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
@@ -144,10 +144,10 @@ public class SpellBuff extends Spell {
double x = caster.posX + world.rand.nextDouble() * 2 - 1;
double y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
double z = caster.posZ + world.rand.nextDouble() * 2 - 1;
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.1, 0).colour(r, g, b).spawn(world);
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.1, 0).clr(r, g, b).spawn(world);
}
Wizardry.proxy.spawnEntityParticle(world, caster, 15, r, g, b);
ParticleBuilder.create(Type.BUFF).entity(caster).clr(r, g, b).spawn(world);
}
}