aktualnaPozycjaOdrodzenia = player.position() czyEtap1 = False czyEtap2 = False def nowyParkour(): builder.teleport_to(pos(5, 0, 0)) builder.face(EAST) for i in range(70): builder.place(PURPUR_STAIRS) # builder.place(QUARTZ_STAIRS) builder.shift(1,1,0) builder.mark() builder.shift(2, 0, -4) builder.fill(DIAMOND_BLOCK) player.on_chat("start", nowyParkour) def etap1i2(kierunek, rodzajToru, rodzajCheckpoint): builder.teleport_to(pos(1, -5, 0)) builder.mark() builder.face(EAST) for i in range(2): for j in range(5): builder.move(FORWARD, randint(3,8)) builder.line(rodzajToru) builder.move(FORWARD, randint(2,3)) builder.mark() builder.turn(kierunek) builder.mark() builder.shift(2, 0, -4) builder.fill(rodzajCheckpoint) def etap3(): shapes.sphere(SLIME_BLOCK, pos(4, -30, 0), 1, ShapeOperation.REPLACE) builder.teleport_to(pos(6, -32, 0)) builder.mark() builder.face(EAST) builder.set_origin() builder.move(FORWARD, 65) builder.line(NETHERRACK) builder.move(FORWARD, 4) builder.mark() builder.shift(2, 0, -4) builder.fill(MOSS_STONE) #dodajemy ogień def on_died(): loops.pause(5000) player.teleport(aktualnaPozycjaOdrodzenia) pass player.on_died(on_died) while True: if blocks.test_for_block(DIAMOND_BLOCK, pos(0, -1, 0)) and not czyEtap1: aktualnaPozycjaOdrodzenia = player.position() czyEtap1 = True etap1i2(RIGHT_TURN, SLIME_BLOCK, GOLD_BLOCK) elif blocks.test_for_block(GOLD_BLOCK, pos(0, -1, 0)) and not czyEtap2: aktualnaPozycjaOdrodzenia = player.position() czyEtap2 = True etap1i2(LEFT_TURN, MAGENTA_STAINED_GLASS_PANE, BEDROCK)