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Posted

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.

Kain

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.

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.

  • Author

I think that might cause some more problems because my block uses meta data to determine which location it faces (vine)

Kain

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.

If you really want help, give that modder a thank you.

 

Modders LOVE thank yous.

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.

  • Author

Oh, I'm an idiot...

 

 

I could just use the animated textures thing/feature.

Kain

I could just use the animated textures thing/feature.

 

Or you could do that.

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.

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

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