use of com.teamwizardry.librarianlib.features.particle.functions.InterpFadeInOut in project Wizardry by TeamWizardry.
the class LibParticles method AIR_THROTTLE.
public static void AIR_THROTTLE(World world, Vec3d pos, Vec3d normal, Color color1, Color color2, double scatter) {
ParticleBuilder glitter = new ParticleBuilder(RandUtil.nextInt(30, 50));
glitter.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
glitter.setAlphaFunction(new InterpFadeInOut(0.1f, 0.3f));
glitter.enableMotionCalculation();
glitter.setCollision(true);
glitter.setAcceleration(new Vec3d(0, -0.01, 0));
glitter.setScaleFunction(new InterpScale(1, 0));
ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), RandUtil.nextInt(40, 50), 1, (i, build) -> {
glitter.setMotion(new Vec3d(normal.x + RandUtil.nextDouble(-0.01, 0.01), normal.y + RandUtil.nextDouble(-0.01, 0.01), normal.z + RandUtil.nextDouble(-0.01, 0.01)));
if (RandUtil.nextBoolean())
glitter.setColor(color1);
else
glitter.setColor(color2);
if (scatter > 0) {
double theta = 2.0f * (float) Math.PI * RandUtil.nextFloat();
double r = scatter * RandUtil.nextFloat();
double x = r * MathHelper.cos((float) theta);
double z = r * MathHelper.sin((float) theta);
glitter.setPositionOffset(new Vec3d(x, RandUtil.nextDouble(-scatter, scatter), z));
}
});
}
use of com.teamwizardry.librarianlib.features.particle.functions.InterpFadeInOut in project Wizardry by TeamWizardry.
the class EntityBomb method onImpact.
@Override
protected void onImpact(RayTraceResult result) {
if (getThrower() == null)
return;
if (result.entityHit != null && getThrower() != null && getThrower().getEntityId() == result.entityHit.getEntityId())
return;
int type = getDataManager().get(DATA_BOMB_TYPE);
if (type == 0)
PosUtils.boom(getEntityWorld(), getPositionVector(), null, 10, true);
else
PosUtils.boom(getEntityWorld(), getPositionVector(), null, 10, false);
ClientRunnable.run(new ClientRunnable() {
@SideOnly(Side.CLIENT)
@Override
public void runIfClient() {
Color color, color2;
if (type == 1) {
color = Color.CYAN;
color2 = Color.BLUE;
} else {
color = Color.RED;
color2 = Color.ORANGE;
}
ParticleBuilder glitter = new ParticleBuilder(10);
glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
glitter.setCollision(true);
glitter.setAcceleration(new Vec3d(0, RandUtil.nextDouble(-0.03, -0.04), 0));
glitter.setCanBounce(true);
glitter.enableMotionCalculation();
ParticleSpawner.spawn(glitter, world, new StaticInterp<>(getPositionVector()), 500, 0, (i, build) -> {
build.setMotion(Vec3d.ZERO);
build.setLifetime(RandUtil.nextInt(50, 100));
build.setAlphaFunction(new InterpFadeInOut(RandUtil.nextFloat(), RandUtil.nextFloat()));
build.setScale(RandUtil.nextFloat(0.2f, 1));
if (type == 0) {
double radius = RandUtil.nextDouble(20, 40);
double theta = 2.0f * (float) Math.PI * RandUtil.nextFloat();
double r = radius * RandUtil.nextFloat();
double x = r * MathHelper.cos((float) theta);
double z = r * MathHelper.sin((float) theta);
build.setPositionOffset(new Vec3d(x, RandUtil.nextDouble(-radius, radius), z));
build.addMotion(build.getPositionOffset().scale(-1.0 / RandUtil.nextDouble(10, 30)));
} else {
double radius = RandUtil.nextDouble(1, 3);
double theta = 2.0f * (float) Math.PI * RandUtil.nextFloat();
double r = radius * RandUtil.nextFloat();
double x = r * MathHelper.cos((float) theta);
double z = r * MathHelper.sin((float) theta);
build.addMotion(new Vec3d(x, RandUtil.nextDouble(-radius, radius), z));
}
if (RandUtil.nextBoolean())
build.setColor(color);
else
build.setColor(color2);
});
}
});
setDead();
}
use of com.teamwizardry.librarianlib.features.particle.functions.InterpFadeInOut in project Wizardry by TeamWizardry.
the class EntitySpiritBlight method onDeath.
@Override
public void onDeath(DamageSource cause) {
ClientRunnable.run(new ClientRunnable() {
@Override
@SideOnly(Side.CLIENT)
public void runIfClient() {
ParticleBuilder glitter = new ParticleBuilder(RandUtil.nextInt(100, 150));
glitter.setColor(Color.WHITE);
glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
glitter.setAlphaFunction(new InterpFadeInOut(0.1f, 0.1f));
glitter.setAcceleration(Vec3d.ZERO);
ParticleSpawner.spawn(glitter, world, new StaticInterp<>(getPositionVector().addVector(0, height, 0)), 1000, 0, (i, build) -> {
double radius = 0.2;
build.setDeceleration(new Vec3d(RandUtil.nextDouble(0.8, 0.95), RandUtil.nextDouble(0.8, 0.95), RandUtil.nextDouble(0.8, 0.95)));
build.addMotion(new Vec3d(RandUtil.nextDouble(-radius, radius), RandUtil.nextDouble(-radius, radius), RandUtil.nextDouble(-radius, radius)));
build.setLifetime(RandUtil.nextInt(200, 250));
build.setScaleFunction(new InterpScale(RandUtil.nextFloat(0.6f, 1.5f), 0));
if (RandUtil.nextBoolean())
build.setColor(Color.WHITE);
else
build.setColor(new Color(0xf404d4));
});
}
});
playSound(ModSounds.BASS_BOOM, 3, 0.5f);
playSound(ModSounds.BASS_BOOM, 1, RandUtil.nextFloat(1, 1.5f));
super.onDeath(cause);
}
use of com.teamwizardry.librarianlib.features.particle.functions.InterpFadeInOut in project Wizardry by TeamWizardry.
the class EntitySpiritWight method onDeath.
@Override
public void onDeath(DamageSource cause) {
ClientRunnable.run(new ClientRunnable() {
@Override
@SideOnly(Side.CLIENT)
public void runIfClient() {
ParticleBuilder glitter = new ParticleBuilder(RandUtil.nextInt(100, 150));
glitter.setColor(Color.WHITE);
glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
glitter.setAlphaFunction(new InterpFadeInOut(0.1f, 0.1f));
glitter.setAcceleration(Vec3d.ZERO);
ParticleSpawner.spawn(glitter, world, new StaticInterp<>(getPositionVector().addVector(0, height, 0)), 1000, 0, (i, build) -> {
double radius = 0.2;
build.setDeceleration(new Vec3d(RandUtil.nextDouble(0.8, 0.95), RandUtil.nextDouble(0.8, 0.95), RandUtil.nextDouble(0.8, 0.95)));
build.addMotion(new Vec3d(RandUtil.nextDouble(-radius, radius), RandUtil.nextDouble(-radius, radius), RandUtil.nextDouble(-radius, radius)));
build.setLifetime(RandUtil.nextInt(200, 250));
build.setScaleFunction(new InterpScale(RandUtil.nextFloat(0.6f, 1.5f), 0));
if (RandUtil.nextBoolean())
build.setColor(Color.WHITE);
else
build.setColor(Color.YELLOW);
});
}
});
playSound(ModSounds.BASS_BOOM, 3, 0.5f);
playSound(ModSounds.BASS_BOOM, 1, RandUtil.nextFloat(1, 1.5f));
super.onDeath(cause);
}
use of com.teamwizardry.librarianlib.features.particle.functions.InterpFadeInOut in project Wizardry by TeamWizardry.
the class RenderSpellProjectile method doRender.
@Override
public void doRender(@Nonnull EntitySpellProjectile entity, double x, double y, double z, float entityYaw, float partialTicks) {
super.doRender(entity, x, y, z, entityYaw, partialTicks);
if (entity.spellRing != null)
for (SpellRing ring : SpellUtils.getAllSpellRings(entity.spellRing)) {
if (ring.overrideParentRenders()) {
return;
}
}
Color color = new Color(entity.getDataManager().get(DATA_COLOR), true);
Color color2 = new Color(entity.getDataManager().get(DATA_COLOR2), true);
ParticleBuilder glitter = new ParticleBuilder(10);
glitter.setAlphaFunction(new InterpFadeInOut(0f, 0.3f));
glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
glitter.enableMotionCalculation();
glitter.setCollision(true);
glitter.setCanBounce(true);
glitter.setColorFunction(new InterpColorHSV(color, color2));
glitter.setAcceleration(new Vec3d(0, -0.015, 0));
ParticleSpawner.spawn(glitter, entity.world, new StaticInterp<>(entity.getPositionVector().add(new Vec3d(entity.motionX, entity.motionY, entity.motionZ))), 5, 0, (aFloat, particleBuilder) -> {
particleBuilder.setScaleFunction(new InterpScale((float) RandUtil.nextDouble(0.3, 0.8), 0));
particleBuilder.setLifetime(RandUtil.nextInt(40, 60));
particleBuilder.addMotion(new Vec3d(RandUtil.nextDouble(-0.03, 0.03), RandUtil.nextDouble(-0.01, 0.05), RandUtil.nextDouble(-0.03, 0.03)));
});
glitter.disableMotionCalculation();
glitter.setMotion(Vec3d.ZERO);
glitter.setLifetime(20);
glitter.setScaleFunction(new InterpFadeInOut(0f, 1f));
glitter.setAlphaFunction(new InterpFadeInOut(0f, 1f));
ParticleSpawner.spawn(glitter, entity.world, new StaticInterp<>(entity.getPositionVector()), 5, 0, (aFloat, particleBuilder) -> {
particleBuilder.setScale(RandUtil.nextFloat(0.5f, 2));
particleBuilder.setLifetime(RandUtil.nextInt(5, 10));
// particleBuilder.addMotion()
});
}
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