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
@@ -76,10 +76,10 @@ public class MindControl extends SpellRay {
for(int i=0; i<10; i++){
ParticleBuilder.create(Type.DARK_MAGIC, world.rand, target.posX,
target.getEntityBoundingBox().minY + target.getEyeHeight(), target.posZ, 0.25, false)
.colour(0.8f, 0.2f, 1.0f).spawn(world);
.clr(0.8f, 0.2f, 1.0f).spawn(world);
ParticleBuilder.create(Type.DARK_MAGIC, world.rand, target.posX,
target.getEntityBoundingBox().minY + target.getEyeHeight(), target.posZ, 0.25, false)
.colour(0.2f, 0.04f, 0.25f).spawn(world);
.clr(0.2f, 0.04f, 0.25f).spawn(world);
}
}