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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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1.7 kB · 56 lines
C
at main
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556#pragma onceusing namespace std;
class Particle;class Level;class Textures;class Entity;class Random;using namespace std;
class ParticleEngine{private: static ResourceLocation PARTICLES_LOCATION; static const int MAX_PARTICLES_PER_LAYER = 200; // 4J - reduced from 4000 static const int MAX_DRAGON_BREATH_PARTICLES = 1000; static const int MAX_FIREWORK_SPARK_PARTICLES = 2000;
public: static const int MISC_TEXTURE = 0; static const int TERRAIN_TEXTURE = 1; static const int ITEM_TEXTURE = 2; static const int ENTITY_PARTICLE_TEXTURE = 3; static const int DRAGON_BREATH_TEXTURE = 4; // 4J Added static const int TEXTURE_COUNT = 5;
// Brought forward from Java 1.8 static const int TRANSLUCENT_LIST = 0; static const int OPAQUE_LIST = 1; static const int LIST_COUNT = 2;
protected: Level *level;private: deque<shared_ptr<Particle> > particles[3][TEXTURE_COUNT][LIST_COUNT]; // 4J made three arrays to cope with simultaneous two dimensions Textures *textures; Random *random;
public: ParticleEngine(Level *level, Textures *textures); ~ParticleEngine(); void add(shared_ptr<Particle> p); void tick(); void render(shared_ptr<Entity> player, float a, int list); void renderLit(shared_ptr<Entity> player, float a, int list); void setLevel(Level *level); void destroy(int x, int y, int z, int tid, int data); void crack(int x, int y, int z, int face);
// 4J - Brought forward from Java 1.8 void markTranslucent(shared_ptr<Particle> particle); void markOpaque(shared_ptr<Particle> particle); void moveParticleInList(shared_ptr<Particle> particle, int source, int destination);
wstring countParticles();};