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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1.8 kB · 62 lines
C++
at main
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162#include "stdafx.h"#include "ExplodeParticle.h"#include "..\Minecraft.World\JavaMath.h"#include "..\Minecraft.World\Random.h"
ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, xa, ya, za){ xd = xa+(float)(Math::random()*2-1)*0.05f; yd = ya+(float)(Math::random()*2-1)*0.05f; zd = za+(float)(Math::random()*2-1)*0.05f; //rCol = gCol = bCol = random->nextFloat()*.3f+.7; unsigned int clr = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Particle_Explode ); //0xFFFFFF double r = ( (clr>>16)&0xFF )/255.0f, g = ( (clr>>8)&0xFF )/255.0, b = ( clr&0xFF )/255.0;
float br = random->nextFloat() * 0.3f + 0.7f; rCol = r * br; gCol = g * br; bCol = b * br;
size = random->nextFloat()*random->nextFloat()*6+1; lifetime = (int)(16/(random->nextFloat()*0.8+0.2))+2;// noPhysics = true;}
void ExplodeParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2){ // 4J - don't render explosion particles that are less than 3 metres away, to try and avoid large particles that are causing us problems with photosensitivity testing float x = (float) (xo + (this->x - xo) * a - xOff); float y = (float) (yo + (this->y - yo) * a - yOff); float z = (float) (zo + (this->z - zo) * a - zOff);
float distSq = (x*x + y*y + z*z); if( distSq < (3.0f * 3.0f) ) return;
Particle::render(t, a, xa, ya, za, xa2, za2);}
void ExplodeParticle::tick(){ xo = x; yo = y; zo = z;
if (age++ >= lifetime) remove(); setMiscTex(7-age*8/lifetime);
yd += 0.004; move(xd, yd, zd); xd *= 0.90f; yd *= 0.90f; zd *= 0.90f;
if (onGround) { xd *= 0.7f; zd *= 0.7f; }}