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
@@ -15,14 +15,11 @@ public class ParticleMagicFlame extends ParticleWizardry {
public ParticleMagicFlame(World world, double x, double y, double z){
super(world, x, y, z);
// Not sure what these did but they sure as heck won't do anything now...
// TESTME: If it looks the same as before, delete these.
// this.motionX = this.motionX * 0.009999999776482582D + par8;
// this.motionY = this.motionY * 0.009999999776482582D + par10;
// this.motionZ = this.motionZ * 0.009999999776482582D + par12;
this.flameScale = 1 + world.rand.nextFloat();
this.setRBGColorF(1, 1, 1);
this.particleAlpha = 1;
this.particleMaxAge = (int)(2.0D / (Math.random() * 0.8D + 0.2D));
this.shaded = false;
// IDEA: Make the particles for ray spells collide properly and not spawn on the other side of stuff.
this.canCollide = false;
this.setParticleTextureIndex(48);