tutorial:blockstate
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
tutorial:blockstate [2019/08/29 07:47] – [Adding models for your blockstates] JavaScript formatting, add file names jamieswhiteshirt | tutorial:blockstate [2022/12/15 16:47] – solidblock | ||
---|---|---|---|
Line 5: | Line 5: | ||
But, what if you //do// want to give a singular block state, so it can change based on some condition? | But, what if you //do// want to give a singular block state, so it can change based on some condition? | ||
This is what '' | This is what '' | ||
- | Say we wanted a block to have a hardness of '' | + | Say we wanted a block that can summon lightning, but only when charged up. |
- | it would become harder and gain a hardness of '' | + | |
| | ||
- | First we define the boolean property of the block - whether or not it is hard: | + | First we define the boolean property of the block - whether or not it is charged (careful not to import the wrong BooleanProperty!): |
<code java> | <code java> | ||
- | public class MyBlock | + | public class ChargeableBlock |
- | public static final BooleanProperty | + | public static final BooleanProperty |
+ | |||
+ | // The block instance. You can place it anywhere. | ||
+ | public static final ChargeableBlock CHARGEABLE_BLOCK = Registry.register( | ||
+ | Registry.BLOCK, | ||
+ | new Identifier(" | ||
+ | new ChargeableBlock( /* write anything appropriate here */ )); | ||
} | } | ||
</ | </ | ||
- | Then we need to register the property | + | Then we need to register the properties of the block by overriding '' |
<code java> | <code java> | ||
- | public class MyBlock | + | public class ChargeableBlock |
[...] | [...] | ||
@Override | @Override | ||
- | protected void appendProperties(StateFactory.Builder< | + | protected void appendProperties(StateManager.Builder< |
- | | + | |
} | } | ||
| | ||
} | } | ||
</ | </ | ||
- | Then we need to set the default state of our property in the block constructor: | + | Then we need to set the default state of our property in the block constructor |
<code java> | <code java> | ||
- | public class MyBlock | + | public class ChargeableBlock |
[...] | [...] | ||
- | public | + | public |
super(settings); | super(settings); | ||
- | setDefaultState(getStateFactory().getDefaultState().with(HARDENED, false)); | + | setDefaultState(getDefaultState().with(CHARGED, false)); |
} | } | ||
| | ||
} | } | ||
</ | </ | ||
- | + | Now, we need to be able to charge the block, through the '' | |
- | Now, to set the property | + | |
- | + | ||
- | '' | + | |
- | + | ||
- | (Replace | + | |
<code java> | <code java> | ||
- | public class MyBlock | + | public class ChargeableBlock |
[...] | [...] | ||
@Override | @Override | ||
- | public | + | public |
- | world.setBlockState(pos, | + | player.playSound(SoundEvents.BLOCK_RESPAWN_ANCHOR_CHARGE, |
- | return | + | world.setBlockState(pos, |
+ | return | ||
} | } | ||
} | } | ||
</ | </ | ||
- | And to use the property we call '' | + | |
+ | And finally, | ||
<code java> | <code java> | ||
- | public class MyBlock | + | public class ChargeableBlock |
[...] | [...] | ||
@Override | @Override | ||
- | public | + | public |
- | | + | |
- | if(hardened) return 2.0f; | + | // Summoning the Lighting Bolt at the block |
- | | + | LightningEntity lightningEntity = (LightningEntity) EntityType.LIGHTNING_BOLT.create(world); |
+ | | ||
+ | world.spawnEntity(lightningEntity); | ||
+ | | ||
+ | |||
+ | world.setBlockState(pos, | ||
+ | super.onSteppedOn(world, | ||
} | } | ||
} | } | ||
Line 67: | Line 75: | ||
==== Adding models for your blockstates ==== | ==== Adding models for your blockstates ==== | ||
- | You can also make the texture and model of your block change based on the state. This is done through a JSON file called a Blockstate | + | You can also make the texture and model of your block change based on the state. This is done through a JSON file called a " |
- | Let's say you register an instance of '' | + | Let's say you register an instance of '' |
- | <code JavaScript resources/ | + | <code JavaScript resources/ |
{ | { | ||
" | " | ||
- | "": | + | "": |
} | } | ||
} | } | ||
Line 81: | Line 89: | ||
Let's break this simple example down. There are a couple important parts to this JSON: | Let's break this simple example down. There are a couple important parts to this JSON: | ||
- | - The ''" | + | * The '' |
- | - A variant named ''""'' | + | |
- | - The object assigned to the ''""'' | + | |
- | - The ''" | + | |
- | If you // | + | If you want to have different models for each blockstate, you should |
- | <code JavaScript resources/ | + | <code JavaScript resources/ |
{ | { | ||
" | " | ||
- | "hardened=false": | + | "charged=false": |
- | "hardened=true": | + | "charged=true": |
} | } | ||
} | } | ||
</ | </ | ||
- | In this JSON, there are two variants, one for each possibility of the '' | + | In this JSON, there are two variants, one for each possibility of the '' |
- | Variants are based on possible permutations of the properties added to your block. A property can be totally ignored in the blockstate JSON if you want, like in the first blockstate JSON where we ignored the '' | + | Variants are based on possible permutations of the properties added to your block. A property can be totally ignored in the blockstate JSON if you want, like in the first blockstate JSON where we ignored the '' |
This is only a simple introduction to blockstate JSONs. All of the tricks you can do with blockstate and model JSONs are documented on the [[https:// | This is only a simple introduction to blockstate JSONs. All of the tricks you can do with blockstate and model JSONs are documented on the [[https:// | ||
+ | |||
==== A note about performance ==== | ==== A note about performance ==== | ||
Every possible state of a block is registered at the start of the game. This means that if you have 14 boolean properties, the block has 2^14 = 16384 different states and 2^14 states are registered. For this reason blocks should not contain too many blockstate properties. Rather, blockstates should be mostly reserved for visuals, and [[tutorial: | Every possible state of a block is registered at the start of the game. This means that if you have 14 boolean properties, the block has 2^14 = 16384 different states and 2^14 states are registered. For this reason blocks should not contain too many blockstate properties. Rather, blockstates should be mostly reserved for visuals, and [[tutorial: |
tutorial/blockstate.txt · Last modified: 2023/11/18 08:13 by solidblock