Posted December 9, 20186 yr Hello, I want to create a particle that goes from its spawn position to a passed in x,z,y. However, I do not have a clue where to go about starting this. I would like the particle to have a custom texture, and custom behavior. Any pointers would be nice. Thank you. Edited December 9, 20186 yr by unassigned Currently developing: https://github.com/unassignedxd/Dynamic-Quarries
December 9, 20186 yr I actually just did something like this. Fist thing you need it to look at one of the particle files in the main game, this is the actual code for the particle, build something like it. Then you are going to need a way to call it. Some form of class that contains a method to spawn the particle. Lastly you need a static declaration of the particle. For the custom texture, i know that you can override a method for the texture file but i never got it to work. My code if it helps: where i call the particle: https://github.com/Merthew/Empire-Of-Blood/blob/master/src/main/java/merthew/mod/item/general/ItemFlowerCrown.java where i declare the particle: https://github.com/Merthew/Empire-Of-Blood/tree/master/src/main/java/merthew/mod/util/particle The seven became one and the one became two.
December 9, 20186 yr Author 36 minutes ago, Merthew said: I actually just did something like this. Fist thing you need it to look at one of the particle files in the main game, this is the actual code for the particle, build something like it. Then you are going to need a way to call it. Some form of class that contains a method to spawn the particle. Lastly you need a static declaration of the particle. For the custom texture, i know that you can override a method for the texture file but i never got it to work. My code if it helps: where i call the particle: https://github.com/Merthew/Empire-Of-Blood/blob/master/src/main/java/merthew/mod/item/general/ItemFlowerCrown.java where i declare the particle: https://github.com/Merthew/Empire-Of-Blood/tree/master/src/main/java/merthew/mod/util/particle Thanks, I appreciate this. I'll give it a try and post back on results. Currently developing: https://github.com/unassignedxd/Dynamic-Quarries
December 10, 20186 yr Author 23 hours ago, unassigned said: Thanks, I appreciate this. I'll give it a try and post back on results. Particle spawning is working, and my particle can have custom behavior. However, the intended behavior I'm trying to get isn't working out so well. The particle is intended to circle around a center block, with a certain radius between it and that block, however, after hours of trying different trigonometric equations, the closest I could get was a curve with these simple 4 lines of code: double relX = (this.posX - this.centerBlock.getX()); double relY = (this.posZ - this.centerBlock.getZ()); this.posX += MathHelper.cos((float)((pi/180) * relX)*20); //20 is a random radius that gave me the best visual this.posZ += MathHelper.sin((float)((pi/180) * relY)*20); The curve I got deviated from the starting position and stopped at a point in which both equations' values reached: xMath: 1.2246469E-16 zMath: 1.2246469E-16 The resulting curve was shaped like an L, nearly representing an exponential line. Now I know the answer is probably some super simple trig, however, I cannot get it to work. Thanks. Currently developing: https://github.com/unassignedxd/Dynamic-Quarries
December 10, 20186 yr Google “trigonometry draw elipse/circle with points”. That stackoverflow article helped me a lot, but I didn’t save the link anywhere. You can see my implementation of it here, where I position a dynamic amount of inventory slots in an elipse around a central point https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/inventory/ContainerAssemblyTable.java#L39-L52 Edited December 10, 20186 yr by Cadiboo About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
December 10, 20186 yr Author 1 hour ago, Cadiboo said: Google “trigonometry draw elipse/circle with points”. That stackoverflow article helped me a lot, but I didn’t save the link anywhere. You can see my implementation of it here, where I position a dynamic amount of inventory slots in an elipse around a central point https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/inventory/ContainerAssemblyTable.java#L39-L52 I found that stackoverflow, however, I still can't get a proper curve to happen. With my current code, I get a really weird curve that looks like: Spoiler The purple blotches are the particles flying at literal mach 10, and the wool is an attempted to make a path of the particles. As you can see, there is a slight curve, then a sudden jolt to going straight again. Here is the current code: double pi = Math.PI; double relX = (this.posX - this.centerBlock.getX()); double relZ = (this.posZ - this.centerBlock.getZ()); this.posX += (int) Math.round((radius / 2) + (2 * Math.cos(((pi/180)*relX) + 90))); this.posZ += (int) Math.round((radius / 2) + (2 * Math.sin(((pi/180)*relZ) + 90))); Thanks. Currently developing: https://github.com/unassignedxd/Dynamic-Quarries
December 10, 20186 yr I think you should calculate where you want your point to be, then apply motion to your point to get it to that position About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
December 10, 20186 yr Author 16 minutes ago, Cadiboo said: I think you should calculate where you want your point to be, then apply motion to your point to get it to that position Maybe I'm just doing this completely wrong, however, I tried adding this to the motion of the particle, but got the same curve. double motX = Math.round((radius / 2) + (2 * Math.cos(((pi/180)*relX)))+90); double motZ = Math.round((radius / 2) + (2 * Math.sin(((pi/180)*relZ)))+90); this.motionX += motX; this.motionZ += motZ; this.move(this.motionX, this.motionY, this.motionZ); Currently developing: https://github.com/unassignedxd/Dynamic-Quarries
December 10, 20186 yr I meant calculate the position where you want the particle to be, then calculate the motion needed to get that particle there About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
December 10, 20186 yr Author 5 minutes ago, Cadiboo said: I meant calculate the position where you want the particle to be, then calculate the motion needed to get that particle there Okay, so I use: double relX = (this.posX - this.centerBlock.getX()); double relZ = (this.posZ - this.centerBlock.getZ()); double x = Math.round((radius / 2) + (2 * Math.cos(((pi/180)*relX)))+45); double z = Math.round((radius / 2) + (2 * Math.sin(((pi/180)*relZ)))+45); To find the point I want, then apply motion to get there correct? How would I go about applying motion to a certain point, I looked at the Enchantment particles, however, it didn't get me anywhere. Thanks. Currently developing: https://github.com/unassignedxd/Dynamic-Quarries
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