y+3, z-85))#Treppen drehen blocks.fill(QUARTZ_STAIRS, world(x+18, y+4, z-86), world(x+19, y+4, z-86), FillOperation.REPLACE)#Treppen vor dem Haus vierte Schicht blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(x+18, y+4, z-86), world(x+19, y+4, z-86))#Treppen drehen blocks.fill(QUARTZ_STAIRS, world(x+18, y+5, z-87), world(x+19, y+5, z-87), FillOperation.REPLACE)#Treppen vor dem Haus fünf Schicht blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(x+18, y+5, z-87), world(x+19, y+5, z-87))#Treppen drehen blocks.fill(QUARTZ_STAIRS, world(x+18, y+6, z-88), world(x+19, y+6, z-88), FillOperation.REPLACE)#Treppen vor dem Haus sechs Schicht blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(x+18, y+6, z-88), world(x+19, y+6, z-88))#Treppen drehen blocks.fill(IRON_BLOCK, world(x+14, y+7, z-87), world(x+31, y+7, z-104), FillOperation.REPLACE)#Haus Steindach blocks.fill(QUARTZ_STAIRS, world(x+18, y+7, z-89), world(x+19, y+7, z-89), FillOperation.REPLACE)#Treppen vor dem Haus sieben Schicht blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(x+18, y+7, z-89), world(x+19, y+7, z-89))#Treppen drehen blocks.fill(GRAY_STAINED_GLASS_PANE, world(x+15, y+8, z-87), world(x+30, y+8, z-87), FillOperation.REPLACE)#Haus Vorderwand Dachglass blocks.fill(AIR, world(x+18, y+7, z-87), world(x+19, y+8, z-88), FillOperation.REPLACE)#Luft bei Treppe zum Dach blocks.fill(GRAY_STAINED_GLASS_PANE, world(x+14, y+8, z-87), world(x+14, y+8, z-104), FillOperation.REPLACE)#Haus Linkewand Dachglass blocks.fill(GRAY_STAINED_GLASS_PANE, world(x+31, y+8, z-87), world(x+31, y+8, z-104), FillOperation.REPLACE)#Haus Rechtewand Dachglass blocks.fill(GRAY_STAINED_GLASS_PANE, world(x+15, y+8, z-104), world(x+30, y+8, z-104), FillOperation.REPLACE)#Haus Hintenwand Dachglass blocks.fill(GRAY_STAINED_GLASS_PANE, world(x+17, y+8, z-87), world(x+17, y+8, z-89), FillOperation.REPLACE)#Haus Vorderwand Dachglass links von Treppe blocks.fill(GRAY_STAINED_GLASS_PANE, world(x+20, y+8, z-87), world(x+20, y+8, z-89), FillOperation.REPLACE)#Haus Vorderwand Dachglass rechts von Treppe blocks.fill(GLASS, world(x+26, y+1, z-88), world(x+22, y+4, z-88), FillOperation.REPLACE)#Glassfenster blocks.fill(IRON_BLOCK, world(x+27, y+1, z-88), world(x+27, y+4, z-88), FillOperation.REPLACE)#Glassfenster Säule rechts blocks.fill(IRON_BLOCK, world(x+24, y+1, z-88), world(x+24, y+4, z-88), FillOperation.REPLACE)#Glassfenster Säule mitte blocks.fill(IRON_BLOCK, world(x+21, y+1, z-88), world(x+21, y+4, z-88), FillOperation.REPLACE)#Glassfenster Säule links blocks.fill(IRON_BLOCK, world(x+27, y+5, z-88), world(x+21, y+5, z-88), FillOperation.REPLACE)#Glassfenster Säule oben blocks.fill(IRON_BLOCK, world(x+27, y+5, z-88), world(x+21, y+5, z-88), FillOperation.REPLACE)#Glassfenster Säule oben blocks.fill(WATER, world(x+27, y, z-87), world(x+21, y, z-83), FillOperation.REPLACE)#POOl blocks.fill(GLASS, world(x+16, y+2, z-103), world(x+28, y+5, z-103), FillOperation.REPLACE)#Fenster hinter blocks.fill(GLASS, world(x+15, y+2, z-89), world(x+15, y+5, z-102), FillOperation.REPLACE)#Fenster links blocks.fill(GLASS, world(x+30, y+2, z-89), world(x+30, y+5, z-102), FillOperation.REPLACE)#fenster rechts
Volleyballfeld
Code
blocks.fill(WHITE_CONCRETE, world(x-5, y-1, z-93), world(x-5, y-1, z-103), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(x+1, y-1, z-93), world(x+1, y-1, z-103), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(x+1, y-1, z-93), world(x-5, y-1, z-93), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(x+1, y-1, z-103), world(x-5, y-1, z-103), FillOperation.REPLACE) blocks.fill(OAK_FENCE, world(x+1, y, z-98), world(x+1, y+2, z-98), FillOperation.REPLACE) blocks.fill(OAK_FENCE, world(x-5, y, z-98), world(x-5, y+2, z-98), FillOperation.REPLACE) blocks.fill(SAND, world(x, y-1, z-94), world(x-4, y-1, z-102), FillOperation.REPLACE) blocks.fill(COBWEB, world(x, y+1, z-98), world(x-4, y+2, z-98), FillOperation.REPLACE)
Palme
Code
def Palme(x, y, z): blocks.fill(LOG_JUNGLE, world(x+31, y, z-69), world(x+31, y+1, z-68), FillOperation.REPLACE) blocks.place(LOG_JUNGLE, world(x+32, y, z-68)) blocks.place(LOG_JUNGLE, world(x+31, y+2, z-69)) blocks.fill(LOG_JUNGLE, world(x+30, y+2, z-69), world(x+30, y+5, z-69), FillOperation.REPLACE) blocks.fill(LOG_JUNGLE, world(x+29, y+5, z-69), world(x+29, y+7, z-69), FillOperation.REPLACE) #Palmstamm blocks.place(LEAVES_JUNGLE, world(x+29, y+7, z-68)) blocks.place(LEAVES_JUNGLE, world(x+29, y+7, z-70)) blocks.fill(LEAVES_JUNGLE, world(x+28, y+8, z-68), world(x+30, y+8, z-70), FillOperation.REPLACE)#Blätter um Krone blocks.place(LOG_JUNGLE, world(x+29, y+8, z-69))#Baumstamm zwischen Blätter blocks.fill(LEAVES_JUNGLE, world(x+29, y+9, z-68), world(x+29, y+9, z-66), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+29, y+8, z-66), world(x+29, y+8, z-63), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+28, y+7, z-63), world(x+28, y+7, z-61), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+28, y+9, z-67)) blocks.place(LEAVES_JUNGLE, world(x+30, y+9, z-67)) blocks.place(LEAVES_JUNGLE, world(x+28, y+8, z-65)) blocks.place(LEAVES_JUNGLE, world(x+30, y+8, z-65)) blocks.place(LEAVES_JUNGLE, world(x+27, y+7, z-63)) blocks.place(LEAVES_JUNGLE, world(x+29, y+7, z-62)) blocks.place(LEAVES_JUNGLE, world(x+27, y+7, z-61)) blocks.fill(LEAVES_JUNGLE, world(x+28, y+9, z-69), world(x+25, y+9, z-69), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+25, y+8, z-69)) blocks.fill(LEAVES_JUNGLE, world(x+25, y+8, z-70), world(x+23, y+8, z-70), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+23, y+7, z-70), world(x+21, y+7, z-70), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+27, y+9, z-68)) blocks.place(LEAVES_JUNGLE, world(x+26, y+9, z-70)) blocks.place(LEAVES_JUNGLE, world(x+25, y+9, z-68)) blocks.place(LEAVES_JUNGLE, world(x+24, y+8, z-71)) blocks.place(LEAVES_JUNGLE, world(x+23, y+8, z-69)) blocks.place(LEAVES_JUNGLE, world(x+23, y+7, z-71)) blocks.place(LEAVES_JUNGLE, world(x+22, y+7, z-69)) blocks.place(LEAVES_JUNGLE, world(x+21, y+7, z-71)) blocks.fill(LEAVES_JUNGLE, world(x+29, y+9, z-70), world(x+29, y+9, z-73), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+29, y+8, z-73), world(x+29, y+8, z-75), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+30, y+7, z-75), world(x+30, y+7, z-77), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+29, y+7, z-75)) blocks.place(LEAVES_JUNGLE, world(x+30, y+9, z-70)) blocks.place(LEAVES_JUNGLE, world(x+28, y+9, z-71)) blocks.place(LEAVES_JUNGLE, world(x+30, y+9, z-72)) blocks.place(LEAVES_JUNGLE, world(x+28, y+9, z-73)) blocks.place(LEAVES_JUNGLE, world(x+30, y+8, z-74)) blocks.place(LEAVES_JUNGLE, world(x+28, y+8, z-75)) blocks.place(LEAVES_JUNGLE, world(x+31, y+7, z-76)) blocks.place(LEAVES_JUNGLE, world(x+29, y+7, z-77)) blocks.fill(LEAVES_JUNGLE, world(x+30, y+9, z-69), world(x+32, y+9, z-69), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+32, y+8, z-69), world(x+34, y+8, z-69), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+35, y+7, z-69), world(x+36, y+7, z-69), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+31, y+9, z-68)) blocks.place(LEAVES_JUNGLE, world(x+32, y+9, z-70)) blocks.place(LEAVES_JUNGLE, world(x+33, y+8, z-68)) blocks.place(LEAVES_JUNGLE, world(x+34, y+8, z-70)) blocks.place(LEAVES_JUNGLE, world(x+35, y+7, z-68))# Erste Stufe der Palmenblätter blocks.place(LEAVES_JUNGLE, world(x+31, y+7, z-76)) blocks.fill(LEAVES_JUNGLE, world(x+29, y+8, z-69), world(x+29, y+10, z-69), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+28, y+10, z-69), world(x+28, y+11, z-68), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+27, y+11, z-68), world(x+27, y+11, z-67), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+26, y+11, z-67), world(x+26, y+11, z-66), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+25, y+11, z-66), world(x+25, y+11, z-64), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+24, y+10, z-65), world(x+22, y+10, z-65), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+23, y+10, z-64)) blocks.place(LEAVES_JUNGLE, world(x+22, y+10, z-66)) blocks.fill(LEAVES_JUNGLE, world(x+24, y+11, z-66), world(x+24, y+11, z-65), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+25, y+11, z-68)) blocks.place(LEAVES_JUNGLE, world(x+27, y+11, z-65)) #Zweite Stufe erste Seite blocks.fill(LEAVES_JUNGLE, world(x+28, y+10, z-70), world(x+29, y+10, z-70), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+28, y+10, z-71), world(x+29, y+11, z-71), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+29, y+11, z-72), world(x+26, y+11, z-72), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+27, y+11, z-73), world(x+27, y+11, z-75), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+28, y+11, z-74), world(x+25, y+11, z-74), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+26, y+11, z-75), world(x+26, y+10, z-75), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+25, y+10, z-75), world(x+25, y+10, z-77), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+24, y+10, z-76)) blocks.place(LEAVES_JUNGLE, world(x+26, y+10, z-77))#Zweite Stufe zweite Seite blocks.fill(LEAVES_JUNGLE, world(x+30, y+10, z-69), world(x+30, y+10, z-70), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+31, y+10, z-70), world(x+31, y+10, z-71), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+31, y+11, z-71), world(x+32, y+11, z-71), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+32, y+11, z-72), world(x+33, y+11, z-73), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+33, y+11, z-73)) blocks.fill(LEAVES_JUNGLE, world(x+34, y+10, z-73), world(x+34, y+10, z-75), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+35, y+10, z-74), world(x+35, y+9, z-74), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+36, y+9, z-74), world(x+36, y+9, z-75), FillOperation.REPLACE)#Zweite Stufe dritte Seite blocks.fill(LEAVES_JUNGLE, world(x+30, y+10, z-68), world(x+30, y+10, z-68), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+30, y+11, z-67), world(x+30, y+11, z-66), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+29, y+11, z-66)) blocks.place(LEAVES_JUNGLE, world(x+30, y+11, z-66)) blocks.place(LEAVES_JUNGLE, world(x+31, y+11, z-67)) blocks.fill(LEAVES_JUNGLE, world(x+31, y+11, z-67), world(x+31, y+11, z-68), FillOperation.REPLACE) blocks.fill(LEAVES_JUNGLE, world(x+31, y+10, z-66), world(x+31, y+10, z-65), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+30, y+10, z-65)) blocks.fill(LEAVES_JUNGLE, world(x+32, y+9, z-65), world(x+32, y+9, z-63), FillOperation.REPLACE) blocks.place(LEAVES_JUNGLE, world(x+33, y+9, z-64))#Zeite Stufe vierte Seite
Meer
Code
def Meer(x, y, z): blocks.fill(WATER, world(x-12, y-1, z-61), world(x+4, y-3, z-72), FillOperation.REPLACE) blocks.fill(WATER, world(x+5, y-1, z-61), world(x+10, y-2, z-64), FillOperation.REPLACE) blocks.fill(WATER, world(x-7, y-1, z-72), world(x-6, y-2, z-76), FillOperation.REPLACE) blocks.fill(WATER, world(x-12, y-1, z-72), world(x-8, y-2, z-80), FillOperation.REPLACE)#Grosse Flächen für Wasser/Meer blocks.fill(WATER, world(x-12, y-1, z-81), world(x-10, y-1, z-81), FillOperation.REPLACE) blocks.fill(WATER, world(x-12, y-1, z-82), world(x-11, y-1, z-82), FillOperation.REPLACE) blocks.place(WATER, world(x-61, y-1, z-83)) blocks.fill(WATER, world(x-5, y-1, z-73), world(x-1, y-1, z-73), FillOperation.REPLACE) blocks.fill(WATER, world(x-5, y-1, z-74), world(x-10, y-2, z-74), FillOperation.REPLACE) blocks.place(WATER, world(x-5, y-1, z-75)) blocks.fill(WATER, world(x+5, y-1, z-65), world(x+9, y-1, z-65), FillOperation.REPLACE) blocks.fill(WATER, world(x+5, y-1, z-66), world(x+7, y-1, z-66), FillOperation.REPLACE) blocks.fill(WATER, world(x+5, y-1, z-67), world(x+6, y-1, z-67), FillOperation.REPLACE) blocks.fill(WATER, world(x+5, y-1, z-68), world(x+5, y-1, z-69), FillOperation.REPLACE)#Einzelne Ecken mit Wasser
Pinkes Haus
Bei diesem Teil wurde der Wert viel mehr auf den Gesamteindruck und die Farbe gelegt, als auf Architektur. Das Haus ist komplett pink, auch Details wie Türen, Treppen und Fenster haben einen rosa Farbton. Das Haus hat eine Terrasse mit einer Glasüberdachung. Vor dem Haus, bei der Haustür, hat es viele rosa Blumen, die so gepflanzt sind, dass es einen indirekten Weg zur Haustür gibt. Hinter dem Haus bei der Terrasse werden drei Setzlinge gepflanzt, welche zu grossen Bäumen werden. Diese verlieren immer wieder einige Blätter, was eine Art Blüten-Regen darstellt. Zusätzlich gibt es viele Schweine, die um das Haus herum laufen. Man kann durch das Haus laufen, sich umsehen und sich mit den Schweinen beschäftigen.
Code
def haus_pink (x,y,z):
# Boden
blocks.fill(PINK_CONCRETE, world(-3, -60, 80), world(27, -60, 110), FillOperation.REPLACE)
# Wände
blocks.fill(PINK_CONCRETE, world(27, -60, 80), world(27, -50, 110), FillOperation.REPLACE) blocks.fill(PINK_CONCRETE, world(27, -60, 110), world(-3, -50, 110), FillOperation.REPLACE) blocks.fill(PINK_CONCRETE, world(-3, -60, 110), world(-3, -50, 80), FillOperation.REPLACE) blocks.fill(PINK_CONCRETE, world(-3, -60, 80), world(27, -50, 80), FillOperation.REPLACE)
# Fenster
blocks.fill(PINK_STAINED_GLASS, world(27, -56, 83), world(27, -52, 93), FillOperation.REPLACE) blocks.fill(PINK_STAINED_GLASS, world(27, -56, 99), world(27, -52, 108), FillOperation.REPLACE) blocks.fill(PINK_STAINED_GLASS, world(-3, -56, 83), world(-3, -52, 93), FillOperation.REPLACE) blocks.fill(PINK_STAINED_GLASS, world(-3, -56, 99), world(-3, -52, 108), FillOperation.REPLACE) blocks.fill(PINK_STAINED_GLASS, world(25, -56, 80), world(-1, -52, 80), FillOperation.REPLACE) blocks.fill(PINK_STAINED_GLASS, world(25, -52, 110), world(-1, -55, 110))
# Türen
blocks.place(CRIMSON_DOOR, world(12, -59, 80)) blocks.place(CRIMSON_DOOR, world(12, -59, 110))
# Flachdach
blocks.fill(PINK_GLAZED_TERRACOTTA, world(-4, -49, 79), world(28, -49, 111), FillOperation.REPLACE)
# Terrasse
blocks.fill(PINK_CONCRETE, world(-3, -60, 110), world(27, -60, 120), FillOperation.REPLACE)
# Überdachung der Terrasse
blocks.fill(PINK_STAINED_GLASS, world(-3, -57, 111), world(27, -57, 120), FillOperation.REPLACE)
# Treppe vorne
blocks.place(blocks.block_with_data(CRIMSON_STAIRS, 2), world(12, -60, 79))
# Treppe hinten
blocks.fill(blocks.block_with_data(CRIMSON_STAIRS, 3), world(-3, -60, 120), world(27, -60, 120), FillOperation.REPLACE)
# Schweine
mobs.spawn(PIG, world(29, -60, 80)) mobs.spawn(PIG, world(29, -60, 82)) mobs.spawn(PIG, world(29, -60, 84)) mobs.spawn(PIG, world(29, -60, 86)) mobs.spawn(PIG, world(29, -60, 88)) mobs.spawn(PIG, world(29, -60, 90)) mobs.spawn(PIG, world(29, -60, 92)) mobs.spawn(PIG, world(29, -60, 94)) mobs.spawn(PIG, world(29, -60, 96)) mobs.spawn(PIG, world(-4, -60, 80)) mobs.spawn(PIG, world(-4, -60, 82)) mobs.spawn(PIG, world(-4, -60, 84)) mobs.spawn(PIG, world(-4, -60, 86)) mobs.spawn(PIG, world(-4, -60, 88)) mobs.spawn(PIG, world(-4, -60, 90)) mobs.spawn(PIG, world(-4, -60, 92)) mobs.spawn(PIG, world(-4, -60, 94)) mobs.spawn(PIG, world(-4, -60, 96))
# Blumen
blocks.fill(PINK_TULIP, world(27, -60, 79), world(13, -60, 79), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(11, -60, 79), world(-3, -60, 79), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(27, -60, 78), world(13, -60, 78), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(11, -60, 78), world(-3, -60, 78), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(27, -60, 77), world(13, -60, 77), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(11, -60, 77), world(-3, -60, 77), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(27, -60, 76), world(13, -60, 76), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(11, -60, 76), world(-3, -60, 76), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(27, -60, 75), world(13, -60, 75), FillOperation.REPLACE) blocks.fill(PINK_TULIP, world(11, -60, 75), world(-3, -60, 75), FillOperation.REPLACE)
# Bäume
blocks.place(CHERRY_SAPLING, world(35, -60, 130)) blocks.place(CHERRY_SAPLING, world(13, -60, 127)) blocks.place(CHERRY_SAPLING, world(-10, -60, 132))
Schnee
Für das Schneehaus habe ich mir überlegt, dass Dach etwas ‘rund’ zu gestalten und einen offenen Eingang zu machen, also keine Tür. Anschliessend war es im ‘Iglu’ etwas dunkel und ich habe die Fakeln programmiert. Weil m an im Winter Wärme braucht=Feuer, umrandete ich das ganze Haus mit Lagerfeuer. Das Lagerfeuer habe ich noch hochgestellt, da sonst die Eisbären in das Feuer laufen würden. Somit habe ich auch die Eisbären, ein gefrorener Pool/See und einen weissen Boden um das Haus programmiert. Ich habe zusätzlich noch einige Schneemänner spawnen lassen.
Finales Produkt
Weisses Haus
Code
#Boden blocks.fill(WHITE_CONCRETE, world(-70,-60,-3), world(-100,-60,30), FillOperation.REPLACE) #Pfosten blocks.fill(WHITE_CONCRETE, world(-70,-60,-3), world(-70,-40,-3)) blocks.fill(WHITE_CONCRETE, world(-100,-60,30), world(-100,-40,30)) #Daecher blocks.fill(WHITE_CONCRETE, world(-70,-40,-3), world(-100,-40,30), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-71,-39,-2), world(-99,-39,29), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-72,-38,-1), world(-98,-38,28), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-73,-37,0), world(-97,-37,27), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-74,-36,1), world(-96,-36,26), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-75,-35,2), world(-95,-35,25), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-76,-34,3), world(-94,-34,24), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-77,-33,4), world(-93,-33,23), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-78,-32,5), world(-92,-32,22), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-79,-31,6), world(-91,-31,21), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-80,-30,7), world(-90,-30,20), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-81,-29,8), world(-89,-29,19), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-82,-28,9), world(-88,-28,18), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-83,-27,10), world(-87,-27,17), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-84,-26,11), world(-86,-26,16), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE, world(-85,-25,12), world(-85,-25,15), FillOperation.REPLACE) #Wände blocks.fill(WHITE_CONCRETE, world(-70,-60,-3), world(-100,-40,30), FillOperation.REPLACE) blocks.fill(AIR, world(-71,-41,-2), world(-99,-59,29), FillOperation.REPLACE) #Eingang blocks.fill(AIR, world(-70,-59,10), world(-70,-55,17), FillOperation.REPLACE) blocks.fill(AIR, world(-70,-54,10), world(-70,-54,17), FillOperation.REPLACE) blocks.fill(AIR, world(-70,-53,11), world(-70,-53,16), FillOperation.REPLACE) blocks.fill(AIR, world(-70,-52,12), world(-70,-52,15), FillOperation.REPLACE) blocks.fill(AIR, world(-70,-51,13), world(-70,-51,14), FillOperation.REPLACE) #Treppe blocks.fill(AIR, world(-69,-60,17), world(-69,-59,10), FillOperation.REPLACE) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 1), world(-69,-60,17)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 1), world(-69,-60,16)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 1), world(-69,-60,15)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 1), world(-69,-60,14)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 1), world(-69,-60,13)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 1), world(-69,-60,12)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 1), world(-69,-60,11)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 1), world(-69,-60,10))
Boden und Eisbäre
Code
#Eisbaere mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,14)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,15)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,16)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,17)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,11)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,10)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,9)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,8)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-60,-60,7)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-110,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-109,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-108,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-107,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-106,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-105,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-104,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-103,-60,13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-13)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-12)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-11)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-10)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-9)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-8)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-7)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-6)) mobs.spawn(mobs.animal(POLAR_BEAR), world(-111,-60,-5)) #Schneeboden blocks.fill(WHITE_CARPET, world(-59,-60,45), world(-68,-60,-14), FillOperation.REPLACE) blocks.fill(WHITE_CARPET, world(-68,-60,-14), world(-112,-60,-5), FillOperation.REPLACE) blocks.fill(WHITE_CARPET, world(-112,-60,-5), world(-102,-60,45), FillOperation.REPLACE) blocks.fill(WHITE_CARPET, world(-102,-60,45), world(-59,-60,32), FillOperation.REPLACE)
Feuer
Code
#Campfeuer blocks.fill(CAMPFIRE, world(-70,-59,-4), world(-100,-59,-4), FillOperation.REPLACE) blocks.fill(CAMPFIRE, world(-101,-59,-4), world(-101,-59,30), FillOperation.REPLACE) blocks.fill(CAMPFIRE, world(-101,-59,31), world(-70,-59,31), FillOperation.REPLACE) blocks.fill(CAMPFIRE, world(-69,-59,31), world(-69,-59,-4), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE_POWDER, world(-70,-60,-4), world(-100,-60,-4), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE_POWDER, world(-101,-60,-4), world(-101,-60,30), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE_POWDER, world(-101,-60,31), world(-70,-60,31), FillOperation.REPLACE) blocks.fill(WHITE_CONCRETE_POWDER, world(-69,-60,31), world(-69,-60,-4), FillOperation.REPLACE) #Fackeln blocks.fill(TORCH, world(-85,-50,29), world(-85,-50,29), FillOperation.REPLACE) blocks.fill(TORCH, world(-85,-50,-2), world(-85,-50,-2), FillOperation.REPLACE) blocks.fill(TORCH, world(-99,-50,15), world(-99,-50,15), FillOperation.REPLACE)
Eispool und Schneemänner
Code
#Eispool blocks.fill(AIR, world(-59,-61,45), world(-71,-60,37), FillOperation.REPLACE) blocks.fill(ICE, world(-59,-61,45), world(-71,-61,37), FillOperation.REPLACE) #Schneemaenner blocks.fill(SNOW, world(-65,-60,31), world(-65,-60,31), FillOperation.REPLACE) blocks.fill(SNOW, world(-65,-59,31), world(-65,-59,31), FillOperation.REPLACE) blocks.fill(CARVED_PUMPKIN, world(-65,-58,31), world(-65,-58,31), FillOperation.REPLACE) blocks.fill(SNOW, world(-62,-60,-5), world(-62,-60,-5), FillOperation.REPLACE) blocks.fill(SNOW, world(-62,-59,-5), world(-62,-59,-5), FillOperation.REPLACE) blocks.fill(CARVED_PUMPKIN, world(-62,-58,-5), world(-62,-58,-5), FillOperation.REPLACE) blocks.fill(SNOW, world(-100,-60,-9), world(-100,-60,-9), FillOperation.REPLACE) blocks.fill(SNOW, world(-100,-59,-9), world(-100,-59,-9), FillOperation.REPLACE) blocks.fill(CARVED_PUMPKIN, world(-100,-58,-9), world(-100,-58,-9), FillOperation.REPLACE) blocks.fill(SNOW, world(-107,-60,36), world(-107,-60,36), FillOperation.REPLACE) blocks.fill(SNOW, world(-107,-59,36), world(-107,-59,36), FillOperation.REPLACE) blocks.fill(CARVED_PUMPKIN, world(-107,-58,36), world(-107,-58,36), FillOperation.REPLACE)
Wie spielt man?
Damit der Code funktioniert wird eine flache leere Welt benötigt. Dazu wird auf Minecraft Education eine neue Welt kreiert. Beim Erstellen der Welt muss der Welttyp Flat ausgewählt werden.
Wenn die Welt erstellt wurde, wird der gesamte Code in das Pythonprogramm eingefügt und abgespielt werden.
Bevor der Spieler das Waldhaus betritt, sollte er im Chat „Jungle“ schreiben. Das Gleiche soll getan werden, wenn der Spieler das Beachhouse betritt, dann sollte er „Beach“ in den Chat schreiben. Wichtig zu beachten ist, dass man zuerst das Schneehaus besuchen geht, bevor man das Waldhaus besucht, da durch den Regen, die Schneemänner sterben!
Während dem Spielen sollte auch auf den Chat geachtet werden, da einen Auftrag erscheinen wird.
Viel Spass beim Spielen!












