This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
TrueCraft/TrueCraft.Core/Logic/Blocks/GlowstoneBlock.cs
Drew DeVault a361703746 Implement walking sounds
These sounds change depending on what kind of block you're walking in.

Still to come: sound effects for mining and placing blocks
2015-10-05 22:06:59 -04:00

70 lines
1.9 KiB
C#

using System;
using TrueCraft.API.Logic;
using TrueCraft.API;
using TrueCraft.Core.Logic.Items;
namespace TrueCraft.Core.Logic.Blocks
{
public class GlowstoneBlock : BlockProvider, ICraftingRecipe
{
public static readonly byte BlockID = 0x59;
public override byte ID { get { return 0x59; } }
public override double BlastResistance { get { return 1.5; } }
public override double Hardness { get { return 0.3; } }
public override byte Luminance { get { return 15; } }
public override bool Opaque { get { return false; } }
public override string DisplayName { get { return "Glowstone"; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Glass;
}
}
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(9, 6);
}
protected override ItemStack[] GetDrop(BlockDescriptor descriptor, ItemStack item)
{
return new[] { new ItemStack(GlowstoneDustItem.ItemID, (sbyte)new Random().Next(2, 4), descriptor.Metadata) };
}
public ItemStack[,] Pattern
{
get
{
return new[,]
{
{
new ItemStack(GlowstoneDustItem.ItemID),
new ItemStack(GlowstoneDustItem.ItemID)
},
{
new ItemStack(GlowstoneDustItem.ItemID),
new ItemStack(GlowstoneDustItem.ItemID)
}
};
}
}
public ItemStack Output
{
get { return new ItemStack(BlockID); }
}
public bool SignificantMetadata
{
get { return false; }
}
}
}