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Posted

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

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The seven became one and the one became two.

Posted
  On 12/9/2018 at 3:22 AM, 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

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Thanks, I appreciate this. I'll give it a try and post back on results.

 

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Posted
  On 12/9/2018 at 4:00 AM, unassigned said:

Thanks, I appreciate this. I'll give it a try and post back on results.

  

Expand  

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.

Posted (edited)

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 by Cadiboo

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Posted
  On 12/10/2018 at 4:38 AM, 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

Expand  

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:

  Reveal hidden contents
 

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.

Posted

I think you should calculate where you want your point to be, then apply motion to your point to get it to that position

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Posted
  On 12/10/2018 at 6:41 AM, 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

Expand  

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);

 

Posted

I meant calculate the position where you want the particle to be, then calculate the motion needed to get that particle there

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Posted
  On 12/10/2018 at 7:01 AM, Cadiboo said:

I meant calculate the position where you want the particle to be, then calculate the motion needed to get that particle there

Expand  

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.

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