I'm creating a mod for Minecraft. Recently, I've tried to make a custom block, and I'm having two issues with it.
My main issue is that the block is rendering incorrectly. I want the block to be smaller in size than a full block. I successfully changed the block boundaries with setBlockBounds(), and while that did make the block render smaller and use the smaller boundaries, it causes other rendering issues. When I place the block, the floor below is becomes invisible and I can see through it, either to caves below, blocks behind it, or the void if there is nothing there. How do I fix that block not rendering? Here's a screenshot:
Additionally, my goal for this block is to emit an "aura" that gives players around it speed or some other potion effect. I have the basic code for finding players around the block and giving them speed, but I can't find a way to activate this method every tick or every X amount of ticks to ensure that it gives players within the box speed in a reliable manner. There are already some blocks in the normal game that do this, so it must be possible. How can I do this?
For your first issue, you need to override isOpaqueCube to return false. You'll also want to override isFullCube for other parts of the code, but that isn't as important for rendering. Example:
public class YourBlock {
// ... existing code ...
/**
* Used to determine ambient occlusion and culling when rebuilding chunks for render
*/
#Override
public boolean isOpaqueCube(IBlockState state) {
return false;
}
#Override
public boolean isFullCube(IBlockState state) {
return false;
}
}
Here's some info on rendering that mentions this.
Regarding your second problem, that's more complicated. It's generally achieved via a tile entity, though you can also use block updates (which is much slower). Good examples of this are BlockBeacon and TileEntityBeacon (for using tile entities) and BlockFrostedIce (for block updates). Here's some (potentially out of date) info on tile entities.
Here's an (untested) example of getting an update each tick this with tile entities:
public class YourBlock {
// ... existing code ...
/**
* Returns a new instance of a block's tile entity class. Called on placing the block.
*/
#Override
public TileEntity createNewTileEntity(World worldIn, int meta) {
return new TileEntityYourBlock();
}
}
/**
* Tile entity for your block.
*
* Tile entities normally store data, but they can also receive an update each
* tick, but to do so they must implement ITickable. So, don't forget the
* "implements ITickable".
*/
public class TileEntityYourBlock extends TileEntity implements ITickable {
#Override
public void update() {
// Your code to give potion effects to nearby players would go here
// If you only want to do it every so often, you can check like this:
if (this.worldObj.getTotalWorldTime() % 80 == 0) {
// Only runs every 80 ticks (4 seconds)
}
}
// The following code isn't required to make a tile entity that gets ticked,
// but you'll want it if you want (EG) to be able to set the effect.
/**
* Example potion effect.
* May be null.
*/
private Potion effect;
public void setEffect(Potion potionEffect) {
this.effect = potionEffect;
}
public Potion getEffect() {
return this.effect;
}
#Override
public void readFromNBT(NBTTagCompound compound) {
super.readFromNBT(compound);
int effectID = compound.getInteger("Effect")
this.effect = Potion.getPotionById(effectID);
}
public void writeToNBT(NBTTagCompound compound) {
super.writeToNBT(compound);
int effectID = Potion.getIdFromPotion(this.effect);
compound.setInteger("Effect", effectID);
}
}
// This line needs to go in the main registration.
// The ID can be anything so long as it isn't used by another mod.
GameRegistry.registerTileEntity(TileEntityYourBlock.class, "YourBlock");
Related
I'm trying to make my custom item place water when used:
public class Beaker extends Item implements IHasModel {
public Beaker(String name, CreativeTabs tab, int maxStackSize) {
setUnlocalizedName(name);
setRegistryName(name);
setCreativeTab(tab);
setMaxStackSize(maxStackSize);
ItemInit.ITEMS.add(this);
}
#Override
public void registerModels() {
Main.proxy.registerItemRenderer(this, 0, "inventory");
}
#Override
public EnumActionResult onItemUse(EntityPlayer player, World worldIn, BlockPos pos, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) {
BlockPos clickedBlock = new BlockPos(hitX, hitY, hitZ);
worldIn.setBlockState(clickedBlock, Blocks.WATER.getDefaultState());
return EnumActionResult.SUCCESS;
}
}
However, when I right click, the item gets used (animation plays) but the water is not placed, I'm using Minecraft 1.12.2 and Forge 14.23.2.2613.
hitX hitY and hitZ have no relation to the world location where the action was performed. They are partial values within the clicked block for performing actions based on where the block was clicked (e.g. which button on a number pad).
If we look at ItemBlockSpecial (which handles items like Cake, Repeaters, Brewing Stands, and Cauldrons) we find this code:
public EnumActionResult onItemUse(EntityPlayer player, World worldIn, BlockPos pos, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
{
IBlockState iblockstate = worldIn.getBlockState(pos);
Block block = iblockstate.getBlock();
// snow layer stuff we don't care about
if (!block.isReplaceable(worldIn, pos))
{
pos = pos.offset(facing);
}
// placement code
}
The important thing to note here is that the pos parameter is used directly, while being modified by the facing parameter in the event that the block clicked is not replaceable (e.g. Tall Grass is replaceable, Stone is not).
If ItemBlockSpecial isn't sufficient for you (i.e. you can't make your item an instance of ItemBlockSpecial), then the code it uses to do things probably still will be.
I wish to access many classes and variables, I would like to do this by dynamically setting the class name and variable name. Currently I am using
MyClass["myVariable1"]
to dynamically access the variable name
MyClass.myVariable1
I want to also dynanmically acces the class name, something like
["MyClass"]["myVariable1"]
But this does not work.
The purpose is that I have shared object with many user settings, I want to iterate through the shared object and set all the user settings across all the classes. I think if I cant dynamically access the class I must have a statement for each and every class name/variable.
I advise against such a practice. Although technically possible, it is like welcoming a disaster into the app architecture:
You rely on something you have no apparent control of: on the way Flash names the classes.
You walk out of future possibility to protect your code with identifier renaming obfuscation because it will render your code invalid.
Compile time error checks is better than runtime, and you are leaving it to runtime. If it happens to fail in non-debug environment, you will never know.
The next developer to work with your code (might be you in a couple of years) will have hard time finding where the initial data coming from.
So, having all of above, I encourage you to switch to another model:
package
{
import flash.net.SharedObject;
public class SharedData
{
static private var SO:SharedObject;
static public function init():void
{
SO = SharedObject.getLocal("my_precious_shared_data", "/");
}
static public function read(key:String):*
{
// if (!SO) init();
return SO.data[key];
}
static public function write(key:String, value:*):void
{
// if (!SO) init();
SO.data[key] = value;
SO.flush();
}
// Returns stored data if any, or default value otherwise.
// A good practice of default application values that might
// change upon user activity, e.g. sound volume or level progress.
static public function readSafe(key:String, defaultValue:*):*
{
// if (!SO) init();
return SO.data.hasOwnProperty(key)? read(key): defaultValue;
}
}
}
In the main class you call
SharedData.init();
// So now your shared data are available.
// If you are not sure you can call it before other classes will read
// the shared data, just uncomment // if (!SO) init(); lines in SharedData methods.
Then each class that feeds on these data should have an initialization block:
// It's a good idea to keep keys as constants
// so you won't occasionally mistype them.
// Compile time > runtime again.
static private const SOMAXMANA:String = "maxmana";
static private const SOMAXHP:String = "maxhp";
private var firstTime:Boolean = true;
private var maxmana:int;
private var maxhp:int;
// ...
if (firstTime)
{
// Make sure it does not read them second time.
firstTime = false;
maxhp = SharedData.readSafe(SOMAXHP, 100);
maxmana = SharedData.readSafe(SOMAXMANA, 50);
}
Well, again. The code above:
does not employ weird practices and easy to understand
in each class anyone can clearly see where the data come from
will be checked for errors at compile time
can be obfuscated and protected
You can try getting the class into a variable and going from there:
var myClass:Class = getDefinitionByName("MyClass") as Class;
myClass["myVariable1"] = x;
I'm working on a project for an intro to programming class, and I've run into a slight problem. We're making a side scroller, and I'm working on the score counter right now. My issue is that when I try to create a reference to the counter class in anything other than the act method(called once every frame) I get a null pointer exception error. You can download the zip file with my code in it here if you want to take a look.
EDIT:
Here's the offending code:
public class HeroMissile extends Missiles
{
/**
* Act - do whatever the HeroMissile wants to do. This method is called whenever
* the 'Act' or 'Run' button gets pressed in the environment.
*/
public void act()
{
move(8);
remove();
}
public void remove() {
if(isTouching(Drone.class)) {
removeTouching(Drone.class);
getWorld().addObject(new Explosion(), getX(), getY());
getWorld().removeObject(this);
addScore();
return;
}
}
public void addScore() {
City cityWorld = (City) getWorld();
**Counter scoreCounter = cityWorld.getCounter();**
scoreCounter.add(1);
}
}
You are calling getWorld() [in addScore()] after you removed yourself from the world. In this case, getWorld() will return null, so you will get a null pointer exception. Try changing the order in remove() to add the score before you remove yourself from the world.
In my title screen, i have a code saying that the first controller using A is the PlayerIndex.one.
Here is the code:
public override void HandleInput(InputState input)
{
for (int anyPlayer = 0; anyPlayer <4; anyPlayer++)
{
if (GamePad.GetState((PlayerIndex)anyPlayer).Buttons.A == ButtonState.Pressed)
{
FirstPlayer = (PlayerIndex)anyPlayer;
this.ExitScreen();
AddScreen(new Background());
}
}
}
My question is: How can i use the "FirstPlayer" in other classes? (without this, there is no interest in this code)
I tried the Get Set thing but i can't make it work. Does i need to put my code in another class? Do you use other code to make this?
Thanks.
You can make a static variable say : SelectedPlayer,
and assign first player to it!
then you can call the first player through this class,
for example
class GameManager
{
public static PlayerIndex SelectedPlayer{get;set;}
..
..
..
}
and right after the loop in your code, you can say:
GameManager.SelectedPlayer = FirstPlayer;
I hope this helps, if your code cold be clearer that would be easier to help :)
Ok, so to do this properly you're going to have to redesign a little.
First off, you should be checking for a new gamepad input (i.e. you should be exiting the screen only when 'A' has been newly pressed). To do this you should be storing previous and current gamepad states:
private GamePadState currentGamePadState;
private GamePadState lastGamePadState;
// in your constructor
currentGamePadState = new GamePadState();
lastGamePadState = new GamePadState();
// in your update
lastGamePadState = currentGamePadState;
currentGamePadState = GamePad.GetState(PlayerIndex.One);
Really what you need to do is modify your class that deals with input. The basic functionality from your HandleInput function should be moved into your input class. Input should have a collection of functions that test for new/current input. For example, for the case you posted:
public Bool IsNewButtonPress(Buttons buton)
{
return (currentGamePadState.IsButtonDown(button) && lastGamePadState.IsButtonUp(button));
}
Then you can write:
public override void HandleInput(InputState input)
{
if (input.IsNewButtonPress(Buttons.A)
{
this.ExitScreen();
AddScreen(new Background());
}
}
Note: this will only work for one controller. To extend the implementation, you'll need to do something like this:
private GamePadState[] currentGamePadStates;
private GamePadState[] lastGamePadStates;
// in your constructor
currentGamePadStates = new GamePadState[4];
currentGamePadStates[0] = new GamePadState(PlayerIndex.One);
currentGamePadStates[1] = new GamePadController(PlayerIndex.Two);
// etc.
lastGamePadStates[0] = new GamePadState(PlayerIndex.One);
// etc.
// in your update
foreach (GamePadState s in currentGamePadStates)
{
// update all of this as before...
}
// etc.
Now, you want to test every controller for input, so you'll need to generalise by writing a function that returns a Bool after checking each GamePadState in the arrays for a button press.
Check out the MSDN Game State Management Sample for a well developed implementation. I can't remember if it supports multiple controllers, but the structure is clear and can easily be adapted if not.
An aspect can be used to measure the performance of method invocations,
as illustrated in the example below:
public aspect MonitorRequests {
void around() : monitoredRequestO {
PerfStats stats = getPerfStats(thisDoinPointStaticPart);
long start = System-currentTimeMillisO;
proceedO;
stats.ecunter++;
stats.time += System.currentTimeMillisC)-start;
}
pointcut monitoredRequestO :
execution(void HttpServ1et.do*(..)) && if(enabled);
// can expose stats via JMX, dump method, getstats etc.
public static class PerfStats { _. }
private Map<StaticPart,PerfStats> perfStatMap • //...
private boolean enabled;
}
By default, an aspect instance is associated with the Java Virtual Machine, rather with
specific execution flows, similar to a static class.
Another aspect below uses percflow() to associate an aspect instance differently from
the default:
public aspect MonitorDatabaseRequests
percflow(monitoredRequest() && !cflowbelow(mon-5toredRequest()) {
void around() : monitoredRequestO {
PerfStats stats = getPerfStats(thisJoinPointStaticPart);
long time.= System.currentTimeMi 11 i s O ;
proceed();
stats.counter++;
stats.databaseTime += accumulatedoatabaseTime;
stats.time 4= System.currentTimeMi 11 isO-time;
}
}
What is the difference that adding the percflow() declaration makes in this example
I'm confused how percflow works and how this is different from not using it....
percflow is the aspect instantiation model. See here:
http://eclipse.org/aspectj/doc/released/progguide/quick-aspectAssociations.html
This means that one instance of this aspect is created for every cflow entered.
The first aspect is a singleton and so it must store a map for all of the performance stats it keeps track of. The second aspect is instantiated as needed, so performance stats are implicitly stored and associated with the proper dynamic call graph.