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
@@ -53,24 +53,13 @@ public class EntityBlizzard extends EntityMagicConstruct {
if(!MagicDamage.isEntityImmune(DamageType.FROST, target))
target.addPotionEffect(new PotionEffect(WizardryPotions.frost, 20, 0));
}
}else{
for(int i=1; i<6; i++){
float brightness = 0.5f + (rand.nextFloat() / 2);
ParticleBuilder.create(Type.BLIZZARD)
.pos(this.posX, this.posY + rand.nextDouble() * 3, this.posZ)
.lifetime(100)
.colour(brightness, brightness + 0.1f, 1.0f)
.radius(rand.nextDouble() * 2.5d + 0.5d)
.spawn(world);
ParticleBuilder.create(Type.BLIZZARD)
.pos(this.posX, this.posY + rand.nextDouble() * 3, this.posZ)
.lifetime(100)
.colour(1, 1, 1)
.radius(rand.nextDouble() * 2.5d + 0.5d)
.spawn(world);
for(int i=1; i<12; i++){
double speed = (rand.nextBoolean() ? 1 : -1) * 0.1 + 0.05 * rand.nextDouble();
ParticleBuilder.create(Type.SNOW).pos(this.posX, this.posY + rand.nextDouble() * 3, this.posZ).vel(0, 0, 0)
.time(100).scale(2).spin(rand.nextDouble() * 2.5 + 0.5, speed).spawn(world);
}
}
}