forked from shadowfacts/shadowfacts.net
152 lines
4.3 KiB
Markdown
152 lines
4.3 KiB
Markdown
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```
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metadata.title = "Basic Blocks"
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metadata.date = "2016-05-07 21:45:00 -0400"
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metadata.series = "forge-modding-1102"
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metadata.seriesName = "Forge Mods for 1.10.2"
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```
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For our first block, we are going to make a Copper Ore to go along with our Copper Ingot.
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### Base Block
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We're going to do something similar to what we did for [Basic Items](/tutorials/forge-modding-1102/basic-items/), create a base class for all of our blocks to extend to make our life a bit easier.
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```java
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package net.shadowfacts.tutorial.block;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.creativetab.CreativeTabs;
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import net.minecraft.item.ItemBlock;
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import net.shadowfacts.tutorial.TutorialMod;
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public class BlockBase extends Block {
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protected String name;
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public BlockBase(Material material, String name) {
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super(material);
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this.name = name;
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setUnlocalizedName(name);
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setRegistryName(name);
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}
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public void registerItemModel(ItemBlock itemBlock) {
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TutorialMod.proxy.registerItemRenderer(itemBlock, 0, name);
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}
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@Override
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public BlockBase setCreativeTab(CreativeTabs tab) {
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super.setCreativeTab(tab);
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return this;
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}
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}
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```
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This is almost exactly the same as our `ItemBase` class except it extends `Block` instead of `Item`. It sets the unlocalized and registry names, has a method to register the item model, and has an overridden version of `Block#setCreativeTab` that returns a `BlockBase`.
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We'll also create a `BlockOre` class which extends `BlockBase` to make adding ore's a little easier.
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```java
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package net.shadowfacts.tutorial.block;
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import net.minecraft.block.material.Material;
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import net.minecraft.creativetab.CreativeTabs;
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public class BlockOre extends BlockBase {
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public BlockOre(String name) {
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super(Material.ROCK, name);
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setHardness(3f);
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setResistance(5f);
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}
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@Override
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public BlockOre setCreativeTab(CreativeTabs tab) {
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super.setCreativeTab(tab);
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return this;
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}
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}
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```
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### `ModBlocks`
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Now let's create a `ModBlocks` class similar to `ModItems` to assist us when registering blocks.
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```java
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package net.shadowfacts.tutorial.block;
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import net.minecraft.block.Block;
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import net.minecraft.creativetab.CreativeTabs;
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import net.minecraft.item.ItemBlock;
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import net.minecraftforge.fml.common.registry.GameRegistry;
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public class ModBlocks {
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public static void init() {
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}
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private static <T extends Block> T register(T block, ItemBlock itemBlock) {
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GameRegistry.register(block);
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GameRegistry.register(itemBlock);
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if (block instanceof BlockBase) {
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((BlockBase)block).registerItemModel(itemBlock);
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}
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return block;
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}
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private static <T extends Block> T register(T block) {
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ItemBlock itemBlock = new ItemBlock(block);
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itemBlock.setRegistryName(block.getRegistryName());
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return register(block, itemBlock);
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}
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}
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```
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This class is slightly different than our `ModItems` class due to the way blocks work in 1.9. In 1.9, we register the block and the `ItemBlock` separately whereas previously Forge would register the default `ItemBlock` automatically.
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**Brief aside about how `ItemBlock`s work:** The `ItemBlock` for a given block is what is used as the inventory form of a given block. In the game, when you have a piece of Cobblestone in your inventory, you don't actually have on of the Cobblestone blocks in your inventory, you have one of the Cobblestone _`ItemBlock`s_ in your inventory.
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Once again, we'll need to update our `preInit` method to call the `init` method of our `ModBlocks` class:
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```java
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@Mod.EventHandler
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public void preInit(FMLPreInitializationEvent event) {
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ModItems.init();
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ModBlocks.init();
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}
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```
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### Copper Ore
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Now, because we have our `BlockBase` and `ModBlocks` classes in place, we can quickly add a new block:
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```java
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public static BlockOre oreCopper;
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public static void init() {
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oreCopper = register(new BlockOre("oreCopper").setCreativeTab(CreativeTabs.MATERIALS));
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}
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```
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This will:
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1. Create a new `BlockOre` with the name `oreCopper`.
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2. Sets the creative tab of the block to the Materials tab.
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3. Registers the block with the `GameRegistry`.
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4. Registers the default `ItemBlock` with the `GameRegistry`.
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Now, in the game, we can see our (untextured) copper ore block!
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![Copper Ore Screenshot](http://i.imgur.com/uWdmyA5.png)
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Next, we'll look at how to make a simple model for our copper ore block.
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