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[1.6.4]Needs help with spawnd wall direction


demand12

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i have an item when right clicked it spawns a wall. but the wall was only facing  one direction. i would like some help to figure out how to turn the wall when the player turns.

 

i have tried to turn it with player and block coords. but the coord system is a bit wired and i dont get it. here is what i have at the momment:

 

package Talimagics.items;

 

import net.minecraft.block.Block;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraft.world.World;

 

public class taliswall extends Item {

 

public taliswall(int par1) {

super(par1);

this.setCreativeTab(CreativeTabs.tabMisc);

this.setMaxStackSize(1);

this.setMaxDamage(16);

 

}

int dirx;

int dirz;

int playx;

int playz;

float fplayx;

float fplayz;

 

public boolean onItemUse(ItemStack used, EntityPlayer player, World world, int bx, int by, int bz, int side, float px, float py, float pz)

    {

        //clicked bottom of the block

        if (side == 0 && player.isSneaking())

        {

            //decreases the y position to get the actual clicked block

            --by;

           

        }else if (side == 0){

        --by;

        --by;

        }

 

        //clicked top of the block

        if (side == 1 && player.isSneaking())

        {

            //increases the y position to get the actual clicked block

            ++by;

         

        }else if (side == 1){

        ++by;

        ++by;

        }

 

        //and so on...

        if (side == 2 && player.isSneaking())

        {

            --bz;

           

        }else if (side == 2){

        --bz;

        --bz;

        }

 

        if (side == 3 && player.isSneaking())

        {

            ++bz;

           

        }else if (side == 3){

        ++bz;

        ++bz;

        }

 

        if (side == 4 && player.isSneaking())

        {

            --bx;

           

        }else if (side == 4){

        --bx;

        --bx;

        }

 

        if (side == 5 && player.isSneaking())

        {

            ++bx;

           

        }else if (side == 5){

        ++bx;

        ++bx;

        }

 

        //check if player can edit the block.

        if (!player.canPlayerEdit(bx, by, bz, side, used))

        {

            //Item didnt used.

            return false;

        }

        else

        {

            //When the block is air,

            if (world.isAirBlock(bx, by, bz))

            {

                //play Sound at the center of the block.

                world.playSoundEffect((double)bx+ 0.5D, (double)by+ 0.5D, (double)bz+ 0.5D, "dig.stone", 1.0F, itemRand.nextFloat() * 0.4F + 0.8F);

               

                dirx = bx;

                dirz = bz;

                fplayx = px;

                fplayz = pz;

               

                Math.round(fplayx);

                Math.round(fplayz);

               

                playx = (int)fplayx;

                playz = (int)fplayz;

               

                dirx = dirx - playx;

                dirz = dirz - playz;

               

                if(player.isSneaking()){

               

                //Sets the Block!

                    world.setBlock(bx, by, bz, Block.glass.blockID);

                }else{

                if(dirx > dirz){

                world.setBlock(bx, by, bz, Block.glass.blockID);//mid block

                world.setBlock(bx, --by, bz, Block.glass.blockID);

                world.setBlock(bx, by, --bz, Block.glass.blockID);

                world.setBlock(bx, ++by, bz, Block.glass.blockID);

                world.setBlock(bx, ++by, bz, Block.glass.blockID);

                world.setBlock(bx, by, ++bz, Block.glass.blockID);

                world.setBlock(bx, by, ++bz, Block.glass.blockID);

                world.setBlock(bx, --by, bz, Block.glass.blockID);

                world.setBlock(bx, --by, bz, Block.glass.blockID);

                }else if(dirz > dirx){

                world.setBlock(bx, by, bz, Block.glass.blockID);//mid block

                world.setBlock(bx, --by, bz, Block.glass.blockID);

               

               

               

                }

                }

               

            }

 

            //Damages the Item.

            used.damageItem(1, player);

 

            //Item used.

            return true;

        }

    }

 

}

 

 

 

thanks in advance :)

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Hi

 

This link shows the coordinate system (you seem to have it right already?)

http://greyminecraftcoder.blogspot.com.au/2013/07/blocks.html

 

I don't understand what you mean "the wall was only facing one direction", and I'm not sure what you intend those ++bx etc to do?

 

Perhaps you could show some screenshots of what it actually looks like, compared with what you want?

 

-TGG

 

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what happends in the code is that the x and z coords are added together so when i am at x100 z700 the code says z and x is 800.

 

the bx...etc stuff is block x y z and the px...etc is player x y z

 

here is what i want from my item.

 

when i right click a block on the ground like this one.

 

 

i will spawn a wall(testing with glass)

 

 

but when i turn the player and right clicks the wall still faces the same direction.

 

 

 

that is whats going on.

 

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what happends in the code is that the x and z coords are added together so when i am at x100 z700 the code says z and x is 800.

after further testing. it seems i was wrong. the block coords are right but the player coord are another story.

 

it seems that it returns a 0.######## number. that does not go as well in my maths equation. so if anyone know how to fix this. that would be apriciated

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Hi

 

Thanks for the pics, that makes it much clearer.

 

A few thoughts

1) I don't think that parameter is actually the player [x,y,z].  I think it's actually the coordinates of the point on the block face where the player's line of sight intersects.

2) I think you will need to retrieve the player's coordinates using player.posX, .posY etc.  This is not ideal but it should work I think.

3) when comparing dirx with dirz, in order to see whether the wall is east-west or north-south, you should take Math.abs(), because they can be negative or positive.

4) what happens if dirx == dirz?

5) I understand how you want it to work for clicking on the top or bottom of block; but I'm not sure your east, west, north, south will do something reasonable

 

    /**
     * Handles a players right click. Args: player, world, x, y, z, side, hitVec
     */
    public boolean onPlayerRightClick(EntityPlayer par1EntityPlayer, World par2World, ItemStack par3ItemStack, int par4, int par5, int par6, int par7, Vec3 par8Vec3)
    {
        this.syncCurrentPlayItem();
        float f = (float)par8Vec3.xCoord - (float)par4;
        float f1 = (float)par8Vec3.yCoord - (float)par5;
        float f2 = (float)par8Vec3.zCoord - (float)par6;

(f, f1, f2 are eventually passed to onItemUse().  re hitVec - see class MovingObjectPosition)

 

-TGG

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