further developed then this C++ Version, through the C++ Version has advantages like map saving and lot larger map. I decided to call the
C++ Version "Bedrock Edition" as a joke for the Minecraft C++ Version is Called Bedrock or Pocket Edition.
1.2. Version
- This is the Dragonblocks Bedrock Edition 3.0.
+ This is the Dragonblocks Bedrock Edition 3.1.
1.4. Bugs
Please Report Bugs to eliasfleckenstein@web.de.
1.5. License
$ sudo ./install.sh
It will copy the dragonblocks directory to /usr/share/dragonblocks and place a script in
/usr/bin/dragonblocks that starts dragonblocks.
-
3. Developing
- 3.1. The Lua Modding API
- If you want to add a lua file to the game, place it in the game folder and add a dofile() in game/init.lua
- Note: The lua api currently consists of only two functions. If you want to add something I'm open to ideas or code.
- dragonblocks.register_node(obj)
- Register a new node
- obj has to contain:
- name: string - the itemstring. It should follow the convention "modulename:nodename"
- texture: string - the texture path. Textures should be placed in the textures folder and have to be 16 x 16 px.
- obj can contain:
- stable: boolean - Nodes like water or air are unstable. [default = true]
- hidden: boolean - The Node will be hidden in the invenotry. [default = false]
- translucent: boolean - Whether the node's texture should be transparent. [default = false]
- dragonblocks.log(text)
- Log something.
- 3.2. The C++ API
- The C++ API is probably to big to explain here, but if you do C++ you should understand it. In case you have questions, feel free to
- ask them on github. You can also contribute code if you want.
+ Please Refer to the Dragonblocks Wiki on Github