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
@@ -148,8 +148,9 @@ public class EntityStormElemental extends EntitySummonedCreature implements ISpe
float brightness = rand.nextFloat() * 0.2f;
double dy = this.rand.nextDouble() * (double)this.height;
ParticleBuilder.create(Type.SPARKLE_ROTATING).pos(this.posX, this.posY + dy, this.posZ)
.lifetime(20 + rand.nextInt(10)).colour(0, brightness, brightness).radius(0.2f + 0.5f * dy).spawn(world);
ParticleBuilder.create(Type.SPARKLE).pos(this.posX, this.posY + dy, this.posZ)
.time(20 + rand.nextInt(10)).clr(0, brightness, brightness)//.entity(this)
.spin(0.2 + 0.5 * dy, 0.1 + 0.05 * world.rand.nextDouble()).spawn(world);
}
}