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[1.12.2] Creating A Custom Particle


unassigned

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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.

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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.

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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.

 

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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.

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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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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

c8a8f7ddf4f0899e0bc30850208d74f0.jpg

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.

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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

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.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

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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);

 

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

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.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

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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.

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