Перейти к основному содержанию

BlockRubberTreeLeaves

Base class for block

Hierarchy

Index

Constructors

constructor

Properties

blockMaterial

blockMaterial: string

Block material

blockType

blockType: BlockType

Block properties

category

category: number

Item category

readonlyid

id: number

Block numeric id

isDefined

isDefined: boolean

Flag that defines whether block for this instance was defined or not.

miningLevel

miningLevel: number

Block mining level

shapes

shapes: {}

Shapes of block variations


Type declaration

readonlystringID

stringID: string

Block string id

variations

variations: BlockVariation[]

Array of block variations

Methods

addVariation

  • addVariation(name: string, texture: [string, number][], inCreative?: boolean): void
  • Adds variation for the block.


    Parameters

    • name: string

      item name

    • texture: [string, number][]

      block texture

    • optionalinCreative: boolean

      true if should be added to creative inventory

    Returns void

checkLeaves

  • checkLeaves(x: number, y: number, z: number, region: BlockSource, explored: {}): boolean
  • Parameters

    • x: number
    • y: number
    • z: number
    • region: BlockSource
    • explored: {}

      Returns boolean

    checkLeavesFor6Sides

    • checkLeavesFor6Sides(x: number, y: number, z: number, region: BlockSource, explored: {}): boolean
    • Parameters

      • x: number
      • y: number
      • z: number
      • region: BlockSource
      • explored: {}

        Returns boolean

      createBlock

      • createBlock(): void
      • Registers block in game.


        Returns void

      getDrop

      • getDrop(coords: Vector, block: Tile, level: number, enchant: EnchantData, item: ItemStack): ItemInstanceArray[]
      • Method used to get drop from the block


        Parameters

        • coords: Vector

          block coords

        • block: Tile

          block id and data

        • level: number

          tool mining level

        • enchant: EnchantData

          tool enchant data

        • item: ItemStack

          item instance

        Returns ItemInstanceArray[]

        drop items array

      onBreak

      • onBreak(coords: Vector, block: Tile, region: BlockSource): void
      • Method called when the block is destroyed by explosion or environment.


        Parameters

        • coords: Vector

          block coords

        • block: Tile

          block id and data

        • region: BlockSource

          BlockSource object

        Returns void

      onDestroy

      • onDestroy(coords: Vector, block: Tile, region: BlockSource, player: number): void
      • Parameters

        • coords: Vector
        • block: Tile
        • region: BlockSource
        • player: number

        Returns void

      onRandomTick

      • onRandomTick(x: number, y: number, z: number, block: Tile, region: BlockSource): void
      • Parameters

        • x: number
        • y: number
        • z: number
        • block: Tile
        • region: BlockSource

        Returns void

      registerTileEntity

      • registerTileEntity(prototype: TileEntityPrototype): void
      • Registers TileEntity prototype for this block.


        Parameters

        • prototype: TileEntityPrototype

          TileEntity prototype

        Returns void

      setBaseBlock

      • setBaseBlock(baseBlock: number): void
      • Sets the block type of another block, which allows to inherit some of its properties.


        Parameters

        • baseBlock: number

          id of the block to inherit type

        Returns void

      setBlockColorSource

      • setBlockColorSource(colorSource: ColorSource): void
      • Makes block use biome color when displayed on the vanilla maps.


        Parameters

        • colorSource: ColorSource

        Returns void

      setBlockMaterial

      • setBlockMaterial(material: string, level?: number): void
      • Registers block material and digging level. If you are registering block with 'stone' material ensure that its block type has baseBlock id 1 to be correctly destroyed by pickaxes.


        Parameters

        • material: string

          material name

        • optionallevel: number

          block digging level

        Returns void

      setCategory

      • setCategory(category: number): void
      • Sets item category.


        Parameters

        • category: number

          item category, should be integer from 1 to 4.

        Returns void

      setDestroyTime

      • setDestroyTime(destroyTime: number): void
      • Sets destroy time for the block.


        Parameters

        • destroyTime: number

          block destroy time

        Returns void

      setExplosionResistance

      • setExplosionResistance(resistance: number): void
      • Specifies how block resists to the explosions.


        Parameters

        • resistance: number

          integer value, default is 3

        Returns void

      setFriction

      • setFriction(friction: number): void
      • Sets block friction. It specifies how player walks on the block. The higher the friction is, the more difficult it is to change speed and direction.


        Parameters

        • friction: number

          float value, default is 0.6

        Returns void

      setLightLevel

      • setLightLevel(lightLevel: number): void
      • Sets level of the light emitted by the block.


        Parameters

        • lightLevel: number

          value from 0 (no light) to 15

        Returns void

      setLightOpacity

      • setLightOpacity(lightOpacity: number): void
      • Specifies how opaque block is.


        Parameters

        • lightOpacity: number

          Value from 0 to 15 which will be substracted from the light level when the light passes through the block

        Returns void

      setMapColor

      • setMapColor(color: number): void
      • Sets block color when displayed on the vanilla maps.


        Parameters

        • color: number

          map color of the block

        Returns void

      setRarity

      • setRarity(rarity: number): void
      • Sets item rarity.


        Parameters

        • rarity: number

          one of EnumRarity values

        Returns void

      setRenderAllFaces

      • setRenderAllFaces(renderAllFaces: boolean): void
      • Sets rendering of the block faces.


        Parameters

        • renderAllFaces: boolean

          If true, all block faces are rendered, otherwise back faces are not rendered (for optimization purposes). Default is false

        Returns void

      setRenderLayer

      • setRenderLayer(renderLayer: number): void
      • Specifies the layer that is used to render the block.


        Parameters

        • renderLayer: number

          default is 4

        Returns void

      setRenderType

      • setRenderType(renderType: number): void
      • Sets render type of the block.


        Parameters

        • renderType: number

          default is 0 (full block), use other values to change block's model

        Returns void

      setShape

      • setShape(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, data?: number): void
      • Sets block box shape.

        @params

        x1, y1, z1 position of block lower corner (0, 0, 0 for solid block)

        @params

        x2, y2, z2 position of block upper conner (1, 1, 1 for solid block)


        Parameters

        • x1: number
        • y1: number
        • z1: number
        • x2: number
        • y2: number
        • z2: number
        • optionaldata: number

          sets shape for one block variation if specified and for all variations otherwise

        Returns void

      setSolid

      • setSolid(isSolid: boolean): void
      • Sets block to be transparent or opaque.


        Parameters

        • isSolid: boolean

          if true, sets block to be opaque.

        Returns void

      setSoundType

      • setSoundType(sound: Sound): void
      • Sets sound type of the block.


        Parameters

        • sound: Sound

          block sound type

        Returns void

      setTranslucency

      • setTranslucency(translucency: number): void
      • Specifies rendering of shadows on the block.


        Parameters

        • translucency: number

          float value from 0 (no shadows) to 1

        Returns void

      updateLeaves

      • updateLeaves(x: number, y: number, z: number, region: BlockSource): void
      • Parameters

        • x: number
        • y: number
        • z: number
        • region: BlockSource

        Returns void