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[1.15.2] Shooting Star Rendering And Spawning


Peerius

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Hello :) 

So, I wanted to make a shooting star similar to the one from the LegendGear Mod by NMcCoy.

If someone doesn't know, how those look like, you can see it for example in this video: https://youtu.be/PSIjNFwPDfk?t=565 at 9:25.

 

Now, I created a new ProjectileItemEntity, which works perfectly fine and renders as normal. I got only two issues left:

The first one is, that my entity doesn't have a beam and this star looking spinning thing around my entity yet. I came across TileEntities, but those are only for blocks if I got that right. So, I thought of implementing it with extending the SpriteRenderer, overriding the render(...) method, calling super.render(...); and adding this there. But since those classes and methods for rendering don't seem like they are self-explanatory, I don't know how to do it. For now, I only have a white texture for the beam and the star, which I would like to switch colors.

 

And my second one is naturally spawning my entity. I came across EntitySpawnPlacementRegistry.register(...) but I don't know how to create an EntitySpawnPlacementRegistry.IPlacementPredicate and it looked like in vanilla this code is only used for MobEntities. Obviously, I also want to make my entity spawn in the air, maybe like 30 blocks above ground level.

 

I am grateful for any help. Thank you in advance. xD

 

 

 

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For now, I have this:

public class ShootingStarRenderer extends SpriteRenderer<ShootingStarEntity> {

	protected ShootingStarRenderer(EntityRendererManager renderManager, ItemRenderer itemRenderer) {
		super(renderManager, itemRenderer);
	}

	@Override
	public ResourceLocation getEntityTexture(ShootingStarEntity entity) {
		return DeepAffection.RegistryEvents.location("textures/entity/star.png");
	}
	
	private void add(IVertexBuilder renderer, MatrixStack stack, float x, float y, float z, float u, float v) {
		renderer.pos(stack.getLast().getMatrix(), x, y, z)
		.color(1.0f, 1.0f, 1.0f, 1.0f)
		.tex(u, v)
		.normal(1, 0, 0)
		.endVertex();
	}
	
	@Override
	public void render(ShootingStarEntity entity, float f1, float f2, MatrixStack stack, IRenderTypeBuffer buffer, int i1) {
		super.render(entity, f1, f2, stack, buffer, i1);
		IVertexBuilder builder = buffer.getBuffer(RenderType.getEntityGlint());
		if(!entity.collided) {
		}else {
			stack.push();
			AtlasTexture star = new AtlasTexture(DeepAffection.RegistryEvents.location("textures/entity/star"));
			TextureAtlasSprite sprite = star.getSprite(DeepAffection.RegistryEvents.location("textures/entity/star"));
			stack.translate(0.5, 0.5, 0.5);
			add(builder, stack, 0.0f, 0.0f, 0.0f, sprite.getMinU(), sprite.getMinV());
			add(builder, stack, 1.0f, 0.0f, 0.0f, sprite.getMaxU(), sprite.getMinV());
			add(builder, stack, 0.0f, 1.0f, 0.0f, sprite.getMinU(), sprite.getMaxV());
			add(builder, stack, 1.0f, 1.0f, 0.0f, sprite.getMaxU(), sprite.getMaxV());
			stack.pop();
			}
	}

I just picked some floats for the add method, so that I could look how it looks like. But when summoning the entity, the game crashes after it collided because of a NullPointerException from the line where the add method get's called the first time. I would guess that sprite equals null, but I don't know how to fix that.

Edited by Peerius
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