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
@@ -89,10 +89,10 @@ public class LifeDrain extends SpellRay {
@Override
protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){
if(world.rand.nextInt(5) == 0) ParticleBuilder.create(Type.DARK_MAGIC).pos(x, y, z).colour(0.1f, 0, 0).spawn(world);
if(world.rand.nextInt(5) == 0) ParticleBuilder.create(Type.DARK_MAGIC).pos(x, y, z).clr(0.1f, 0, 0).spawn(world);
// This used to multiply the velocity by the distance from the caster
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(vx, vy, vz).lifetime(8 + world.rand.nextInt(6))
.colour(0.5f, 0, 0).spawn(world);
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(vx, vy, vz).time(8 + world.rand.nextInt(6))
.clr(0.5f, 0, 0).spawn(world);
}
}