mirror of
https://github.com/Creators-of-Create/Create.git
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Scene hacking getting out of control
- New highly over-engineered scenes for Encased Fans - Potential Fix for GL errors with the framebuffer system
This commit is contained in:
parent
15e88b9bcf
commit
ca2cf94579
9 changed files with 358 additions and 7 deletions
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@ -171,7 +171,9 @@ public class EncasedFanTileEntity extends GeneratingKineticTileEntity implements
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public void tick() {
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super.tick();
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if (!world.isRemote && airCurrentUpdateCooldown-- <= 0) {
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boolean server = !world.isRemote || isVirtual();
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if (server && airCurrentUpdateCooldown-- <= 0) {
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airCurrentUpdateCooldown = AllConfigs.SERVER.kinetics.fanBlockCheckRate.get();
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updateAirFlow = true;
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}
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@ -21,7 +21,8 @@ public class UIRenderHelper {
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RenderSystem.recordRenderCall(() -> {
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MainWindow mainWindow = Minecraft.getInstance().getWindow();
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framebuffer = new Framebuffer(mainWindow.getFramebufferWidth(), mainWindow.getFramebufferHeight(), true, Minecraft.IS_RUNNING_ON_MAC);
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framebuffer.deleteFramebuffer();
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framebuffer.setFramebufferColor(0, 0, 0, 0);
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// framebuffer.deleteFramebuffer();
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});
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}
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@ -318,6 +318,14 @@ public class SceneBuilder {
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return link;
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}
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public ElementLink<ParrotElement> flappyBirb(Vec3d location) {
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ElementLink<ParrotElement> link = new ElementLink<>(ParrotElement.class);
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ParrotElement parrot = ParrotElement.flappy(location);
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addInstruction(new CreateParrotInstruction(10, Direction.DOWN, parrot));
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addInstruction(scene -> scene.linkElement(parrot, link));
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return link;
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}
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public ElementLink<ParrotElement> birbPartying(Vec3d location) {
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ElementLink<ParrotElement> link = new ElementLink<>(ParrotElement.class);
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ParrotElement parrot = ParrotElement.dance(location);
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@ -567,6 +575,14 @@ public class SceneBuilder {
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});
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}
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public void changeBeltItemTo(ElementLink<BeltItemElement> link, ItemStack newStack) {
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addInstruction(scene -> {
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BeltItemElement resolve = scene.resolve(link);
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if (resolve != null)
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resolve.ifPresent(tis -> tis.stack = newStack);
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});
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}
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public void setKineticSpeed(Selection selection, float speed) {
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modifyKineticSpeed(selection, f -> speed);
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}
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@ -0,0 +1,297 @@
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package com.simibubi.create.foundation.ponder.content;
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import com.simibubi.create.AllItems;
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import com.simibubi.create.content.contraptions.relays.belt.transport.TransportedItemStack;
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import com.simibubi.create.content.logistics.block.depot.DepotTileEntity;
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import com.simibubi.create.foundation.ponder.ElementLink;
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import com.simibubi.create.foundation.ponder.SceneBuilder;
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import com.simibubi.create.foundation.ponder.SceneBuildingUtil;
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import com.simibubi.create.foundation.ponder.Selection;
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import com.simibubi.create.foundation.ponder.elements.BeltItemElement;
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import com.simibubi.create.foundation.ponder.elements.EntityElement;
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import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
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import com.simibubi.create.foundation.ponder.elements.ParrotElement;
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import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
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import com.simibubi.create.foundation.ponder.instructions.EmitParticlesInstruction.Emitter;
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import com.simibubi.create.foundation.utility.Pointing;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.Blocks;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.item.ItemEntity;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.Items;
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import net.minecraft.particles.ParticleTypes;
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import net.minecraft.util.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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public class FanScenes {
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public static void direction(SceneBuilder scene, SceneBuildingUtil util) {
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scene.title("fan_direction", "Air flow of Encased Fans");
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scene.configureBasePlate(0, 1, 5);
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scene.world.showSection(util.select.layer(0), Direction.UP);
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// scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
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scene.idle(5);
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scene.world.showSection(util.select.fromTo(3, 1, 0, 3, 1, 5)
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.add(util.select.position(3, 2, 4)), Direction.DOWN);
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scene.world.showSection(util.select.fromTo(2, 1, 5, 1, 1, 5), Direction.DOWN);
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scene.idle(10);
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BlockPos fanPos = util.grid.at(1, 1, 4);
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scene.world.showSection(util.select.position(fanPos), Direction.SOUTH);
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scene.idle(40);
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scene.effects.rotationDirectionIndicator(fanPos.south());
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ElementLink<ParrotElement> flappyBirb = scene.special.flappyBirb(util.vector.topOf(1, 0, 3));
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scene.idle(2);
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scene.special.rotateParrot(flappyBirb, 0, 235, 0, 30);
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scene.special.moveParrot(flappyBirb, util.vector.of(0, 0, -2.5), 30);
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scene.idle(20);
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scene.overlay.showText(80)
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.text("Encased Fans use Rotational Force to create an Air Current")
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.placeNearTarget()
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.pointAt(util.vector.topOf(fanPos));
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scene.idle(90);
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BlockPos leverPos = util.grid.at(3, 2, 4);
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Selection reverse = util.select.fromTo(3, 1, 5, 1, 1, 4);
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scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.down()));
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scene.effects.indicateRedstone(leverPos);
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scene.world.modifyKineticSpeed(reverse, f -> -f);
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scene.effects.rotationDirectionIndicator(fanPos.south());
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scene.special.rotateParrot(flappyBirb, 0, 215 * 2, 0, 30);
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scene.special.moveParrot(flappyBirb, util.vector.of(0, 0, 2.5), 30);
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scene.idle(31);
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scene.overlay.showText(60)
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.text("Strength and Direction of Flow depends on the Rotational Input")
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.placeNearTarget()
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.pointAt(util.vector.topOf(fanPos));
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scene.markAsFinished();
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scene.idle(70);
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scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.down()));
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scene.effects.indicateRedstone(leverPos);
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scene.world.modifyKineticSpeed(reverse, f -> -f);
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scene.world.modifyKineticSpeed(util.select.everywhere(), f -> 4 * f);
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scene.effects.rotationSpeedIndicator(fanPos.south());
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scene.special.rotateParrot(flappyBirb, 0, 245 * 4, 0, 30);
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scene.special.moveParrot(flappyBirb, util.vector.of(0, 0, -20), 30);
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}
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public static void processing(SceneBuilder scene, SceneBuildingUtil util) {
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scene.title("fan_processing", "Processing Items using Encased Fans");
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scene.configureBasePlate(1, 0, 5);
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scene.world.showSection(util.select.layer(0)
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.substract(util.select.position(0, 0, 4)), Direction.UP);
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scene.idle(5);
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scene.world.showSection(util.select.fromTo(6, 1, 2, 5, 1, 2)
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.add(util.select.position(1, 1, 2)), Direction.DOWN);
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scene.idle(25);
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BlockPos blockPos = util.grid.at(4, 1, 2);
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// blasting start
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ElementLink<WorldSectionElement> blockInFront =
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scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.SOUTH);
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scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
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scene.world.setBlock(blockPos, Blocks.LAVA.getDefaultState(), false);
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scene.idle(10);
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scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 80)
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.colored(PonderPalette.RED)
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.text("When passing through lava, the Air Flow becomes Heated");
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scene.idle(80);
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ItemStack stack = new ItemStack(Items.GOLD_ORE);
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ItemStack smelted = new ItemStack(Items.GOLD_INGOT);
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ElementLink<EntityElement> entityLink = scene.world.createItemEntity(util.vector.centerOf(blockPos.west(2)
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.up(2)), util.vector.of(0, 0.1, 0), stack);
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scene.idle(15);
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scene.world.modifyEntity(entityLink, e -> e.setMotion(-0.2f, 0, 0));
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Vec3d itemVec = util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.EAST)
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.add(0.1, 0, 0);
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scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(stack), 20);
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scene.idle(20);
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scene.effects.emitParticles(itemVec.add(0, 0.2f, 0), Emitter.simple(ParticleTypes.LARGE_SMOKE, Vec3d.ZERO), 1,
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60);
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scene.overlay.showText(80)
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.colored(PonderPalette.WHITE)
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.pointAt(itemVec)
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.placeNearTarget()
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.text("Items caught in the area will be smelted");
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scene.idle(60);
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scene.world.modifyEntities(ItemEntity.class, ie -> ie.setItem(smelted));
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scene.idle(40);
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scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(smelted), 20);
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scene.idle(20);
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scene.world.modifyEntities(ItemEntity.class, Entity::remove);
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scene.idle(20);
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scene.overlay.showText(80)
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.colored(PonderPalette.RED)
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.pointAt(itemVec)
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.placeNearTarget()
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.text("Food items thrown here would be incinerated");
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scene.idle(40);
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// smoking start
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BlockState campfire = Blocks.FIRE.getDefaultState();
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scene.world.hideIndependentSection(blockInFront, Direction.NORTH);
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scene.idle(15);
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scene.world.setBlock(util.grid.at(3, 1, 0), campfire, false);
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scene.world.setBlock(blockPos, campfire, true);
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blockInFront = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.NORTH);
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scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
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scene.idle(50);
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scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 60)
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.colored(PonderPalette.BLACK)
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.text("Instead, a setup for Smoking using Fire should be used for them");
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scene.idle(80);
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// washing start
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BlockState water = Blocks.WATER.getDefaultState();
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scene.world.hideIndependentSection(blockInFront, Direction.NORTH);
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scene.idle(15);
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scene.world.setBlock(util.grid.at(3, 1, 0), water, false);
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scene.world.setBlock(blockPos, water, true);
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blockInFront = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.NORTH);
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scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
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scene.idle(20);
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scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 60)
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.colored(PonderPalette.MEDIUM)
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.text("Air Flows passing through water create a Washing Setup");
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scene.idle(70);
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stack = AllItems.CRUSHED_GOLD.asStack();
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ItemStack washed = new ItemStack(Items.GOLD_NUGGET, 16);
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entityLink = scene.world.createItemEntity(util.vector.centerOf(blockPos.west(2)
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.up(2)), util.vector.of(0, 0.1, 0), stack);
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scene.idle(15);
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scene.world.modifyEntity(entityLink, e -> e.setMotion(-0.2f, 0, 0));
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scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(stack), 20);
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scene.idle(20);
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scene.effects.emitParticles(itemVec.add(0, 0.2f, 0), Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), 1, 60);
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scene.overlay.showText(50)
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.colored(PonderPalette.WHITE)
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.pointAt(itemVec)
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.placeNearTarget()
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.text("Some interesting new processing can be done with it");
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scene.idle(60);
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scene.world.modifyEntities(ItemEntity.class, ie -> ie.setItem(washed));
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scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(washed), 20);
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scene.idle(20);
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scene.world.modifyEntities(ItemEntity.class, Entity::remove);
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scene.idle(20);
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scene.overlay.showText(100)
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.colored(PonderPalette.RED)
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.pointAt(util.vector.topOf(blockPos.east()))
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.placeNearTarget()
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.text("The Speed of the Fan does NOT affect the processing speed, only its range");
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scene.world.destroyBlock(util.grid.at(1, 1, 2));
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scene.idle(110);
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ElementLink<WorldSectionElement> cogs = scene.world.makeSectionIndependent(util.select.fromTo(6, 1, 2, 6, 0, 3)
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.add(util.select.fromTo(4, 0, 2, 5, 0, 2)));
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scene.world.modifyKineticSpeed(util.select.position(5, 2, 2), f -> f / 3f);
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scene.world.moveSection(cogs, util.vector.of(0, 1, 0), 15);
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scene.world.moveSection(blockInFront, util.vector.of(0, 1, 0), 15);
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scene.world.destroyBlock(blockPos.east());
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scene.world.showSection(util.select.position(blockPos.east()
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.up()), Direction.DOWN);
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scene.world.setBlock(blockPos.up(), Blocks.WATER.getDefaultState(), false);
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ItemStack sand = new ItemStack(Items.SAND);
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ItemStack clay = new ItemStack(Items.CLAY_BALL);
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scene.idle(20);
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BlockPos depos = util.grid.at(3, 4, 2);
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ElementLink<WorldSectionElement> depot =
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scene.world.showIndependentSection(util.select.position(depos), Direction.DOWN);
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scene.world.moveSection(depot, util.vector.of(-1, -3, 0), 0);
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scene.world.createItemOnBeltLike(depos, Direction.NORTH, sand);
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scene.idle(10);
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Vec3d depotTop = util.vector.topOf(2, 1, 2)
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.add(0, 0.25, 0);
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scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), .5f, 30);
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scene.idle(30);
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scene.world.modifyTileNBT(util.select.position(depos), DepotTileEntity.class,
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nbt -> nbt.put("HeldItem", new TransportedItemStack(clay).serializeNBT()));
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scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), .5f, 30);
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scene.overlay.showText(90)
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.pointAt(depotTop)
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.text("Fan Processing can also be applied to Items on Depots and Belts");
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scene.idle(100);
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scene.world.moveSection(depot, util.vector.of(-1, 0, 0), 15);
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scene.idle(15);
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ElementLink<WorldSectionElement> largeCog =
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scene.world.showIndependentSection(util.select.position(1, 2, 4), Direction.UP);
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ElementLink<WorldSectionElement> belt =
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scene.world.showIndependentSection(util.select.fromTo(3, 3, 1, 1, 3, 3), Direction.DOWN);
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scene.world.moveSection(largeCog, util.vector.of(-1, -2, 0), 0);
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scene.world.moveSection(belt, util.vector.of(-1, -2, 0), 0);
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ElementLink<BeltItemElement> transported =
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scene.world.createItemOnBelt(util.grid.at(3, 3, 3), Direction.SOUTH, sand);
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scene.idle(60);
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scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), .5f, 25);
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scene.idle(25);
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scene.world.changeBeltItemTo(transported, new ItemStack(Items.CLAY_BALL));
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scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), .5f, 25);
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scene.idle(60);
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scene.world.setKineticSpeed(util.select.position(1, 2, 4)
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.add(util.select.fromTo(3, 3, 1, 1, 3, 3)), 0);
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}
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public static void source(SceneBuilder scene, SceneBuildingUtil util) {
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scene.title("fan_source", "Generating Rotational Force using Encased Fans");
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scene.configureBasePlate(0, 0, 5);
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scene.world.showSection(util.select.layer(0), Direction.UP);
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scene.idle(5);
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scene.world.showSection(util.select.layer(1), Direction.DOWN);
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scene.idle(10);
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scene.world.showSection(util.select.layersFrom(2), Direction.DOWN);
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scene.idle(10);
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BlockPos rightFan = util.grid.at(1, 2, 2);
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scene.overlay.showText(80)
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.text("Fans facing down into a source of heat can provide Rotational Force")
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.placeNearTarget()
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.pointAt(util.vector.blockSurface(rightFan, Direction.WEST));
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scene.idle(80);
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for (BlockPos pos : new BlockPos[] { rightFan, util.grid.at(3, 2, 2) }) {
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scene.idle(10);
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scene.world.toggleRedstonePower(util.select.position(pos.north()));
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scene.effects.indicateRedstone(pos.north());
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scene.world.setKineticSpeed(util.select.fromTo(pos, pos.up()), 4);
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scene.effects.rotationSpeedIndicator(pos.up());
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}
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scene.overlay.showText(90)
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.text("When given a Redstone Signal, the Fans will start providing power")
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.colored(PonderPalette.RED)
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.placeNearTarget()
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.pointAt(util.vector.blockSurface(rightFan, Direction.WEST));
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scene.markAsFinished();
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}
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}
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@ -41,6 +41,11 @@ public class PonderIndex {
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PonderRegistry.addStoryBoard(AllBlocks.CLUTCH, "clutch", KineticsScenes::clutch);
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PonderRegistry.addStoryBoard(AllBlocks.GEARSHIFT, "gearshift", KineticsScenes::gearshift);
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PonderRegistry.forComponents(AllBlocks.ENCASED_FAN)
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.addStoryBoard("fan/direction", FanScenes::direction)
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.addStoryBoard("fan/processing", FanScenes::processing)
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.addStoryBoard("fan/source", FanScenes::source);
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PonderRegistry.addStoryBoard(AllBlocks.CREATIVE_MOTOR, "creative_motor", KineticsScenes::creativeMotor);
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PonderRegistry.addStoryBoard(AllBlocks.WATER_WHEEL, "water_wheel", KineticsScenes::waterWheel);
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PonderRegistry.addStoryBoard(AllBlocks.HAND_CRANK, "hand_crank", KineticsScenes::handCrank);
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@ -6,6 +6,7 @@ import com.simibubi.create.content.contraptions.base.KineticTileEntity;
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import com.simibubi.create.foundation.ponder.PonderScene;
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import com.simibubi.create.foundation.ponder.PonderWorld;
|
||||
import com.simibubi.create.foundation.utility.AngleHelper;
|
||||
import com.simibubi.create.foundation.utility.AnimationTickHolder;
|
||||
import com.simibubi.create.foundation.utility.MatrixStacker;
|
||||
|
||||
import net.minecraft.client.Minecraft;
|
||||
|
@ -42,6 +43,12 @@ public class ParrotElement extends AnimatedSceneElement {
|
|||
return parrotElement;
|
||||
}
|
||||
|
||||
public static ParrotElement flappy(Vec3d location) {
|
||||
ParrotElement parrotElement = new ParrotElement(location);
|
||||
parrotElement.pose = parrotElement.new FlappyPose();
|
||||
return parrotElement;
|
||||
}
|
||||
|
||||
protected ParrotElement(Vec3d location) {
|
||||
this.location = location;
|
||||
}
|
||||
|
@ -61,18 +68,19 @@ public class ParrotElement extends AnimatedSceneElement {
|
|||
if (entity == null)
|
||||
return;
|
||||
|
||||
entity.prevPosX = entity.getX();
|
||||
entity.prevPosY = entity.getY();
|
||||
entity.prevPosZ = entity.getZ();
|
||||
entity.ticksExisted++;
|
||||
entity.prevRotationYawHead = entity.rotationYawHead;
|
||||
entity.oFlapSpeed = entity.flapSpeed;
|
||||
entity.oFlap = entity.flap;
|
||||
entity.onGround = true;
|
||||
entity.prevRotationYaw = entity.rotationYaw;
|
||||
entity.prevRotationPitch = entity.rotationPitch;
|
||||
|
||||
pose.tick(scene);
|
||||
|
||||
entity.prevPosX = entity.getX();
|
||||
entity.prevPosY = entity.getY();
|
||||
entity.prevPosZ = entity.getZ();
|
||||
entity.prevRotationYaw = entity.rotationYaw;
|
||||
entity.prevRotationPitch = entity.rotationPitch;
|
||||
}
|
||||
|
||||
public void setPositionOffset(Vec3d position, boolean immediate) {
|
||||
|
@ -153,6 +161,28 @@ public class ParrotElement extends AnimatedSceneElement {
|
|||
|
||||
}
|
||||
|
||||
class FlappyPose extends ParrotPose {
|
||||
|
||||
@Override
|
||||
void create(PonderWorld world) {
|
||||
super.create(world);
|
||||
}
|
||||
|
||||
@Override
|
||||
void tick(PonderScene scene) {
|
||||
double length = entity.getPositionVec()
|
||||
.subtract(entity.prevPosX, entity.prevPosY, entity.prevPosZ)
|
||||
.length();
|
||||
entity.onGround = false;
|
||||
double phase = Math.min(length * 15, 8);
|
||||
float f = (float) ((AnimationTickHolder.getTicks() % 100) * phase);
|
||||
entity.flapSpeed = MathHelper.sin(f) + 1;
|
||||
if (length == 0)
|
||||
entity.flapSpeed = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class SpinOnComponentPose extends ParrotPose {
|
||||
|
||||
private BlockPos componentPos;
|
||||
|
|
BIN
src/main/resources/ponder/fan/direction.nbt
Normal file
BIN
src/main/resources/ponder/fan/direction.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/fan/processing.nbt
Normal file
BIN
src/main/resources/ponder/fan/processing.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/fan/source.nbt
Normal file
BIN
src/main/resources/ponder/fan/source.nbt
Normal file
Binary file not shown.
Loading…
Reference in a new issue