package net.fourbytes.shadow.blocks; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.MathUtils; import net.fourbytes.shadow.Images; public class BlockWater extends BlockFluid { public float lightDelta = 1f/5f; public BlockWater() { } @Override public void init() { super.init(); passSunlight = true; } @Override public void tick(float delta) { tintSunlight.set(0f, 0.5f, 0.7625f, 1f); tintSunlight.add(MathUtils.random(lightDelta), MathUtils.random(lightDelta), MathUtils.random(lightDelta), 0f); super.tick(delta); } @Override public TextureRegion getTexture0() { return Images.getTextureRegion("block_water"); } @Override public TextureRegion getTexture1() { return Images.getTextureRegion("block_water_top"); } @Override public boolean handleMix(BlockFluid type) { if (type instanceof BlockLava) { //Lava does that for meh, I think type.handleMix(this); return false; } return true; } }