Add repeaters without torches, make needed changes in rendermode-normal for edge block lines.
Delete some non used code in cake.
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@@ -177,7 +177,7 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
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int increment=0;
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int increment=0;
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if (state->block == 44) // half-step
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if (state->block == 44) // half-step
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increment=6;
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increment=6;
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else if (state->block == 78) // snow
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else if ((state->block == 78) || (state->block == 93) || (state->block == 94)) // snow, redstone repeaters (on and off)
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increment=9;
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increment=9;
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if ((state->x == 15) && (state->up_right_blocks != Py_None)) {
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if ((state->x == 15) && (state->up_right_blocks != Py_None)) {
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30
textures.py
30
textures.py
@@ -1296,10 +1296,30 @@ def generate_special_texture(blockID, data):
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composite.alpha_over(img, side, (2,12), side)
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composite.alpha_over(img, side, (2,12), side)
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composite.alpha_over(img, otherside, (10,12), otherside)
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composite.alpha_over(img, otherside, (10,12), otherside)
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composite.alpha_over(img, top, (0,8), top)
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composite.alpha_over(img, top, (0,8), top)
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return (img.convert("RGB"), img.split()[3])
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if blockID in (93, 94): # redstone repeaters, ON and OFF
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top = terrain_images[131] if blockID == 93 else terrain_images[147]
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side = terrain_images[5]
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increment = 9
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if (data & 0x3) == 0: # pointing east
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pass
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if (data & 0x3) == 1: # pointing south
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top = top.rotate(270)
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if (data & 0x3) == 2: # pointing west
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top = top.rotate(180)
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if (data & 0x3) == 3: # pointing north
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top = top.rotate(90)
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img = _build_full_block( (top, increment), None, None, side, side)
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#~ composite.alpha_over(img, side, (2,6), side)
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#~ composite.alpha_over(img, otherside, (10,6), otherside)
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#~ composite.alpha_over(img, top, (0,2), top)
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return (img.convert("RGB"), img.split()[3])
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return (img.convert("RGB"), img.split()[3])
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@@ -1382,7 +1402,7 @@ def getBiomeData(worlddir, chunkX, chunkY):
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special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 35, 43, 44, 50,
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special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 35, 43, 44, 50,
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51, 53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71,
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51, 53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71,
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75, 76, 85, 86, 90, 91, 92])
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75, 76, 85, 86, 90, 91, 92, 93, 94])
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# this is a map of special blockIDs to a list of all
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# this is a map of special blockIDs to a list of all
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# possible values for ancillary data that it might have.
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# possible values for ancillary data that it might have.
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@@ -1420,6 +1440,8 @@ special_map[86] = range(5) # pumpkin, orientation
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special_map[90] = (1,2,4,8) # portal, in 2 orientations, 4 cases, uses pseudo data
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special_map[90] = (1,2,4,8) # portal, in 2 orientations, 4 cases, uses pseudo data
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special_map[91] = range(5) # jack-o-lantern, orientation
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special_map[91] = range(5) # jack-o-lantern, orientation
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special_map[92] = range(6) # cake!
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special_map[92] = range(6) # cake!
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special_map[93] = range(16) # OFF redstone repeater, orientation and delay (delay not implemented)
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special_map[94] = range(16) # ON redstone repeater, orientation and delay (delay not implemented)
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# grass and leaves are graysacle in terrain.png
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# grass and leaves are graysacle in terrain.png
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# we treat them as special so we can manually tint them
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# we treat them as special so we can manually tint them
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