Added support for brick stairs and slabs
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@@ -435,8 +435,10 @@ def _build_blockimages():
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36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1,
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, -1,
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# 80 81 82 83 84 85 86 87 88 89 90 91
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66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102 # clay?
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# 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95
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66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102, -1, -1, -1, -1,
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# 96 97 98 99 100
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-1, -1, 54, -1, -1
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]
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# NOTE: For non-block textures, the sideid is ignored, but can't be -1
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@@ -452,8 +454,10 @@ def _build_blockimages():
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36, 37, -1, -1, 65, -1, -1,101, 50, 24, -1, -1, 86, -1, -1, -1,
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, -1,
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# 80 81 82 83 84 85 86 87 88 89 90 91
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66, 70, 72, 73, 74,-1 ,118,103,104,105, -1, 118
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# 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95
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66, 70, 72, 73, 74,-1 ,118,103,104,105, -1, 118,-1, -1, -1, -1,
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# 96 97 98 99 100
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-1, -1, 54, -1, -1
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]
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# This maps block id to the texture that goes on the side of the block
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@@ -845,13 +849,17 @@ def generate_special_texture(blockID, data):
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if data == 0: # stone slab
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top = terrain_images[6]
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side = terrain_images[5]
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if data == 1: # stone slab
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elif data == 1: # stone slab
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top = terrain_images[176]
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side = terrain_images[192]
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if data == 2: # wooden slab
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elif data == 2: # wooden slab
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top = side = terrain_images[4]
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if data == 3: # cobblestone slab
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elif data == 3: # cobblestone slab
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top = side = terrain_images[16]
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elif data == 4: # brick?
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top = side = terrain_images[7]
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elif data == 5: # stone brick?
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top = side = terrain_images[54]
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img = _build_block(top, side, blockID)
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return generate_texture_tuple(img, blockID)
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@@ -926,13 +934,16 @@ def generate_special_texture(blockID, data):
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return generate_texture_tuple(img, blockID)
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if blockID in (53,67): # wooden and cobblestone stairs.
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if blockID in (53,67, 108, 109): # wooden, stone brick, and cobblestone stairs.
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if blockID == 53: # wooden
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texture = terrain_images[4]
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elif blockID == 67: # cobblestone
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texture = terrain_images[16]
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elif blockID == 108: # red brick stairs
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texture = terrain_images[7]
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elif blockID == 109: # stone brick stairs
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texture = terrain_images[54]
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side = texture.copy()
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half_block_u = texture.copy() # up, down, left, right
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@@ -2008,7 +2019,7 @@ def getBiomeData(worlddir, chunkX, chunkY):
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special_blocks = set([ 2, 6, 9, 17, 18, 20, 26, 23, 27, 28, 29, 31, 33,
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34, 35, 43, 44, 50, 51, 53, 54, 55, 58, 59, 61, 62,
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63, 64, 65, 66, 67, 68, 71, 75, 76, 79, 85, 86, 90,
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91, 92, 93, 94, 96])
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91, 92, 93, 94, 96, 108, 109])
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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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@@ -2027,8 +2038,8 @@ special_map[29] = (0,1,2,3,4,5,8,9,10,11,12,13) # sticky piston body, orientatio
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special_map[33] = (0,1,2,3,4,5,8,9,10,11,12,13) # normal piston body, orientation, pushed in/out
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special_map[34] = (0,1,2,3,4,5,8,9,10,11,12,13) # normal and sticky piston extension, orientation, sticky/normal
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special_map[35] = range(16) # wool, colored and white
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special_map[43] = range(4) # stone, sandstone, wooden and cobblestone double-slab
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special_map[44] = range(4) # stone, sandstone, wooden and cobblestone slab
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special_map[43] = range(6) # stone, sandstone, wooden and cobblestone double-slab
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special_map[44] = range(6) # stone, sandstone, wooden and cobblestone slab
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special_map[50] = (1,2,3,4,5) # torch, position in the block
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special_map[51] = range(16) # fire, position in the block (not implemented)
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special_map[53] = range(4) # wooden stairs, orientation
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@@ -2056,6 +2067,8 @@ special_map[92] = range(6) # cake, eaten amount, (not implemented)
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special_map[93] = range(16) # OFF redstone repeater, orientation and delay
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special_map[94] = range(16) # ON redstone repeater, orientation and delay
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special_map[96] = range(8) # trapdoor, open, closed, orientation
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special_map[108]= range(4) # red stairs, orientation
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special_map[109]= range(4) # stonebrick stairs, orientation
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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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