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
@@ -120,7 +120,7 @@ public class EntitySpiritHorse extends EntityHorse {
double x = this.posX - this.width / 2 + this.rand.nextFloat() * width;
double y = this.posY + this.height * this.rand.nextFloat() + 0.2f;
double z = this.posZ - this.width / 2 + this.rand.nextFloat() * width;
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).colour(0.8f, 0.8f, 1.0f).spawn(world);
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).clr(0.8f, 0.8f, 1.0f).spawn(world);
}
}
@@ -158,7 +158,7 @@ public class EntitySpiritHorse extends EntityHorse {
double x = this.posX - this.width / 2 + this.rand.nextFloat() * width;
double y = this.posY + this.height * this.rand.nextFloat() + 0.2f;
double z = this.posZ - this.width / 2 + this.rand.nextFloat() * width;
ParticleBuilder.create(Type.DUST).pos(x, y, z).colour(0.8f, 0.8f, 1.0f).shaded(true).spawn(world);
ParticleBuilder.create(Type.DUST).pos(x, y, z).clr(0.8f, 0.8f, 1.0f).shaded(true).spawn(world);
}
// Spirit horse disappears a short time after being dismounted.