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#pragma once
using 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();
};
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