TLHPoE Posted December 24, 2013 Share Posted December 24, 2013 So I currently have this piece of code inside of my block: @Override public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random) { if(blockIcon == icons[0]) { blockIcon = icons[1]; return; } if(blockIcon == icons[1]) { blockIcon = icons[2]; return; } if(blockIcon == icons[2]) { blockIcon = icons[3]; return; } if(blockIcon == icons[3]) { blockIcon = icons[0]; return; } } It only changes the texture when it is in my hand/inventory, not the world. Quote Kain Link to comment Share on other sites More sharing options...
Draco18s Posted December 24, 2013 Share Posted December 24, 2013 Use metadata instead. Every random updateTick, increase the metadata by 1, then display an icon based on the metadata. What you're doing now is not going to work, as the Block class is a singleton. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
TLHPoE Posted December 24, 2013 Author Share Posted December 24, 2013 I think that might cause some more problems because my block uses meta data to determine which location it faces (vine) Quote Kain Link to comment Share on other sites More sharing options...
mardiff Posted December 24, 2013 Share Posted December 24, 2013 It might, but at least you can fix those problems. Icons are only registered at the creation of a block, so it won't change in the world unless the block itself is changed. Quote If you really want help, give that modder a thank you. Modders LOVE thank yous. Link to comment Share on other sites More sharing options...
CJLetsGame Posted December 24, 2013 Share Posted December 24, 2013 If you want meta for direction and icon, use Bitwise operators. Lets say the first 2 bits are direction, and the last 2 are icon. Direction = Meta >> 2 IconIndex = Meta & 3 Meta = Direction << 2 | IconIndex So if Direction is 1 and IconIndex is 3 in Meta, it looks like: 0111 To get direction we shift the bits to the left 2 places. 0001 = 1 IconIndex is the last 2 bits so we AND the meta to 3 (0011) 0111 AND 0011 = 0011 = 3 Thats a quick run through, hope it made a little sense. Quote Link to comment Share on other sites More sharing options...
TLHPoE Posted December 24, 2013 Author Share Posted December 24, 2013 Oh, I'm an idiot... I could just use the animated textures thing/feature. Quote Kain Link to comment Share on other sites More sharing options...
Draco18s Posted December 24, 2013 Share Posted December 24, 2013 I could just use the animated textures thing/feature. Or you could do that. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
TheGreyGhost Posted December 25, 2013 Share Posted December 25, 2013 Hi The reason it was working in your hand but not the inventory is because the renderer doesn't read the block textures every frame, only when the blocks are changed. In contrast, the inventory render updates every frame. See also http://greyminecraftcoder.blogspot.com.au/2013/07/rendering-world-more-details-including.html If you want your blocks to animate, you should use either tile animations like water/lava, or TileEntitySpecialRenderer. -TGG Quote Link to comment Share on other sites More sharing options...
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