gameplay.set_game_mode(SURVIVAL, mobs.target(NEAREST_PLAYER)) aktualnaPozycjaOdrodzenia=player.position() czyEtap1=False def NowyParkour(): builder.teleport_to(pos(5, 0, 0)) builder.face(EAST) for i in range(50): builder.place(QUARTZ_STAIRS) builder.shift(1, 1, 0) builder.mark() builder.shift(2, 0, -4) builder.fill(NETHER_BRICK) player.on_chat("start", NowyParkour) def śmierć(): loops.pause(500) player.teleport(aktualnaPozycjaOdrodzenia) player.on_died(śmierć) while True: if blocks.test_for_block(NETHER_BRICK, pos(0, -1, 0)) and not czyEtap1: aktualnaPozycjaOdrodzenia = player.position() czyEtap1 = True Etap1i2(RIGHT_TURN, SLIME_BLOCK, DIAMOND_BLOCK) def Etap1i2(obrot, rodzajToru, rodzajCheckpointu): builder.teleport_to(pos(1, -4, 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, 5)) builder.mark() builder.turn(obrot) builder.mark() builder.shift(2, 0, -4) builder.fill(rodzajCheckpointu)