Beispiel #1
0
  public FXBeam(
      World par1World,
      Vector3 position,
      Vector3 target,
      float red,
      float green,
      float blue,
      int age,
      int energy) {
    super(par1World, position.x, position.y, position.z, 0.0D, 0.0D, 0.0D);
    this.setRGB(red, green, blue);
    this.setSize(0.02F, 0.02F);
    this.noClip = true;
    this.motionX = 0.0D;
    this.motionY = 0.0D;
    this.motionZ = 0.0D;
    this.target = target;
    float xd = (float) (this.posX - this.target.x);
    float yd = (float) (this.posY - this.target.y);
    float zd = (float) (this.posZ - this.target.z);
    this.length = (float) new Vector3(this).distanceTo(this.target);
    double var7 = MathHelper.sqrt_double(xd * xd + zd * zd);
    this.rotYaw = ((float) (Math.atan2(xd, zd) * 180.0D / Math.PI));
    this.rotPitch = ((float) (Math.atan2(yd, var7) * 180.0D / Math.PI));
    this.prevYaw = this.rotYaw;
    this.prevPitch = this.rotPitch;
    this.particleMaxAge = age;
    this.energy = energy;

    TEXTURE = new ResourceLocation("warpdrive", "textures/blocks/energy_grey.png");

    /** Sets the particle age based on distance. */
    EntityLivingBase renderentity = Minecraft.getMinecraft().renderViewEntity;
    int visibleDistance = 300;

    if (!Minecraft.getMinecraft().gameSettings.fancyGraphics) {
      visibleDistance = 100;
    }

    if (renderentity.getDistance(this.posX, this.posY, this.posZ) > visibleDistance) {
      this.particleMaxAge = 0;
    }

    // this.pulse = (energy == 0);
    // if (TEXTURE != null) {
    //	System.out.println("BeamFX created. Texture: " + TEXTURE);
    // }
  }
Beispiel #2
0
  public FXBeam(
      World par1World,
      Vector3 position,
      float yaw,
      float pitch,
      float red,
      float green,
      float blue,
      int age,
      int energy) {
    super(par1World, position.x, position.y, position.z, 0.0D, 0.0D, 0.0D);
    a = true;
    this.setRGB(red, green, blue);
    this.setSize(0.02F, 0.02F);
    this.noClip = true;
    this.motionX = 0.0D;
    this.motionY = 0.0D;
    this.motionZ = 0.0D;
    this.length = 200;
    this.rotYaw = yaw;
    this.rotPitch = pitch;
    this.prevYaw = this.rotYaw;
    this.prevPitch = this.rotPitch;
    this.particleMaxAge = age;
    this.energy = energy;

    if (red == 1 && green == 0 && blue == 0) {
      TEXTURE = new ResourceLocation("warpdrive", "textures/blocks/energy_grey.png");
    }

    /** Sets the particle age based on distance. */
    EntityLivingBase renderentity = Minecraft.getMinecraft().renderViewEntity;
    int visibleDistance = 300;

    if (!Minecraft.getMinecraft().gameSettings.fancyGraphics) {
      visibleDistance = 100;
    }

    if (renderentity.getDistance(this.posX, this.posY, this.posZ) > visibleDistance) {
      this.particleMaxAge = 0;
    }
  }
 protected void swingThrower() {
   EntityLivingBase thrower = getThrower();
   if (thrower != null && !thrower.onGround && isInGround()) {
     if (thrower.worldObj.isRemote) {
       // Determine the swing variables on first swing tick:
       float x = dataWatcher.getWatchableObjectFloat(HIT_POS_X);
       float y = dataWatcher.getWatchableObjectFloat(HIT_POS_Y);
       float z = dataWatcher.getWatchableObjectFloat(HIT_POS_Z);
       if (swingTicks == 0 && swingVec == null && thrower.motionY < 0) {
         swingVec =
             Vec3.createVectorHelper(
                     (x - thrower.posX),
                     y - (thrower.posY + thrower.getEyeHeight()),
                     (z - thrower.posZ))
                 .normalize();
         dy = (thrower.getDistance(x, y, z) / 7.0D); // lower divisor gives bigger change in y
         // calculate horizontal distance to find initial swing tick position
         // as distance approaches zero, swing ticks should approach ticks required / 2
         // as distance approaches maxDistance, swing ticks should approach zero
         // this makes sure player's arc is even around pivot point
         double d = Math.min(thrower.getDistance(x, thrower.posY, z), getMaxDistance());
         swingTicks = MathHelper.floor_double(((getMaxDistance() - d) / getMaxDistance()) * 8);
       }
       if (swingVec != null) {
         double sin = Math.sin(10.0D * swingTicks * Math.PI / 180.0D);
         double f = 0.8D; // arbitrary horizontal motion factor
         thrower.motionX = (sin * swingVec.xCoord * f);
         thrower.motionZ = (sin * swingVec.zCoord * f);
         // y motion needs to oscillate twice as quickly, so it goes up on the other side of the
         // swing
         thrower.motionY = dy * -Math.sin(20.0D * swingTicks * Math.PI / 180.0D);
         // check for horizontal collisions that should stop swinging motion
         MovingObjectPosition mop =
             TargetUtils.checkForImpact(worldObj, thrower, this, -(thrower.width / 4.0F), false);
         if (mop != null && mop.typeOfHit != MovingObjectType.MISS) {
           thrower.motionX = -thrower.motionX * 0.15D;
           thrower.motionY = -thrower.motionY * 0.15D;
           thrower.motionZ = -thrower.motionZ * 0.15D;
           swingVec = null;
         }
         ++swingTicks; // increment at end
         if (thrower.fallDistance > 0 && thrower.motionY < 0) {
           // 0.466885F seems to be roughly the amount added each tick while swinging; round for a
           // little extra server-side padding
           PacketDispatcher.sendToServer(new FallDistancePacket(thrower, -0.467F));
           thrower.fallDistance -= 0.467F;
         }
       } else if (swingTicks > 0) {
         // still let player hang there after colliding, but move towards center
         if (thrower.getDistanceSq(x, thrower.posY, z) > 1.0D) {
           double dx = x - thrower.posX;
           double dz = z - thrower.posZ;
           thrower.motionX = 0.15D * dx;
           thrower.motionZ = 0.15D * dz;
         }
         if (thrower.posY < (y - (getMaxDistance() / 2.0D))) {
           thrower.motionY = 0;
         }
         ++swingTicks; // increment at end
         PacketDispatcher.sendToServer(new FallDistancePacket(thrower, 0.0F));
         thrower.fallDistance = 0.0F;
       }
     }
   }
 }