Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

Okay, so, I want to create a block which changes depending on if other blocks of the same block are next to it

 

Like with fences and redstone wire

 

If you've got redstone wire and place another redstone wire next to it, it changes to the line and the corners/crosses if you put more next to it

 

how does that work?

 

I know it's something to do with

 

    private void notifyWireNeighborsOfNeighborChange(World par1World, int par2, int par3, int par4)
    {
        if (par1World.getBlockId(par2, par3, par4) == this.blockID)
        {
            par1World.notifyBlocksOfNeighborChange(par2, par3, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2 - 1, par3, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2 + 1, par3, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2, par3, par4 - 1, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2, par3, par4 + 1, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2, par3 - 1, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2, par3 + 1, par4, this.blockID);
        }
    }

    /**
     * Called whenever the block is added into the world. Args: world, x, y, z
     */
    public void onBlockAdded(World par1World, int par2, int par3, int par4)
    {
        super.onBlockAdded(par1World, par2, par3, par4);

        if (!par1World.isRemote)
        {
            this.updateAndPropagateCurrentStrength(par1World, par2, par3, par4);
            par1World.notifyBlocksOfNeighborChange(par2, par3 + 1, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2, par3 - 1, par4, this.blockID);
            this.notifyWireNeighborsOfNeighborChange(par1World, par2 - 1, par3, par4);
            this.notifyWireNeighborsOfNeighborChange(par1World, par2 + 1, par3, par4);
            this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3, par4 - 1);
            this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3, par4 + 1);

            if (par1World.isBlockNormalCube(par2 - 1, par3, par4))
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2 - 1, par3 + 1, par4);
            }
            else
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2 - 1, par3 - 1, par4);
            }

            if (par1World.isBlockNormalCube(par2 + 1, par3, par4))
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2 + 1, par3 + 1, par4);
            }
            else
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2 + 1, par3 - 1, par4);
            }

            if (par1World.isBlockNormalCube(par2, par3, par4 - 1))
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3 + 1, par4 - 1);
            }
            else
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3 - 1, par4 - 1);
            }

            if (par1World.isBlockNormalCube(par2, par3, par4 + 1))
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3 + 1, par4 + 1);
            }
            else
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3 - 1, par4 + 1);
            }
        }
    }

    /**
     * ejects contained items into the world, and notifies neighbours of an update, as appropriate
     */
    public void breakBlock(World par1World, int par2, int par3, int par4, int par5, int par6)
    {
        super.breakBlock(par1World, par2, par3, par4, par5, par6);

        if (!par1World.isRemote)
        {
            par1World.notifyBlocksOfNeighborChange(par2, par3 + 1, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2, par3 - 1, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2 + 1, par3, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2 - 1, par3, par4, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2, par3, par4 + 1, this.blockID);
            par1World.notifyBlocksOfNeighborChange(par2, par3, par4 - 1, this.blockID);
            this.updateAndPropagateCurrentStrength(par1World, par2, par3, par4);
            this.notifyWireNeighborsOfNeighborChange(par1World, par2 - 1, par3, par4);
            this.notifyWireNeighborsOfNeighborChange(par1World, par2 + 1, par3, par4);
            this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3, par4 - 1);
            this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3, par4 + 1);

            if (par1World.isBlockNormalCube(par2 - 1, par3, par4))
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2 - 1, par3 + 1, par4);
            }
            else
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2 - 1, par3 - 1, par4);
            }

            if (par1World.isBlockNormalCube(par2 + 1, par3, par4))
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2 + 1, par3 + 1, par4);
            }
            else
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2 + 1, par3 - 1, par4);
            }

            if (par1World.isBlockNormalCube(par2, par3, par4 - 1))
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3 + 1, par4 - 1);
            }
            else
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3 - 1, par4 - 1);
            }

            if (par1World.isBlockNormalCube(par2, par3, par4 + 1))
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3 + 1, par4 + 1);
            }
            else
            {
                this.notifyWireNeighborsOfNeighborChange(par1World, par2, par3 - 1, par4 + 1);
            }
        }
    }

 

 

and the textures are

 

    public void registerIcons(IconRegister par1IconRegister)
    {
        this.field_94413_c = par1IconRegister.registerIcon(this.func_111023_E() + "_" + "cross");
        this.field_94410_cO = par1IconRegister.registerIcon(this.func_111023_E() + "_" + "line");
        this.field_94411_cP = par1IconRegister.registerIcon(this.func_111023_E() + "_" + "cross_overlay");
        this.field_94412_cQ = par1IconRegister.registerIcon(this.func_111023_E() + "_" + "line_overlay");
        this.blockIcon = this.field_94413_c;
    }

    @SideOnly(Side.CLIENT)
    public static Icon func_94409_b(String par0Str)
    {
        return par0Str.equals("cross") ? Block.redstoneWire.field_94413_c : (par0Str.equals("line") ? Block.redstoneWire.field_94410_cO : (par0Str.equals("cross_overlay") ? Block.redstoneWire.field_94411_cP : (par0Str.equals("line_overlay") ? Block.redstoneWire.field_94412_cQ : null)));
    }

 

 

but I don't really get how it works

more in that I don't really get how it knows what texture to use

 

can anyone point me in the direction of a tutorial or explain how this sorta thing works?

Hi

 

The answers you're looking for are probably in here:

RenderBlocks.renderBlockRedstoneWire()

There is a section near the top that figures out how many neighbouring redstone blocks there are:

        boolean flag = BlockRedstoneWire.isPowerProviderOrWire(this.blockAccess, par2 - 1, par3, par4, 1) || !this.blockAccess.isBlockNormalCube(par2 - 1, par3, par4) && BlockRedstoneWire.isPowerProviderOrWire(this.blockAccess, par2 - 1, par3 - 1, par4, -1);
        boolean flag1 = BlockRedstoneWire.isPowerProviderOrWire(this.blockAccess, par2 + 1, par3, par4, 3) || !this.blockAccess.isBlockNormalCube(par2 + 1, par3, par4) && BlockRedstoneWire.isPowerProviderOrWire(this.blockAccess, par2 + 1, par3 - 1, par4, -1);
        boolean flag2 = BlockRedstoneWire.isPowerProviderOrWire(this.blockAccess, par2, par3, par4 - 1, 2) || !this.blockAccess.isBlockNormalCube(par2, par3, par4 - 1) && BlockRedstoneWire.isPowerProviderOrWire(this.blockAccess, par2, par3 - 1, par4 - 1, -1);
        boolean flag3 = BlockRedstoneWire.isPowerProviderOrWire(this.blockAccess, par2, par3, par4 + 1, 0) || !this.blockAccess.isBlockNormalCube(par2, par3, par4 + 1) && BlockRedstoneWire.isPowerProviderOrWire(this.blockAccess, par2, par3 - 1, par4 + 1, -1);
{etc}

par2, par3, par4 correspond to [x,y,z].

 

Based on these flags, the rendering code chooses the right icons to render (using tessellator.addVertexWithUV()...)

See also http://greyminecraftcoder.blogspot.com.au/2013/08/the-tessellator.html

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.