Posted July 20, 201411 yr I'm trying to make a block that teleports you to another (of the same) block on the Y axis. This is the code I have so far, and it works great, except that if I have more than 2 of the block on the Y axis it will teleport you up more than once, probably because it's still registering the keypress as down. If you tap really quickly, it will teleport you only once. Is there a way to make it so it delays it, or you have to repress the key for it to register it? Thank you package somarani.soulcraft.block; import java.awt.event.KeyEvent; import somarani.soulcraft.common.SoulCraft; import cpw.mods.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent; import cpw.mods.fml.common.registry.GameRegistry; import net.java.games.input.Keyboard; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.World; public class BlockEnder extends Block { public BlockEnder(Material p_i45394_1_) { super(p_i45394_1_); setHardness(4f); setResistance(4f); setBlockName("enderblock"); setCreativeTab(SoulCraft.tabSoul); setLightLevel(1.0f); setBlockTextureName("soulcraft:enderblock1"); GameRegistry.registerBlock(this, "enderblock"); } @Override public void onEntityCollidedWithBlock (World world, int x, int y, int z, Entity entity) { if (entity instanceof EntityPlayer){ EntityPlayer player = (EntityPlayer)entity; KeyEvent event = null; if(org.lwjgl.input.Keyboard.isKeyDown(org.lwjgl.input.Keyboard.KEY_LSHIFT)){ int Y= y - 100; for(int i = y - 2; i > Y; i-- ){ if (world.blockExists(x, i, z)){ if (world.getBlock(x, i, z) == SoulCraft.enderBlock){ player.setPositionAndUpdate(x + 0.5d, i + 1, z + 0.5d); world.playSoundAtEntity(player, "mob.endermen.portal", 1.0f, 1.0f); break; } } } } else if (org.lwjgl.input.Keyboard.isKeyDown(org.lwjgl.input.Keyboard.KEY_SPACE)){ int Y= y + 100; for(int i = y + 2; i < Y; i++ ){ if (world.blockExists(x, i, z)){ if (world.getBlock(x, i, z) == SoulCraft.enderBlock){ player.setPositionAndUpdate(x + 0.5d, i + 1, z + 0.5d); world.playSoundAtEntity(player, "mob.endermen.portal", 1.0f, 1.0f); player.motionY = 0; break; } } } } } } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool (World world, int x, int y, int z) { return AxisAlignedBB.getBoundingBox(x, y, z, (double) x + 1.0D, (double) y + 0.9D, (double) z + 1.0D); } }
July 20, 201411 yr You could try adding a cooldown value to the player's NBT, so after they teleport the cooldown prevents them from teleporting again. Just add the cooldown to the player's NBT when they teleport, and before teleporting check if the cooldown is 0, if not subtract one from it and check later. Since it is on a collision, you may just want a boolean value instead of an int seeing if they just teleported.
July 21, 201411 yr Author I've never worked with NBT before. Do you mind explaining how I create them, or link me to a tutorial that explains it well?
July 21, 201411 yr I don't know of a tutorial that shows how to do NBT for a player, but I have used it before. NBT is basically data that is saved. Because trying to use variables on a block will affect every instance of it, you can do the check on player's NBT. NBT saves the player's inventory, things with tile entities, etc. In the case of doing a Player's NBT, using ExtendedEntityData did not work for me. Here is some example code: NBTTagCompound entityData = p.getEntityData(); NBTTagCompound persist; if (!entityData.hasKey(EntityPlayer.PERSISTED_NBT_TAG)) { entityData.setTag(EntityPlayer.PERSISTED_NBT_TAG, (persist = new NBTTagCompound())); } else { persist = entityData.getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG); } Where p is an entityplayer. This gets the Player's persisted NBT data, so if he dies the player keeps your boolean. It also keeps the data if the player logs off. With this code, persist becomes a place where you can save and read data. For example you can call setBoolean(key, value); on persist. That will save a boolean value to the player, with the name of key and the boolean value of value. So if key was "TEST" and value was true, then if you later called getBoolean(key);, where key was still "TEST" you would get true because you assigned "TEST" to true. You can use that to store various other data for the player, from int to byte to char, string, and boolean. So you can make a method with the code I put above that returns persist, then call yourMethod(EntityPlayer p).setBoolean("EnderCooldown", true); when the player uses it, then before you teleport the player you can check if "EnderCooldown" in the NBT is true, if it is then set it to false and don't teleport. If it is false then teleport them. Hope I helped. I hope I helped.
July 21, 201411 yr I don't think you need NBT. NBT is important format for custom values you want to save, but for something like cooldown in the middle of a teleport you only need a temporary value (I mean you're not going to save your game right in the middle of teleporting). You just need a boolean field called something like isTeleporting to mask off the further teleporting. Check out my tutorials here: http://jabelarminecraft.blogspot.com/
July 21, 201411 yr He can add what jabelar is talking about in his keypress code before he sends the packet, or change it to send the packet on keyup, instead of keydown. Long time Bukkit & Forge Programmer Happy to try and help
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.