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99 lines
3.4 KiB
C++
99 lines
3.4 KiB
C++
#pragma once
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#include <format>
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#include <vector>
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#include "Particle.h"
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#include "java/Class.h"
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#include "nbt/CompoundTag.h"
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class ParticleEngine;
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class CompoundTag;
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class Level;
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template <class T>
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class ListTag;
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class FireworksParticles {
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public:
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class FireworksStarter : public Particle {
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public:
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virtual eINSTANCEOF GetType() { return eType_FIREWORKSSTARTERPARTICLE; }
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private:
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int life;
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ParticleEngine* engine;
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ListTag<CompoundTag>* explosions;
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bool twinkleDelay;
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public:
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FireworksStarter(Level* level, double x, double y, double z, double xd,
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double yd, double zd, ParticleEngine* engine,
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CompoundTag* infoTag);
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virtual void render(Tesselator* t, float a, float xa, float ya,
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float za, float xa2, float za2);
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virtual void tick();
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bool isFarAwayFromCamera();
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void createParticle(double x, double y, double z, double xa, double ya,
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double za, const std::vector<int>& rgbColors,
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const std::vector<int>& fadeColors, bool trail,
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bool flicker);
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void createParticleBall(double baseSpeed, int steps,
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const std::vector<int>& rgbColors,
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const std::vector<int>& fadeColors, bool trail,
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bool flicker);
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void createParticleShape(double baseSpeed,
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std::vector<std::vector<double>> coords,
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const std::vector<int>& rgbColors,
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const std::vector<int>& fadeColors, bool trail,
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bool flicker, bool flat);
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void createParticleBurst(const std::vector<int>& rgbColors,
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const std::vector<int>& fadeColors, bool trail,
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bool flicker);
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public:
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int getParticleTexture();
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};
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class FireworksSparkParticle : public Particle {
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public:
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virtual eINSTANCEOF GetType() { return eType_FIREWORKSSPARKPARTICLE; }
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private:
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int baseTex;
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bool trail;
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bool flicker;
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ParticleEngine* engine;
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float fadeR;
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float fadeG;
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float fadeB;
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bool hasFade;
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public:
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FireworksSparkParticle(Level* level, double x, double y, double z,
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double xa, double ya, double za,
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ParticleEngine* engine);
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void setTrail(bool trail);
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void setFlicker(bool flicker);
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using Particle::setColor;
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void setColor(int rgb);
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void setFadeColor(int rgb);
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virtual AABB* getCollideBox();
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virtual bool isPushable();
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virtual void render(Tesselator* t, float a, float xa, float ya,
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float za, float xa2, float za2);
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virtual void tick();
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virtual void setBaseTex(int baseTex);
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virtual int getLightColor(float a);
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virtual float getBrightness(float a);
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};
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class FireworksOverlayParticle : public Particle {
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public:
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virtual eINSTANCEOF GetType() { return eType_FIREWORKSOVERLAYPARTICLE; }
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FireworksOverlayParticle(Level* level, double x, double y, double z);
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void render(Tesselator* t, float a, float xa, float ya, float za,
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float xa2, float za2);
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};
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}; |