The great particle refactoring part 2: Splitting and Streamlining!

- Splits all particle textures into individual files intead of sprite sheets
- Replaces arc and lightning pulse entities with particles
- Pulls particle code up to the general ParticleWizardry so behaviours such as spin can be applied to all particle types
- Renames a few ParticleBuilder methods for conciseness.
- Adds a few new particle effects to various spells and entities, with a slight tweak to EntityMagicArrow#onBlockHit to facilitate impact effects
This commit is contained in:
Electroblob77
2019-01-01 21:40:04 +00:00
parent ad363c64af
commit b374f71533
201 changed files with 1682 additions and 1551 deletions
@@ -17,13 +17,13 @@ public class ParticleFlash extends ParticleWizardry {
super(world, x, y, z);
this.setRBGColorF(1, 1, 1);
this.particleScale = 0.6f; // 7.1f is the value used in fireworks
this.particleMaxAge = 4;
this.particleMaxAge = 6;
}
@Override
public void renderParticle(BufferBuilder buffer, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ){
float f4 = particleScale * MathHelper.sin(((float)this.particleAge + partialTicks - 1.0F) * 0.25F * (float)Math.PI);
this.setAlphaF(0.6F - ((float)this.particleAge + partialTicks - 1.0F) * 0.25F * 0.5F);
float f4 = particleScale * MathHelper.sin(((float)this.particleAge + partialTicks - 1.0F)/particleMaxAge * (float)Math.PI);
this.setAlphaF(0.6F - ((float)this.particleAge + partialTicks - 1.0F)/particleMaxAge * 0.5F);
float f5 = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX);
float f6 = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY);
float f7 = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ);