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[1.7.10] Gravitational cube?


drok0920

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Get the position of the block relative to the entity's position, multiply the resulting vector by some factor then move the entity with that vector. If you want it to act like gravity, have the factor be affected by the entity's distance to the block.

 

All simple vector math.

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It's a very hard thing to do - in my mod I've got an item that when right-clicked sucks everything within 32 blocks towards it, here's the whole class incase it helps :)

 

[embed=425,349]

package com.toastrackengima.techcraft;

//Imports

import java.util.List;

 

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.entity.item.EntityItem;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraft.world.World;

 

public class TechDiamondMag extends Item{

 

public static CreativeTabs tabTech; //Creative tab

 

public TechDiamondMag() {

setMaxStackSize(1); //Basic stuff, no stacking, textures, damage, etc

setUnlocalizedName("DiamondMag");

this.setCreativeTab(MainMod.tabTech);

this.setTextureName("techcraft:DiamondMagnet");

setMaxDamage(1028);

}

 

public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4) {

par3List.add("A golden magnet embued"); //Add some of the item lore

par3List.add("with the power of diamond");

par3List.add("Max pull distance: 32");

}

@Override

public ItemStack onItemRightClick(ItemStack is, World world, EntityPlayer ep)

    { //While the item is being right-clicked

double radius = 5;

        List<EntityItem> items = world.getEntitiesWithinAABB(EntityItem.class, ep.boundingBox.expand(32, 32, 32)); //The area to pull items from (change 32 to any number)

        for(EntityItem it : items){

            double distX = ep.posX - it.posX; //Move those items!

            double distZ = ep.posZ - it.posZ;

            double distY = it.posY+1.5D - ep.posY;

            double dir = Math.atan2(distZ, distX);

            double speed = 1F / it.getDistanceToEntity(ep) * 15; //Adjust the speed here (change 15)

 

            if (distY<0)

            {

                it.motionY += speed;

            }

 

            it.motionX = Math.cos(dir) * speed;

            it.motionZ = Math.sin(dir) * speed;

        }

 

    is.damageItem(1, ep); //Damage the item (those magnets don't last forever, you know)

    return is;

    }

 

}

[/embed]

You'd have to change some of that to make it into a block,  but that should give you a starting point :)

-Toastrackenigma

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