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Minecraft:Player: Difference between revisions

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== Drops ==
== Drops ==
*The content of their [[Minecraft:inventory]] (except the items with [[Minecraft:Curse of Vanishing]])
*The content of their [[Minecraft:inventory]] (except any items with [[Minecraft:Curse of Vanishing]])
*Current XP level multiplied by 7, which is then the amount of points dropped. This is capped at 100 XP points, which corresponds to just over level 7.  
*Current XP level multiplied by 7, which is then the amount of points dropped. This is capped at 100 XP points, which corresponds to just over level 7.  


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Players in-game are referred to by a username. These are used to target the player with [[Minecraft:commands]], play online [[Minecraft:multiplayer]], and differentiate other players.   
Players in-game are referred to by a username. These are used to target the player with [[Minecraft:commands]], play online [[Minecraft:multiplayer]], and differentiate other players.   


{{IN|je}}, usernames must be 3-16 characters, although there are exceptions for players with under 3 characters, who bought the game early in its development. Players can change their username no more than once every 30 days on the [https://minecraft.net/profile preferences page] of minecraft.net.. When the player changes their username, the previous username is available for other users to claim after 37 days. Because players can change usernames every 30 days, a player can manage two usernames without anyone being able to take either of them. If the player has a username under 3 characters and changes it, the old sub-3-character username is permanently unable to be obtained again.<ref>https://namemc.com/name/NY</ref> This also applies for symbol names.<ref>https://namemc.com/search?q=y-93</ref>
{{IN|je}}, usernames must be 3-16 characters, although there are exceptions for players with under 3 characters, who bought the game early in its development. Players can change their username no more than once every 30 days on the [https://minecraft.net/profile preferences page] of minecraft.net. When the player changes their username, the previous username becomes available for other users to claim after 37 days. Because players can change usernames every 30 days, a player can manage two usernames without anyone being able to take either of them. If the player has a username under 3 characters and changes it, the old sub-3-character username is permanently unable to be obtained again.<ref>https://namemc.com/name/NY</ref> This also applies for symbol names.<ref>https://namemc.com/search?q=y-93</ref>


{{IN|be}}, the players username is the same as the Xbox {{w|Gamertag}} of the player's Microsoft account. Gamertags can be changed on the [https://social.xbox.com/changegamertag change gamertag page] in the Xbox website for a fee of {{w|US$}}9.99, though changing it for the first time is free.<ref>https://support.xbox.com/help/account-profile/profile/change-xbox-live-gamertag</ref> However, players can sign out of their Microsoft account and change the username in-game to any of 3-32 characters long in the Profile [[Minecraft:settings]]. While signed out, multiplayer is inaccessible. Changing the player's name to "Dinnerbone" or "Grumm" turns the player model upside-down.
{{IN|be}}, the players username is the same as the Xbox {{w|Gamertag}} of the player's Microsoft account. Gamertags can be changed on the [https://social.xbox.com/changegamertag change gamertag page] in the Xbox website for a fee of {{w|US$}}9.99, though changing it for the first time is free.<ref>https://support.xbox.com/help/account-profile/profile/change-xbox-live-gamertag</ref> However, players can sign out of their Microsoft account and change the username in-game to any of 3-32 characters long in the Profile [[Minecraft:settings]]. While signed out, multiplayer is inaccessible. Changing the player's name to "Dinnerbone" or "Grumm" turns the player model upside-down.
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{{HistoryTable
{{HistoryTable
|{{HistoryLine|java pre-classic}}
|{{HistoryLine|java pre-classic}}
|{{HistoryLine||Cave game tech test|The player currently has no visible model. Their hitbox is 1.7 blocks tall.}}
|{{HistoryLine||Cave game tech test|The player currently has no visible model. Their hitbox is 1.6 blocks tall.}}
|{{HistoryLine||rd-132328|[[File:Steve JE1.png|x56px]] [[Minecraft:Mob (entity)|Mob]]s were added with their skin and model ported from ''[[Minecraft:Zombie Town]]''. These are later used for the player.}}
|{{HistoryLine||rd-132328|[[File:Steve JE1.png|x56px]] [[Minecraft:Mob (entity)|Mob]]s were added with their skin and model ported from ''[[Minecraft:Zombie Town]]''. These are later used for the player.}}
|{{HistoryLine||rd-20090515|Players can now jump further and also walk and fall faster.
|{{HistoryLine||rd-20090515|Players can now jump further and also walk and fall faster.
Line 879: Line 879:
|{{HistoryLine||Pre-release|[[File:Steve JE3 BE1.png|25px]] Added the player.}}
|{{HistoryLine||Pre-release|[[File:Steve JE3 BE1.png|25px]] Added the player.}}
|{{HistoryLine||v0.8.0|dev=build 1|[[File:Steve BE2.png|25px]] The player [[Minecraft:skin]] was changed.}}
|{{HistoryLine||v0.8.0|dev=build 1|[[File:Steve BE2.png|25px]] The player [[Minecraft:skin]] was changed.}}
|{{HistoryLine||v0.10.0|dev=build 1|[[File:Steve PE 0.10.0.png|25px]] The player skin was changed, once again. Removed hole from head bottom.}}
|{{HistoryLine||v0.10.0|dev=build 1|[[File:Steve PE 0.10.0.png|25px]][[File:Steve Head (facing NWU) BE3.png|24px]] The player skin was changed, once again. Removed hole from head bottom.}}
|{{HistoryLine||v0.11.0|dev=build 1|The player's skin can now be customized.
|{{HistoryLine||v0.11.0|dev=build 1|The player's skin can now be customized.
|[[File:Alex (slim) JE1.png|25px]] Added a new player model with smaller arms, and a new default player skin named Alex.
|[[File:Alex (slim) JE1.png|25px]] Added a new player model with smaller arms, and a new default player skin named Alex.
Line 1,005: Line 1,005:
<gallery class="pixel-image">
<gallery class="pixel-image">
Alex Eye blink BE.gif|Alex's eyes blinking in ''[[Minecraft:Bedrock Edition]]''
Alex Eye blink BE.gif|Alex's eyes blinking in ''[[Minecraft:Bedrock Edition]]''
Steve Eye blink BE.gif|Steve's eyes blinking in ''Bedrock Edition''
Steve Eye blink BE.gif|Steve's eyes blinking in ''[[Minecraft:Bedrock Edition]]''
</gallery>
</gallery>



Latest revision as of 11:51, 20 July 2026

Template:Redirect Template:Infobox entity The player is a unique Minecraft:entity or Minecraft:mobTemplate:Only whose actions are Minecraft:controlled by the real person, and not the game itself. They are the main character of singleplayer Minecraft Minecraft:worlds, where most interactions and Minecraft:mechanics revolve around them as part of the Minecraft:gameplay. Players may also partake in the Minecraft:multiplayer mode with other players, putting more emphasis on player-driven activities.

Appearance

Template:Anchor

Every player's model uses a Minecraft:skin as its texture, composed of one full texture file or multiple Minecraft:Character Creator items.Template:Only Players can choose a skin to use prior to launch in the Minecraft:Minecraft LauncherTemplate:Only or at any time in-game in the Minecraft:Dressing Room.Template:Only

Nine default skins are always available: Minecraft:Steve, Minecraft:Alex, Minecraft:Zuri, Minecraft:Sunny, Minecraft:Noor, Minecraft:Makena, Minecraft:Kai, Minecraft:Efe, or Minecraft:Ari. Players can obtain custom skins from Minecraft:skin packs or other content in the Minecraft:Marketplace, third-party resources, or create their own. Classic skins can have either "classic" or "slim" shapes, which makes their arm models wide or slim. External skin textures cannot be imported on consoles.

File:Heights.png
Different character heights

Template:IN, the Minecraft:Character Creator allows players to compose a character from multiple persona items, some of which are animated or use custom geometry, obtained from completing Minecraft:achievements, various events, or Minecraft:Minecoins. These characters can be further customized with four different player heights and slim or wide arms.

A Minecraft:cape can be added to any skin, which is a cosmetic item obtained from special events. Characters from the Character Creator periodically blink their eyes in Bedrock Edition.

In Bedrock Edition, any character can also be assigned a set of 4 Minecraft:emotes, obtained similarly to character pieces, which they can express in-game by pressing Template:Keys.

Characters and classic skins are synchronized with the player's Microsoft account and available on any device, except imported skin files in Bedrock Edition. Template:IN, playing in the demo or offline does not allow usage of custom skins and always applies a random default skin.

The player's appearance can be obscured by equipping Minecraft:armor, such as a Minecraft:turtle shell, Minecraft:helmets, Minecraft:chestplates, Minecraft:leggings, and Minecraft:boots, as well as other equippable items such as an Minecraft:elytra, a Minecraft:carved pumpkin, and Minecraft:heads of mobs and other players.

In Java Edition, if the player is shot with an Minecraft:arrow or stung by a Minecraft:bee, the arrow or stinger appears physically embedded inside the player for a given time. These do not apply to other mobs.

Drops

  • The content of their Minecraft:inventory (except any items with Minecraft:Curse of Vanishing)
  • Current XP level multiplied by 7, which is then the amount of points dropped. This is capped at 100 XP points, which corresponds to just over level 7.

If the game rule "Keep inventory" (or Template:Game rule link) is enabled, nothing is dropped.

Interaction range

Template:Main

An in-game screenshot showing a red circle around other player to indicate the user's attack reach of a spherical area of three blocks.
The attack reach area of 3 blocks is indicated by a red circle.

Template:AnchorPlayers can interact with most blocks and Minecraft:entities in the world. A player's interaction range (reach) differs. The area forms a three-dimensional cylinder because it encompasses vertical and horizontal distances:<ref>Vertical attack reach forms a cylinder, not a sphere.</ref>Template:Needs testing

Interaction range

Health and hunger meters

The player has 10 full hearts or 20 Minecraft:health points, visible on the Minecraft:HUD. Players in Survival mode can take Minecraft:damage, depleting health points and eventually Minecraft:killing the player. After death, players respawn at their spawn point, which can be a Minecraft:bed or respawn anchor, or the Minecraft:world spawn if absent.

When the player's Minecraft:hunger bar is at Template:Hunger or higher and "Natural regeneration" is enabled, health slowly regenerates by Template:Hp every four seconds, but when it is at Template:Hunger with saturation remaining, health regenerates by Template:Hp every half second.Template:Only The hunger bar depletes faster from energy-intensive activities like Minecraft:sprinting, Minecraft:jumping, attacking Minecraft:mobs, and Minecraft:mining, and it can be refilled by eating Minecraft:food. If the hunger bar is at Template:Hunger or lower, the player does not regenerate health. While the hunger bar is at Template:Hunger, the player is starving and proceeds to lose health. On Hard Minecraft:difficulty, starvation kills the player, while on Normal or Easy, it depletes health to Template:Hp or Template:Hp, respecitvely.

On Peaceful difficulty, the hunger bar does not deplete and the player can always regenerate health.

Like any other mob, players can posess Minecraft:status effects that positively, neutrally, or negatively affect them.

Movement

Template:See also

Walking

The most basic movement the player can perform is Minecraft:walking. The player can walk at a reasonable speed rate of 4.317 blocks per secondTemplate:Fn, all while taking no Minecraft:hunger impact. This means that the player can walk a total of 5181 blocksTemplate:Fn in one Minecraft day, in a straight line, without sprinting or sneaking.

Sprinting

The player can move faster by Minecraft:sprinting, but at the cost of draining the Minecraft:hunger bar considerably while doing so. The player sprints approximately 5.612 blocks per secondTemplate:Fn, as opposed to the regular pace of 4.317 blocks per second. The maximum distance a player can jump when sprinting is approximately 4.225 blocks. The Minecraft:Speed Minecraft:effect increases momentum. The player cannot sprint if the hunger bar is at Template:Hunger or less. Sprinting is activated by double-tapping the forward key (default Template:Key), then holding it, or by holding the sprint key (Template:Key by default, Template:Key if using a Mac) while pressing the forward key. Holding the sprint key in Minecraft:Creative mode while Minecraft:flying causes the player to fly faster.

Sneaking

Minecraft:Sneaking is a feature activated by pressing and holding the sneak key (default is Template:Key). Sneaking prevents players from falling more than half a block, making it highly useful for building horizontally outward over space. Going past the edge of a block and stopping sneaking does not result in falling off that block. The player can still dismount blocks while sneaking by jumping over the block's edge. In Minecraft:multiplayer, a player's name tag is grayed out in Java Edition or completely disappears in Bedrock Edition when they sneak, to relate to the fact that sneaking makes them harder to see.

Jumping

The maximum height a player can jump without the Minecraft:Jump Boost effect is about 1.2522 blocks in Java Edition. The jump height on Bedrock Edition is shorter (similar to the pre-Minecraft:Combat Update) with the value of 1.24919 blocks.

Swimming

Minecraft:Swimming occurs when the player is sprinting (by double pressing Template:Keys, or pressing Template:Keys or Template:Keys) while the player is submerged underwater. Swimming has the same animation as crawling.

Crawling

Minecraft:Crawling occurs when the player is in an area less than 1.5 blocks high and prevents suffocation.

Climbing

Climbing occurs whenever the player's lower half is in the block occupied by a climbable block, such as a Minecraft:ladder or Minecraft:vines. If this condition is satisfied:

  • If the player pushes against a wall, the player moves upward at about 2.35 blocks per second instead of horizontally. (Thus inside a 1×1 ladder shaft, the player can use any movement key to move upward.)
  • The player can ascend the ladder by holding jump instead of using a horizontal movement key.
  • If a player moving perpendicular to the climbable block enters said block, the player begins to move upward, but then falls off the block shortly afterward if the player continues to move horizontally.
  • The player's maximum downward speed is reduced to a "descending" speed, at about 3 blocks per second.
  • The player's horizontal movement friction is the same as on Minecraft:ice. (That is, moving around in the tiny space the player is in while still hanging on the ladder at the same level.)

Additionally:

Template:Fnlist

Movement speed

There isn't a simple hard-coded maximum velocity for walking, sprinting, etc. The maximum is a result of a base acceleration countered by "friction" or air resistance. The base acceleration for walking is 0.098, and sprinting is 30% faster than that. Velocity is increased by this acceleration value every tick (1/20th of a second), then the player is moved by the resulting velocity, then the velocity is multiplied by the friction value of the block they are walking on. For most blocks, the friction value is 0.546. As the player walks forward, each tick their velocity goes +0.098, *0.546, +.098, *0.546, +0.098, and so on. The result is that eventually, the 0.546 multiplier counteracts the 0.098 increase, so the player doesn't go any faster. The formula for this "terminal velocity" is a/(1-r), where a is the acceleration, and r is the block's friction. 0.098/(1-0.546) ≈ 0.2159 meters/tick = 4.317 meters/second. Sprinting is 30% faster than that, at about 5.612 meters/second. Flying is similar, but the base acceleration is 0.049 and the "friction" is 0.91, which comes out to ~10.89 m/s.

Movement mode Speed (m/s) Speed (km/h) % of Walking Speed
Walking 4.317 15.54 100%
Sprinting 5.612 20.20 130%
Sneaking 1.295 4.663 30%
Flying 10.79 38.85 250%
Sprint Flying 21.58 77.71 500%
Falling 77.71 279.75 1800%

Gameplay HUD

The onscreen Minecraft:heads-up display (HUD) consists of the player's Minecraft:health bar, Minecraft:hunger bar, Minecraft:experience bar, and Minecraft:hotbar among with many other UI elements shown sporadically.

The Minecraft:armor rating bar appears above the health bar if the player is wearing armor and the oxygen bar appears if the player is submerged in Minecraft:water or is suffocating in a block.Template:Only The HUD also contains the crosshair and a held object or fist. Appearance of HUD elements be toggled with Template:Key, in the Minecraft:settings, or using Template:Cmd.

When the player is in Minecraft:Creative mode, the health, hunger, experience, armor, and oxygen bars are hidden, and only the hotbar is visible. Despite this, the player can still collect experience and wear armor. In Minecraft:Spectator mode, the hotbar, crosshair, and held object/fist are also hidden; Template:In, the hotbar appears as a player spectating list when a number is pressed or the mouse wheel is scrolled.

Experience

Template:Main Experience points (XP) can be gained via Minecraft:experience orbs when killing mobs or mining certain minerals. The current level is indicated by a green number above the HUD, and the experience points can be used to enchant weapons, tools, or armor with different useful attributes and skills (see Minecraft:enchanting table.) Minecraft:Anvils require experience to use.

The level increases by obtaining enough experience points. All levels and points are lost upon death but can be partially restored by picking up the experience orbs at the place of death.<ref>http://www.pcgamer.com/first-details-on-minecrafts-xp-system-notch-when-you-die-you-lose-all-levels-you-lose-all-xp/</ref>

Experience is also obtained through activities such as mining, Minecraft:fishing, mob Minecraft:breeding, killing certain Minecraft:mobs, Minecraft:trading, or Minecraft:smelting.

Game modes

Template:Main

Username

Players in-game are referred to by a username. These are used to target the player with Minecraft:commands, play online Minecraft:multiplayer, and differentiate other players.

Template:IN, usernames must be 3-16 characters, although there are exceptions for players with under 3 characters, who bought the game early in its development. Players can change their username no more than once every 30 days on the preferences page of minecraft.net. When the player changes their username, the previous username becomes available for other users to claim after 37 days. Because players can change usernames every 30 days, a player can manage two usernames without anyone being able to take either of them. If the player has a username under 3 characters and changes it, the old sub-3-character username is permanently unable to be obtained again.<ref>https://namemc.com/name/NY</ref> This also applies for symbol names.<ref>https://namemc.com/search?q=y-93</ref>

Template:IN, the players username is the same as the Xbox Template:W of the player's Microsoft account. Gamertags can be changed on the change gamertag page in the Xbox website for a fee of Template:W9.99, though changing it for the first time is free.<ref>https://support.xbox.com/help/account-profile/profile/change-xbox-live-gamertag</ref> However, players can sign out of their Microsoft account and change the username in-game to any of 3-32 characters long in the Profile Minecraft:settings. While signed out, multiplayer is inaccessible. Changing the player's name to "Dinnerbone" or "Grumm" turns the player model upside-down.

Player names appear above their head as nameplates, typically in white letters within a dark transparent rectangle. Player nameplates can also be seen through solid blocks and other obstructions, although a player can Minecraft:sneak to dim the nameplate's visibility when in sight in Java Edition, or hide it completely when out of sight in Bedrock Edition. When a player is in the same Minecraft:party, the font is colored blue.Template:Upcoming

Furthermore, player names are visible in the player list in multiplayer, the Minecraft:chat when mentioning a player with @,Template:Only and the Minecraft:social drawer or Minecraft:Friends List. Player names are required for invitations to Minecraft:Realms.

Sounds

Template:JE:
Players use the Players sound category for entity-dependent sound events.

Template:SoundTable

| Template:SoundLine | Template:SoundLine | Template:SoundLine | Template:SoundLine | Template:SoundLine | Template:SoundLine | Template:SoundLine | Template:SoundLine

| Template:SoundLine | Template:SoundLine | Template:SoundLine | Template:SoundLine

| Template:SoundLine }} Template:BE: Template:SoundTable

Data values

ID

Template:JE: Template:ID table

Template:BE: Template:ID table

Entity data

Template:Main Template:See also Players have entity data associated with them that contain various properties.


<section begin="entity data" />

<section end="entity data" />


Template:Calculator

Achievements

Template:Load achievements

Achievements that apply to all mobs: Template:Collapse

Advancements

Advancements that apply to all mobs: Template:Collapse

History

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

Gallery

Historical sounds

Sound Added in Removed in Volume Pitch Attenuation Distance
Template:Sound Java Edition Classic 0.24 SURVIVAL TEST Minecraft:Java Edition 1.0.0 (RC1)
Minecraft:Pocket Edition v0.12.1 alpha (build 10)
1.0 0.8-1.2 16
Template:Sound Java Edition 1.0.0 (RC1) Minecraft:Java Edition 1.4.2 (12w38a) 1.0 0.8-1.2 16
Template:Sound 1.0 1.0 16
Template:Sound 1.0 1.0 16

Data history

Template:HistoryTable

Issues

Template:Issue list

Trivia

  • The original Steve skin and player model was originally created for another one of Notch's games called Minecraft:Zombie Town.
  • The player's eye level when using the default player height (according to coordinates on the Minecraft:debug screen) is 1.62m when standing, 1.27m when sneaking and 0.4m when swimming, crawling or gliding.
  • The player's actual size doesn't match the hitbox. Their model is as tall as 2 blocks, but is scaled down by a factor of 0.9375, making them 1.875m tall and 0.9375m wide, exactly 2 texels shorter than the height of 2 blocks.
  • The player's legs do not line up perfectly with the torso to prevent Template:W when wearing armor. This is the same case for Minecraft:zombies and their variants.<ref>Template:Bug</ref>
  • Template:IN, a dead player can still collect Minecraft:experience orbs near their death location until they choose to respawn.
    • Likewise, when the player slept in a bed, the world revolved around the player during the animation instead of the player's camera rotating, which led to some visual bugs.<ref>Template:Tweet</ref>
  • With a length of 3 to 16 characters and 63 characters to choose from, the total number of possible player usernames in Template:JE is <math>\sum_{n=3}^{16} 63^n \approx 6.257 \times 10^{28}</math> or more than 62 octillion.

Gallery

Renders

Idle

Animated

Textures

Screenshots

See also

External links

Notes

Template:Reflist

References

Template:Reflist

Navigation

Template:Navbox entities Template:Navbox environment

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