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
@@ -68,7 +68,7 @@ public class Intimidate extends Spell {
double x = caster.posX - 1 + world.rand.nextDouble() * 2;
double y = caster.getEntityBoundingBox().minY + 1.5 + world.rand.nextDouble() * 0.5;
double z = caster.posZ - 1 + world.rand.nextDouble() * 2;
ParticleBuilder.create(Type.DARK_MAGIC).pos(x, y, z).colour(0.9f, 0.1f, 0).spawn(world);
ParticleBuilder.create(Type.DARK_MAGIC).pos(x, y, z).clr(0.9f, 0.1f, 0).spawn(world);
}
}
WizardryUtilities.playSoundAtPlayer(caster, SoundEvents.ENTITY_ENDERDRAGON_GROWL, 1.0f, 1.0f);