stevekung.mods.moreplanets.planets.fronos.particles.EntityPinkDandelionFX.java Source code

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Here is the source code for stevekung.mods.moreplanets.planets.fronos.particles.EntityPinkDandelionFX.java

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/*******************************************************************************
 * Copyright 2015 SteveKunG - More Planets Mod
 * 
 * This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License.
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 ******************************************************************************/

package stevekung.mods.moreplanets.planets.fronos.particles;

import net.minecraft.client.particle.EntityFX;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.client.FMLClientHandler;

public class EntityPinkDandelionFX extends EntityFX {
    private static final String texture = "fronos:textures/particles/pink_dandelion.png";
    private static ResourceLocation particles = new ResourceLocation("textures/particle/particles.png");

    public EntityPinkDandelionFX(World par1World, double par2, double par4, double par6, float par8) {
        super(par1World, par2, par4, par6, 0.0D, 0.0D, 0.0D);
        this.motionX *= 0.20000000149011612D;
        this.motionY *= 0.10000000149011612D;
        this.motionZ *= 0.20000000149011612D;
        this.particleScale *= 0.25F;
        this.particleScale *= par8;
        this.particleMaxAge = (int) (8.0D / (Math.random() * 0.8D + 0.2D));
        this.particleMaxAge = (int) (this.particleMaxAge * par8);
        this.noClip = false;
        this.setSize(0.01F, 0.01F);
    }

    @Override
    public void renderParticle(Tessellator tessellator, float par2, float par3, float par4, float par5, float par6,
            float par7) {
        tessellator.draw();
        GL11.glPushMatrix();

        GL11.glDepthMask(false);
        GL11.glEnable(3042);

        FMLClientHandler.instance().getClient().renderEngine
                .bindTexture(new ResourceLocation(EntityPinkDandelionFX.texture));

        final float sizeFactor = 0.1F * this.particleScale;
        final float var13 = (float) (this.prevPosX + (this.posX - this.prevPosX) * par2 - EntityFX.interpPosX);
        final float var14 = (float) (this.prevPosY + (this.posY - this.prevPosY) * par2 - EntityFX.interpPosY);
        final float var15 = (float) (this.prevPosZ + (this.posZ - this.prevPosZ) * par2 - EntityFX.interpPosZ);

        tessellator.startDrawingQuads();
        tessellator.setBrightness(240);

        tessellator.setColorRGBA_F(this.particleRed, this.particleGreen, this.particleBlue, 1.0F);
        tessellator.addVertexWithUV(var13 - par3 * sizeFactor - par6 * sizeFactor, var14 - par4 * sizeFactor,
                var15 - par5 * sizeFactor - par7 * sizeFactor, 0.0D, 1.0D);
        tessellator.addVertexWithUV(var13 - par3 * sizeFactor + par6 * sizeFactor, var14 + par4 * sizeFactor,
                var15 - par5 * sizeFactor + par7 * sizeFactor, 1.0D, 1.0D);
        tessellator.addVertexWithUV(var13 + par3 * sizeFactor + par6 * sizeFactor, var14 + par4 * sizeFactor,
                var15 + par5 * sizeFactor + par7 * sizeFactor, 1.0D, 0.0D);
        tessellator.addVertexWithUV(var13 + par3 * sizeFactor - par6 * sizeFactor, var14 - par4 * sizeFactor,
                var15 + par5 * sizeFactor - par7 * sizeFactor, 0.0D, 0.0D);

        tessellator.draw();

        GL11.glDisable(3042);
        GL11.glDepthMask(true);

        GL11.glPopMatrix();

        FMLClientHandler.instance().getClient().renderEngine.bindTexture(particles);
        tessellator.startDrawingQuads();
    }

    @Override
    public void onUpdate() {
        this.prevPosX = this.posX;
        this.prevPosY = this.posY;
        this.prevPosZ = this.posZ;

        if (this.particleAge++ >= this.particleMaxAge) {
            this.setDead();
        }

        this.motionY += 0.004D;
        this.moveEntity(this.motionX, this.motionY, this.motionZ);

        if (this.posY == this.prevPosY) {
            this.motionX *= 1.1D;
            this.motionZ *= 1.1D;
        }

        this.motionX *= 0.9599999785423279D;
        this.motionY *= 0.9599999785423279D;
        this.motionZ *= 0.9599999785423279D;

        if (this.onGround) {
            this.motionX *= 0.699999988079071D;
            this.motionZ *= 0.699999988079071D;
        }
    }
}