Documentation ¶
Index ¶
Constants ¶
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const ( BLOCK_NIL = Block(0) BLOCK_AIR = Block(1) BLOCK_DIRT = Block(2) BLOCK_STONE = Block(3) BLOCK_SPAWN = Block(4) BLOCK_GRASS = Block(5) BLOCK_COAL = Block(6) BLOCK_IRON = Block(7) BLOCK_GOLD = Block(8) BLOCK_SAPPHIRE = Block(9) BLOCK_EMERALD = Block(10) BLOCK_RUBY = Block(11) BLOCK_DIAMOND = Block(12) BLOCK_POUDRETTEITE = Block(13) BLOCK_GLASS = Block(14) // Properties BLOCK_UNMINEABLE = 0x80000000 // Subtypes // Transparent blocks can be seen through, like glass, spawn blocks, etc. // We will render faces behind them. BLOCK_TRANSPARENT = 1 << 0 // Invisible blocks are ignored by the renderer, and have no physical // manifestation in the world. BLOCK_INVISIBLE = (1 << 1) | BLOCK_TRANSPARENT // Intangible blocks are ignored by physics simulations, and will // allow entities to occupy the same space as them. BLOCK_INTANGIBLE = 1 << 2 )
Variables ¶
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var BLOCK_PROPERTIES []uint32 = []uint32{ BLOCK_INVISIBLE | BLOCK_INTANGIBLE | BLOCK_UNMINEABLE, BLOCK_INVISIBLE | BLOCK_INTANGIBLE | BLOCK_UNMINEABLE, 0, 0, BLOCK_UNMINEABLE | BLOCK_TRANSPARENT, 0, 0, 0, 0, 0, 0, 0, 0, 0, BLOCK_TRANSPARENT, }
By default, blocks are visible, tangible, and mineable.
Functions ¶
This section is empty.
Types ¶
type BlockSource ¶
type Chunk ¶
type Chunk struct {
// contains filtered or unexported fields
}
func GenerateChunk ¶
func (*Chunk) ToByteArray ¶
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