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
@@ -58,12 +58,12 @@ public class PlagueOfDarkness extends Spell {
particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();
ParticleBuilder.create(Type.DARK_MAGIC).pos(particleX, caster.getEntityBoundingBox().minY, particleZ)
.vel(particleX - caster.posX, 0, particleZ - caster.posZ).colour(0.1f, 0, 0).spawn(world);
.vel(particleX - caster.posX, 0, particleZ - caster.posZ).clr(0.1f, 0, 0).spawn(world);
particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();
ParticleBuilder.create(Type.SPARKLE).pos(particleX, caster.getEntityBoundingBox().minY, particleZ)
.vel(particleX - caster.posX, 0, particleZ - caster.posZ).lifetime(30).colour(0.1f, 0, 0.05f).spawn(world);
.vel(particleX - caster.posX, 0, particleZ - caster.posZ).time(30).clr(0.1f, 0, 0.05f).spawn(world);
particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();