Asweez Posted June 13, 2016 Posted June 13, 2016 I have made a vehicle that can fly, and it is controlled by the way the player is facing. Here is the code: package com.apmods.hpspells.entity; import com.apmods.hpspells.item.ItemManager; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.DamageSource; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class EntityBroomstick extends Entity implements IInventory{ public double speed; public double accelaration; public double maxSpeed; public EnumBroomstick eb; public boolean lockY; private ItemStack[] invItems = new ItemStack[18]; public EntityBroomstick(World world) { this(world, EnumBroomstick.BROOMSTICK); } public EntityBroomstick(World world, EnumBroomstick b) { super(world); this.preventEntitySpawning = true; this.setSize(1f, 0.5f); this.stepHeight = 1.1F; this.accelaration = b.getAcceleration(); this.maxSpeed = b.getSpeed(); this.lockY = false; eb = b; } public AxisAlignedBB getBoundingBox(){ return this.boundingBox; } @Override public AxisAlignedBB getCollisionBox(Entity p_70114_1_) { return this.boundingBox; } /** * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to * prevent them from trampling crops */ protected boolean canTriggerWalking() { return false; } protected void entityInit() { this.dataWatcher.addObject(17, new Integer(0)); this.dataWatcher.addObject(27, new Integer(0)); this.dataWatcher.addObject(18, new Integer(1)); this.dataWatcher.addObject(19, new Float(0.0F)); } /** * Returns true if this entity should push and be pushed by other entities when colliding. */ public boolean canBePushed() { return true; } /** * Returns the Y offset from the entity's position for any entity riding this one. */ public double getMountedYOffset() { return (double)this.height * 0.0D - 0.00100001192092896D + 0.4; } /** * Called when the entity is attacked. */ public boolean attackEntityFrom(DamageSource damageSource, float damage) { if (this.isEntityInvulnerable()) { return false; } else if (!this.worldObj.isRemote && !this.isDead) { this.setForwardDirection(-this.getForwardDirection()); this.setTimeSinceHit(10); this.setDamageTaken(this.getDamageTaken() + damage * 6.0F); this.setBeenAttacked(); boolean isCreativeMode = damageSource.getEntity() instanceof EntityPlayer && ((EntityPlayer)damageSource.getEntity()).capabilities.isCreativeMode; if (isCreativeMode || this.getDamageTaken() > 10.0F) { if (this.riddenByEntity != null) { this.riddenByEntity.mountEntity(this); } if (!isCreativeMode) { Item toDrop = ItemManager.broomstick; if(eb == EnumBroomstick.FIREBOLT){ toDrop = ItemManager.firebolt; } this.dropItem(toDrop, 1); for (int i = 0; i < this.getSizeInventory(); ++i) { ItemStack itemstack = this.getStackInSlot(i); if (itemstack != null) { float f = this.rand.nextFloat() * 0.8F + 0.1F; float f1 = this.rand.nextFloat() * 0.8F + 0.1F; float f2 = this.rand.nextFloat() * 0.8F + 0.1F; while (itemstack.stackSize > 0) { int j = this.rand.nextInt(21) + 10; if (j > itemstack.stackSize) { j = itemstack.stackSize; } itemstack.stackSize -= j; EntityItem entityitem = new EntityItem(this.worldObj, this.posX + (double)f, this.posY + (double)f1, this.posZ + (double)f2, new ItemStack(itemstack.getItem(), j, itemstack.getItemDamage())); float f3 = 0.05F; entityitem.motionX = (double)((float)this.rand.nextGaussian() * f3); entityitem.motionY = (double)((float)this.rand.nextGaussian() * f3 + 0.2F); entityitem.motionZ = (double)((float)this.rand.nextGaussian() * f3); this.worldObj.spawnEntityInWorld(entityitem); } } } } this.setDead(); } return true; } else { return true; } } /** * Setups the entity to do the hurt animation. Only used by packets in multiplayer. */ @SideOnly(Side.CLIENT) public void performHurtAnimation() { this.setForwardDirection(-this.getForwardDirection()); this.setTimeSinceHit(10); this.setDamageTaken(this.getDamageTaken() * 11.0F); } /** * Returns true if other Entities should be prevented from moving through this Entity. */ public boolean canBeCollidedWith() { return !this.isDead; } public void setPositionAndRotation2(double x, double y, double z, float yaw, float pitch, int par9) { this.setPositionAndRotation(x, y + 0.026d, z, yaw, pitch); } /** * Called to update the entity's position/logic. */ public void onUpdate() { super.onUpdate(); if (this.getTimeSinceHit() > 0) { this.setTimeSinceHit(this.getTimeSinceHit() - 1); } if (this.getDamageTaken() > 0.0F) { this.setDamageTaken(this.getDamageTaken() - 1.0F); } this.prevPosX = this.posX; this.prevPosY = this.posY; this.prevPosZ = this.posZ; double cos = Math.cos(this.rotationYaw * Math.PI / 180.0f); double sin = Math.sin(this.rotationYaw * Math.PI / 180.0f); this.motionX = -sin * speed; this.motionZ = cos * speed; if(this.riddenByEntity != null) { if(this.riddenByEntity instanceof EntityLivingBase) { EntityLivingBase entity = (EntityLivingBase) this.riddenByEntity; this.rotationYaw = MathHelper.wrapAngleTo180_float(entity.getRotationYawHead()); if(entity instanceof EntityPlayer){ this.rotationPitch = MathHelper.wrapAngleTo180_float((float) (((EntityPlayer)entity).rotationPitch / 180*Math.PI)); } if(!this.isInWater()) { this.speed += entity.moveForward * this.accelaration; if(speed > maxSpeed) { speed = maxSpeed; } if(speed < -maxSpeed) { speed = -maxSpeed; } if(!isYLocked()){ double d0 = -Math.sin(this.rotationPitch) + 0.2; if(Math.abs(d0) > 0.25){ this.motionY += d0; } if(Math.abs(this.motionY) > 1.5){ this.motionY = 1.5/this.motionY; } this.motionY *= 0.5f; }else{ this.rotationPitch = 0; this.motionY = 0; } } else { this.speed *= 0.8500; } if(this.rotationPitch < 0.25 && this.rotationPitch > -0.25){ this.motionY *= 0.5f; } if(entity.moveForward <= 0) { this.speed *= 0.8500; } } } else { this.speed *= 0.8500; this.rotationPitch = 0; this.motionY = -0.98f; } this.setRotation(this.rotationYaw, this.rotationPitch); this.moveEntity(motionX, motionY, motionZ); } public void updateRiderPosition() { if (this.riddenByEntity != null) { double dZ = Math.cos((double)this.rotationYaw * Math.PI / 180.0D) * -0.1D; double dX = -Math.sin((double)this.rotationYaw * Math.PI / 180.0D) * -0.1D; this.riddenByEntity.setPosition(this.posX + dX, this.posY + this.getMountedYOffset() + this.riddenByEntity.getYOffset(), this.posZ + dZ); } } /** * (abstract) Protected helper method to write subclass entity data to NBT. */ public void writeEntityToNBT(NBTTagCompound nbt) { NBTTagList nbttaglist = new NBTTagList(); for (int i = 0; i < this.invItems.length; ++i) { if (this.invItems[i] != null) { NBTTagCompound slotTag = new NBTTagCompound(); slotTag.setByte("Slot", (byte)i); this.invItems[i].writeToNBT(slotTag); nbttaglist.appendTag(slotTag); } } nbt.setTag("Items", nbttaglist); nbt.setBoolean("lockY", lockY); } /** * (abstract) Protected helper method to read subclass entity data from NBT. */ public void readEntityFromNBT(NBTTagCompound nbt) { NBTTagList nbttaglist = nbt.getTagList("Items", 10); this.invItems = new ItemStack[this.getSizeInventory()]; for (int i = 0; i < nbttaglist.tagCount(); ++i) { NBTTagCompound slotTag = nbttaglist.getCompoundTagAt(i); int j = slotTag.getByte("Slot") & 255; if (j >= 0 && j < this.invItems.length) { this.invItems[j] = ItemStack.loadItemStackFromNBT(slotTag); } } this.setLockY(nbt.getBoolean("lockY")); } @SideOnly(Side.CLIENT) public float getShadowSize() { return 0.0F; } /** * First layer of player interaction */ public boolean interactFirst(EntityPlayer player) { if (this.riddenByEntity != null && this.riddenByEntity instanceof EntityPlayer && this.riddenByEntity != player) { return true; } else { if(player.isSneaking()) { player.displayGUIChest(this); } else { if(!this.worldObj.isRemote) { player.mountEntity(this); } } return true; } } /** * Takes in the distance the entity has fallen this tick and whether its on the ground to update the fall distance * and deal fall damage if landing on the ground. Args: distanceFallenThisTick, onGround */ protected void updateFallState(double distanceFallenThisTick, boolean onGround) { this.fallDistance = 0.0F; } /** * Sets the damage taken from the last hit. */ public void setDamageTaken(float damage) { this.dataWatcher.updateObject(19, Float.valueOf(damage)); } /** * Gets the damage taken from the last hit. */ public float getDamageTaken() { return this.dataWatcher.getWatchableObjectFloat(19); } /** * Sets the time to count down from since the last time entity was hit. */ public void setTimeSinceHit(int time) { this.dataWatcher.updateObject(17, Integer.valueOf(time)); } /** * Gets the time since the last hit. */ public int getTimeSinceHit() { return this.dataWatcher.getWatchableObjectInt(17); } /** * Sets the forward direction of the entity. */ public void setForwardDirection(int direction) { this.dataWatcher.updateObject(18, Integer.valueOf(direction)); } /** * Gets the forward direction of the entity. */ public int getForwardDirection() { return this.dataWatcher.getWatchableObjectInt(18); } public boolean isYLocked() { return this.dataWatcher.getWatchableObjectInt(27) == 1; } public void setLockY(boolean lockY) { this.lockY = lockY; this.dataWatcher.updateObject(27, lockY ? 1 : 0); } /** * Returns the stack in slot i */ public ItemStack getStackInSlot(int slot) { return this.invItems[slot]; } /** * Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a * new stack. */ public ItemStack decrStackSize(int slot, int amount) { if (this.invItems[slot] != null) { ItemStack itemstack; if (this.invItems[slot].stackSize <= amount) { itemstack = this.invItems[slot]; this.invItems[slot] = null; return itemstack; } else { itemstack = this.invItems[slot].splitStack(amount); if (this.invItems[slot].stackSize == 0) { this.invItems[slot] = null; } return itemstack; } } else { return null; } } /** * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem - * like when you close a workbench GUI. */ public ItemStack getStackInSlotOnClosing(int slot) { if (this.invItems[slot] != null) { ItemStack itemstack = this.invItems[slot]; this.invItems[slot] = null; return itemstack; } else { return null; } } /** * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections). */ public void setInventorySlotContents(int slot, ItemStack stack) { this.invItems[slot] = stack; if (stack != null && stack.stackSize > this.getInventoryStackLimit()) { stack.stackSize = this.getInventoryStackLimit(); } } /** * For tile entities, ensures the chunk containing the tile entity is saved to disk later - the game won't think it * hasn't changed and skip it. */ public void markDirty() {} /** * Do not make give this method the name canInteractWith because it clashes with Container */ public boolean isUseableByPlayer(EntityPlayer player) { return this.isDead ? false : player.getDistanceSqToEntity(this) <= 64.0D; } public void openInventory(EntityPlayer p) {} public void closeInventory(EntityPlayer p) {} /** * Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot. */ public boolean isItemValidForSlot(int slot, ItemStack stack) { return true; } /** * Returns the maximum stack size for a inventory slot. */ public int getInventoryStackLimit() { return 64; } @Override public int getSizeInventory() { return invItems.length; } public double getYOffset(){ return this.height*1.5f; } @Override public String getInventoryName() { return eb.getName(); } @Override public boolean hasCustomInventoryName() { return true; } @Override public void openInventory() { } @Override public void closeInventory() { } } The vehicle, whenever I ride it, jitters ands moves a lot back and forth. The actual speed doesn't seem to be affected, but when you are looking at the broom, it is just moving back and forth really quickly. How can I fix this? Quote Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.
deerangle Posted June 14, 2016 Posted June 14, 2016 i am not very confident with entities, but what exactly are you using for an acceleration value. if it is one, then you are moving in 1 block distances each tick, which (i think) should lead to you "jittering". Quote
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