package net.minecraft.block; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import java.util.List; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; public class BlockWood extends Block { /** The type of tree this block came from. */ public static final String[] woodType = new String[] {"oak", "spruce", "birch", "jungle"}; public static final String[] woodTextureTypes = new String[] {"wood", "wood_spruce", "wood_birch", "wood_jungle"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; public BlockWood(int par1) { super(par1, Material.wood); this.setCreativeTab(CreativeTabs.tabBlock); } @SideOnly(Side.CLIENT) /** * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata */ public Icon getIcon(int par1, int par2) { if (par2 < 0 || par2 >= this.iconArray.length) { par2 = 0; } return this.iconArray[par2]; } /** * Determines the damage on the item the block drops. Used in cloth and wood. */ public int damageDropped(int par1) { return par1; } @SideOnly(Side.CLIENT) /** * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks) */ public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List) { par3List.add(new ItemStack(par1, 1, 0)); par3List.add(new ItemStack(par1, 1, 1)); par3List.add(new ItemStack(par1, 1, 2)); par3List.add(new ItemStack(par1, 1, 3)); } @SideOnly(Side.CLIENT) /** * When this method is called, your block should register all the icons it needs with the given IconRegister. This * is the only chance you get to register icons. */ public void registerIcons(IconRegister par1IconRegister) { this.iconArray = new Icon[woodTextureTypes.length]; for (int i = 0; i < this.iconArray.length; ++i) { this.iconArray[i] = par1IconRegister.registerIcon(woodTextureTypes[i]); } } }