I wonder if you can make 3d sprites like then you have mobs in Minecraft!
what about slabs like half blocks
the player is static, also it needs to be updated a bit (@woofwoof thanks for thinking of enums! (I know how to use them from looking at mixer.ts or some sound related file))
currently everything in the player class is static, so it doesnât need to be created. the only issue that I can see right now is the getters and setters. In the next update it will become a namespace again, and will hopefully fix the getters and setters.
hey I noticed that the blocks have .player= if you have function name like this
//%block
export function .player=(...): void {
}
you can have a = on the block command like this
//%block="Set $voxelengine player $xy to $n"
export function .player=(...): void {
}
which lets you add spaces I just thought it was not supposed to be like â.player=â but if it is suppsed to be like that nevermind
I will finish meeting then actually work right, then create a project with a small example of it
maybe in the future!
yes but what I made looks coloor to me
I donât, I think itâs makecode being weird with getters/setters
first example!! https://arcade.makecode.com/S17056-69251-90166-49747
bleghghhg its so tiring making an extensionâŚ
anyways, if anybody finds a bug, or wants something added, please say! I cannot think of everything everybody wants so actually do!
also if youre in javascript the extenion should be named âarcade-voxel-engine - Copyâ (idk why) and the version is 9943da6 (@richard now im interested in the hex valuesâŚ)
@WoofWoof the blocks are breaking and i dont know why
![]()
function cast<T>(v: any): T {
return v as T
}
is there a way to turn this into a block, or do something like it as a block? @richard
nope!
you can add blocks for individual types, for example:
//% block="$a as sprite"
function castToSprite(a: any): Sprite {
return a
}
but generics and type arguments are not supported in blocks and probably never will be