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Posted

Hello!

 

So I've been trying to add stair-like collision to my block.

 

What I basically want is that the player should be able to go through the area that is marked red in the image:

 

 

width=760 height=633979ctwk.png?1 [/img]

 

 

I've looked around and tried to use addCollisionBoxesToList but that only made the player get stuck (Maybe because I used it wrong).

Here's what I tried with addCollisionBoxesToList:

    @Override
    public void addCollisionBoxesToList(World worldIn, BlockPos pos, IBlockState state, AxisAlignedBB mask, List list, Entity collidingEntity) {
        double xPos = pos.getX(), yPos = pos.getY(), zPos = pos.getZ();

        list.add(new AxisAlignedBB(xPos, yPos, zPos, xPos + 0.5F, yPos + 1.0F, zPos + 0.5F));
        list.add(new AxisAlignedBB(xPos, yPos, zPos + 0.5F, xPos + 1.0F, yPos + 1.0F, zPos + 1.0F));

        super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
        this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
    }

 

Someone also said that I have to use collisionRayTrace but I have no idea how to use that method.

And looking at the stair code didn't help me either.

 

So yeah any help is welcome ^^

Professional procrastinator | GitHub | Twitter | Steam

Posted

Not sure about 1.8, but assume it hasn't changed too much, here's how I'm doing it in 1.7.10. My block renders a railing if there is no block on a side, so here it checks for a block, and creates a collision if there isn't one (so you can't just walk through the railing.)

 

	if (hitboxNorth) {
		setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 0.0625F);
		super.addCollisionBoxesToList(world, x, y, z, bb, list, entity);
	}

	if (hitboxSouth) {
		setBlockBounds(0.0F, 0.0F, 0.9375F, 1.0F, 1.0F, 1.0F);
		super.addCollisionBoxesToList(world, x, y, z, bb, list, entity);
	}

	if (hitboxEast) {
		setBlockBounds(0.9375F, 0.0F, 0.0625F, 1.0F, 1.0F, 1.0F);
		super.addCollisionBoxesToList(world, x, y, z, bb, list, entity);
	}

	if (hitboxWest) {
		setBlockBounds(0.0F, 0.0F, 0.0F, 0.0625F, 1.0F, 1.0F);
		super.addCollisionBoxesToList(world, x, y, z, bb, list, entity);
	}

 

I was told you need the super after each like this. I'm not 100% sure the person who told me that is correct, however, as I've not finished this code myself yet so haven't tested any other ways. But, this adds multiple collisions which effectively is what you need :)

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

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Posted

Thanks!

That worked :D As it seems the only thing that changed between 1.7 and 1.8 is the method parameters.

 

Here's what I ended up using:

 

    @Override
    public void addCollisionBoxesToList(World worldIn, BlockPos pos, IBlockState state, AxisAlignedBB mask, List list, Entity collidingEntity) {
       if (state != null && state.getValue(FACING) != null)
            if (state.getValue(FACING) == EnumFacing.NORTH) { // Depending on which side the block is facing
                setBlockBounds(0F, 0F, 0F, 0.5F, 1.0F, 0.5F);
                super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
                setBlockBounds(0F, 0F, 0.5F, 1.0F, 1.0F, 1.0F);
                super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
            } else if (state.getValue(FACING) == EnumFacing.SOUTH) {
                setBlockBounds(0.5F, 0F, 0.5F, 1.0F, 1.0F, 1.0F);
                super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
                setBlockBounds(0F, 0F, 0F, 1.0F, 1.0F, 0.5F);
                super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
            } else if(state.getValue(FACING) == EnumFacing.EAST) {
                setBlockBounds(0.0F, 0F, 0.5F, 0.5F, 1.0F, 1.0F);
                super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
                setBlockBounds(0F, 0F, 0F, 1.0F, 1.0F, 0.5F);
                super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
            } else if (state.getValue(FACING) == EnumFacing.WEST) {
                setBlockBounds(0.0F, 0F, 0.5F, 0.5F, 1.0F, 1.0F);
                super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
                setBlockBounds(0.5F, 0F, 0F, 1.0F, 1.0F, 1.0F);
                super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
            }

        this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
    }

 

I tried to use a switch case instead of the if/else but that didn't really work for me.

As it seems the super call is necessary. I also added this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F) at the end since I want the highlight wire frame to be a full block.

 

So thanks again^^

Professional procrastinator | GitHub | Twitter | Steam

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