コード例 #1
0
ファイル: Blocks.cs プロジェクト: N3X15/MineEdit
 public Block(byte id,string name,Bitmap image,Color color)
 {
     this.ID=id;
     this.Name=name;
     this.Image=image;
     this.Color=color;
     DrawMode = DrawMode.Normal;
     Console.Write(ToString());
     // TODO:  We need a better way of doing this.  A much better way of doing this.
     switch(ID)
     {
         case 1: All = 1; break;							// ROCK
         case 2: Top = 0; Sides = 3; Bottom = 2; break; 	// GRASS
         case 3: All = 2; break;							// DIRT
         case 4: All = 16; break;
         case 5: All = 4; break;							// WOOD
         case 7: All = 17; break;						// ADMINIUM
         case 8:
         //Water
         case 9:
             DrawMode = DrawMode.Water;
             All = 13*16 + 15;
             break;
         // Lava
         case 10:
         case 11:
             DrawMode = DrawMode.Glass;
             All = 15*16 + 15;
             break;
         case 12: All = 1*16 + 2; break; // Sand
         case 13: All = 1*16 + 3; break; // Gravel
         case 14: All = 2*16 + 0; break; // Gold Ore
         case 15: All = 2*16 + 1; break; // Iron Ore
         case 16: All = 2*16 + 2; break; // Coal Ore
         case 17: All = 1*16 + 5; Sides = 1*16 + 4; break; // TREE
         // Leaves
         case 18:
             DrawMode = DrawMode.Leaves;
             All = 3*16 + 4;
             break;
         case 19: All = 3*16 + 0; break; // Sponge
         // Glass
         case 20:
             DrawMode = DrawMode.Glass;
             All = 3*16 + 1;
             break;
         case 35: All = 4*16 + 0; break; // Cloth
         // Gold
         case 41:
             Top = 1*16 + 7;
             Sides = 2*16 + 7;
             Bottom = 3*16 + 7;
             break;
         // Iron
         case 42:
             Top = 1*16 + 6;
             Sides = 2*16 + 6;
             Bottom = 3*16 + 6;
             break;
         case 43: All = 6; Sides = 5; break; 									// Doublestair
         case 44: All = 6; Sides = 5; break; 									// Stair
         case 45: All = 7; break; 												//Brick
         case 46: Top = 9; Sides = 8; Bottom = 10; break; 						// TNT
         case 47: Top = 4; Sides = 2*16 + 3; Bottom = 4; break; 					// Bookshelf
         case 48: All = 2*16 + 4; break; 										// Mossy cobbo
         case 49: All = 2*16 + 5; break; 										// Obsidian
         case 52: DrawMode = DrawMode.Glass; All = 4*16 + 1; break; 				// Mob Spawner
         case 54: All = 1*16 + 9; Sides = 1*16 + 11; break; 						// Chest
         case 56: All = 3*16 + 2; break; 										// Diamond Ore
         case 57: Top = 1*16 + 8; Sides = 2*16 + 8; Bottom = 3*16 + 8; break; 	// Diamond
         case 58: Top = 2*16 + 11; Sides = 3*16 + 11; Bottom = 4; break; 		// Workbench
         case 59: All = 2; Top = 5*16 + 7; break; 								// Soil
         case 60: All = 1; Sides = 2*16 + 12; break;	 							// Furnace
         case 61: All = 1; Sides = 3*16 + 13; break; 							// Lit Furnace
         case 73: All = 3*16 + 3;break; 											// Redstone Ore
         case 79: DrawMode = DrawMode.Glass; All = 4*16 + 3; break; 				// Ice
         case 80: All = 4*16 + 2; break; 										// Snow block
         case 81: Top = 4*16 + 5; Sides = 4*16 + 6; Bottom = 4*16 + 7; break; 	// Cactus
         case 82: All = 4*16 + 8; break; 										// Clay
     }
 }
コード例 #2
0
ファイル: Blocks.cs プロジェクト: xorle/MineEdit
        public Block(byte id, string name, Bitmap image, Color color)
        {
            this.ID    = id;
            this.Name  = name;
            this.Image = image;
            this.Color = color;
            DrawMode   = DrawMode.Normal;
            Console.Write(ToString());
            // TODO:  We need a better way of doing this.  A much better way of doing this.
            switch (ID)
            {
            case 1: All = 1; break;                             // ROCK

            case 2: Top = 0; Sides = 3; Bottom = 2; break;      // GRASS

            case 3: All = 2; break;                             // DIRT

            case 4: All = 16; break;

            case 5: All = 4; break;                                                                     // WOOD

            case 7: All = 17; break;                                                                    // ADMINIUM

            case 8:
            //Water
            case 9:
                DrawMode = DrawMode.Water;
                All      = 13 * 16 + 15;
                break;

            // Lava
            case 10:
            case 11:
                DrawMode = DrawMode.Glass;
                All      = 15 * 16 + 15;
                break;

            case 12: All = 1 * 16 + 2; break;                     // Sand

            case 13: All = 1 * 16 + 3; break;                     // Gravel

            case 14: All = 2 * 16 + 0; break;                     // Gold Ore

            case 15: All = 2 * 16 + 1; break;                     // Iron Ore

            case 16: All = 2 * 16 + 2; break;                     // Coal Ore

            case 17: All = 1 * 16 + 5; Sides = 1 * 16 + 4; break; // TREE

            // Leaves
            case 18:
                DrawMode = DrawMode.Leaves;
                All      = 3 * 16 + 4;
                break;

            case 19: All = 3 * 16 + 0; break;                   // Sponge

            // Glass
            case 20:
                DrawMode = DrawMode.Glass;
                All      = 3 * 16 + 1;
                break;

            case 35: All = 4 * 16 + 0; break;                   // Cloth

            // Gold
            case 41:
                Top    = 1 * 16 + 7;
                Sides  = 2 * 16 + 7;
                Bottom = 3 * 16 + 7;
                break;

            // Iron
            case 42:
                Top    = 1 * 16 + 6;
                Sides  = 2 * 16 + 6;
                Bottom = 3 * 16 + 6;
                break;

            case 43: All = 6; Sides = 5; break;                                                         // Doublestair

            case 44: All = 6; Sides = 5; break;                                                         // Stair

            case 45: All = 7; break;                                                                    //Brick

            case 46: Top = 9; Sides = 8; Bottom = 10; break;                                            // TNT

            case 47: Top = 4; Sides = 2 * 16 + 3; Bottom = 4; break;                                    // Bookshelf

            case 48: All = 2 * 16 + 4; break;                                                           // Mossy cobbo

            case 49: All = 2 * 16 + 5; break;                                                           // Obsidian

            case 52: DrawMode = DrawMode.Glass; All = 4 * 16 + 1; break;                                // Mob Spawner

            case 54: All = 1 * 16 + 9; Sides = 1 * 16 + 11; break;                                      // Chest

            case 56: All = 3 * 16 + 2; break;                                                           // Diamond Ore

            case 57: Top = 1 * 16 + 8; Sides = 2 * 16 + 8; Bottom = 3 * 16 + 8; break;                  // Diamond

            case 58: Top = 2 * 16 + 11; Sides = 3 * 16 + 11; Bottom = 4; break;                         // Workbench

            case 59: All = 2; Top = 5 * 16 + 7; break;                                                  // Soil

            case 60: All = 1; Sides = 2 * 16 + 12; break;                                               // Furnace

            case 61: All = 1; Sides = 3 * 16 + 13; break;                                               // Lit Furnace

            case 73: All = 3 * 16 + 3; break;                                                           // Redstone Ore

            case 79: DrawMode = DrawMode.Glass; All = 4 * 16 + 3; break;                                // Ice

            case 80: All = 4 * 16 + 2; break;                                                           // Snow block

            case 81: Top = 4 * 16 + 5; Sides = 4 * 16 + 6; Bottom = 4 * 16 + 7; break;                  // Cactus

            case 82: All = 4 * 16 + 8; break;                                                           // Clay
            }
        }