Diferencia entre revisiones de «Entidad»
(→Comportamiento general) |
(→Comportamiento general) |
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Línea 10: | Línea 10: | ||
* Energía [[vida]]. | * Energía [[vida]]. | ||
* El [[Fuego|fuego]] reduce su [[vida]]. | * El [[Fuego|fuego]] reduce su [[vida]]. | ||
+ | * Una NBT tag. | ||
Muchas entidades pueden ser empujadas por las corrientes de [[Agua]]. | Muchas entidades pueden ser empujadas por las corrientes de [[Agua]]. | ||
Línea 15: | Línea 16: | ||
Las entidades no pueden pasar a través de bloques sólidos. La mayoría de los tipos de entidades impiden ser colocados en el espacio que ocupan, a excepción de los recursos, que son empujados automáticamente fuera del bloque. Además, si una entidad '' no '' se superponen un bloque, por ejemplo, debido a la caída de [[arena]] o [[puerta]] siendo oscilado, entonces es libre de moverse fuera del bloque sólido pero no volver. | Las entidades no pueden pasar a través de bloques sólidos. La mayoría de los tipos de entidades impiden ser colocados en el espacio que ocupan, a excepción de los recursos, que son empujados automáticamente fuera del bloque. Además, si una entidad '' no '' se superponen un bloque, por ejemplo, debido a la caída de [[arena]] o [[puerta]] siendo oscilado, entonces es libre de moverse fuera del bloque sólido pero no volver. | ||
− | + | Las entidades pueden ser afectadas por la iluminación del bloque donde están situadas. Por ejemplo, si la iluminación no da directamente a la entidad, esta permanecerá con la iluminación del bloque en que se sitúa, dejándola completamente oscura. Aparte, las [[flecha]]s a veces se vuelven oscuras al dar por la parte inferior de los bloques. | |
== Motion of entities == | == Motion of entities == |
Revisión del 16:35 23 oct 2014
Falta por traducir el artículo o parte, |
Las entidades son todos aquellos objetos dinámicos y en movimiento del mundo de Minecraft.
Contenido
Comportamiento general
Todas las entidades tienen estas propiedades:
- Una posición, una dirección y una rotación.
- Una ocupación especifica, en 3D.
- Energía vida.
- El fuego reduce su vida.
- Una NBT tag.
Muchas entidades pueden ser empujadas por las corrientes de Agua.
Las entidades no pueden pasar a través de bloques sólidos. La mayoría de los tipos de entidades impiden ser colocados en el espacio que ocupan, a excepción de los recursos, que son empujados automáticamente fuera del bloque. Además, si una entidad no se superponen un bloque, por ejemplo, debido a la caída de arena o puerta siendo oscilado, entonces es libre de moverse fuera del bloque sólido pero no volver.
Las entidades pueden ser afectadas por la iluminación del bloque donde están situadas. Por ejemplo, si la iluminación no da directamente a la entidad, esta permanecerá con la iluminación del bloque en que se sitúa, dejándola completamente oscura. Aparte, las flechas a veces se vuelven oscuras al dar por la parte inferior de los bloques.
Motion of entities
Gravity works differently in Minecraft than the real world, as not everything is subject to the same acceleration. Additionally, there is a drag force proportional to velocity, again dependent on the entity.
Kind | Acceleration blocks/tick2 |
Acceleration m/s2 |
Drag 1/tick |
Terminal velocity blocks/tick |
Terminal velocity m/s |
---|---|---|---|---|---|
Players and other living entities | 0.08 | 32 | 0.02 | 3.92 | 78.4 |
Items, falling blocks, TNT | 0.04 | 16 | 0.02 | 1.96 | 39.2 |
Boats and Minecarts | 0.04 | 16 | 0.05 | 0.76 | 15.2 |
Thrown Eggs, Snowballs, Potions, and Ender Pearls | 0.03 | 12 | 0.01 | 3.00 | 60.0 |
Fired Arrows | 0.05 | 20 | 0.01 | 5.00 | 100.0 |
Blaze Fireballs | 0 | 0 | 0 | 1.90 | 38.0 |
Note that when thrown objects and arrows are simulated, the drag is applied before the acceleration, rather than after; this is why their terminal velocities are whole numbers where the others aren't.
Further notes
Item frames, paintings and lead knots are entities, but they are unusual in that they are aligned to the block grid and completely immobile. Doors, portals and beds, the other objects larger than a single block, are actually groups of adjacent blocks.
Arrows, TNT, sand, and gravel are assumed to have infinite health because they are not destroyed by multiple TNT explosions (they can be fired out of cannons), nor by being on fire for long periods.
Boats and Minecarts
- See also: Transportation (contains information about speeds)
Boats and minecarts appear to recover health over time. For example, they can be broken by hitting them quick, but cannot be destroyed by hits with unarmed hand with a pause after each hit. The amount of wobbling displayed by boats and minecarts when struck appears to indicate their current health.
Falling Blocks
The following description refers to sand for brevity, but gravel, anvils, and dragon eggs behave in exactly the same way.
Sand normally exists as a block. When a sand block's support is removed, it turns into a sand entity and falls down until it hits another object, at which point it places itself as a block in the nearest on-grid position, or turns into a sand resource if that position is occupied. While sand ordinarily falls straight down, it can be redirected while falling by explosions and pistons. It is also possible to modify the velocity and direction of falling sand by using third party programs.
If when the world is created, a cave is generated underneath sand, Minecraft will fail to update the block (as said in the code to not make sand fall when it is generated) and the sand will remain floating until a block is changed under, above, or beside it. This latter fact means that a single falling sand block can trigger the collapse of an entire region of sand; therefore, sand ceilings should not be disturbed unless one is outside the area, standing over a torch, or prepared to dig out quickly once the sand has fallen.
Right-clicking
Entities with right-click actions (boats, minecarts, ocelots, villagers and wolves), unlike blocks with right-click actions (such as chests), do not stop the right-click action of a tool you are holding. For example, if you right-click on a tamed wolf with a water bucket in your hand, the wolf will sit, but you will also empty the bucket at the wolf.
Riding
Entities may be riding on, or attached to, other entities. When this is the case, only the lower/"outer" entity's volume collides with other things, and only that entity can control movement. The currently possible combinations in vanilla survival are:
- A mob or player in a minecart or boat.
- A player on a saddled pig.
- A skeleton on a spider (Spider Jockey).
- A player on a horse
- A mob on a lead
- A baby zombie (pigman) (villager) on a chicken (Chicken Jockey).
It is possible to have multiple levels, such as a player on a pig in a minecart.
Also, entities can be stacked on top of each other but only with the /summon command or mods.
If an entity is riding another entity, the top entity cannot teleport because as soon as the teleport is made, the entity is teleported back to riding the other entity. Since Minecraft smooths out movements by showing entities at locations between new and old positions, this may result in seeing the entity at several locations between riding the other entity and their teleport location.
Vídeo
Historial
Lanzamiento oficial | ||
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1.1 | Players can not interact with entities from far away in Creative mode. | |
1.4.2 | 12w34a | Ahora las entidades pueden interactuar con los portales. |