VoxelBlockDef class
What the engine needs to know about one block id: how it is drawn, whether it stops a body or light, the light it gives, and whether it is a liquid. Names, drops, tools and every other gameplay fact stay with the game.
Constructors
Properties
- a → double
-
Linear colour; a below 1 draws on the transparent surface.
final
- b → double
-
Linear colour; a below 1 draws on the transparent surface.
final
- emission → int
-
0..15 emitted light.
final
- g → double
-
Linear colour; a below 1 draws on the transparent surface.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- liquidKind → int
-
The game's index of the liquid this block is (water, lava, ...), or
noLiquid. A source and its flowing form share one kind.
final
- liquidSource → bool
-
A liquid source rather than its flowing form.
final
- opaque → bool
-
Occludes faces and stops light.
final
- r → double
-
Linear colour; a below 1 draws on the transparent surface.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- shape → BlockShape
-
How it is drawn, and its collision boxes when solid.
final
- solid → bool
-
Stops a body.
final
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Constants
- noLiquid → const int
- liquidKind of a block that is not a liquid.