Package pneumaticCraft.client.render

Examples of pneumaticCraft.client.render.RenderProgressingLine


                    EntityPlayer player = FMLClientHandler.instance().getClient().thePlayer;
                    NetworkHandler.sendToServer(new PacketUseItem(Itemss.nukeVirus, 1));
                    player.inventory.consumeInventoryItem(Itemss.nukeVirus);

                    for(int i = linesBefore; i < lineList.size(); i++) {
                        RenderProgressingLine line = lineList.get(i);
                        line.setProgress(1);
                        slotHacked[slot.slotNumber] = true;
                        onSlotHack(slot.slotNumber, true);
                    }
                }
            }
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        for(int i = 0; i < slotHacked.length; i++) {
            slotHacked[i] = copy.slotHacked[i];
            slotFortified[i] = copy.slotFortified[i];
        }
        for(RenderProgressingLine line : copy.lineList) {
            lineList.add(new RenderProgressingLine(line));
        }
    }
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        double endX = baseX + secondSlot % 5 * nodeSpacing;
        double endY = baseY + secondSlot / 5 * nodeSpacing;
        for(RenderProgressingLine line : lineList) {
            if(line.hasLineSameProperties(startX, startY, 0, endX, endY, 0)) return;
        }
        lineList.add(new RenderProgressingLine(startX, startY, endX, endY));
    }
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                    }
                }
            } else {
                Iterator<RenderProgressingLine> iterator = rangeLines.iterator();
                while(iterator.hasNext()) {
                    RenderProgressingLine line = iterator.next();
                    if(line.getProgress() > 0.005F) {
                        line.incProgress(0.01F);
                    }
                    if(worldObj.rand.nextInt(10) == 0) {
                        iterator.remove();
                    }
                }
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            oldSecurityRange = getSecurityRange();
            rangeLines = new ArrayList<RenderProgressingLine>();
            double renderSecurityRange = securityRange + 0.5D;
            for(int i = 0; i < securityRange * 16 + 8; i++) {
                //Add the vertical lines of the walls
                rangeLines.add(new RenderProgressingLine(-renderSecurityRange + i / 8D, -renderSecurityRange + 1, -renderSecurityRange, -renderSecurityRange + i / 8D, renderSecurityRange + 1, -renderSecurityRange));
                rangeLines.add(new RenderProgressingLine(renderSecurityRange - i / 8D, -renderSecurityRange + 1, renderSecurityRange, renderSecurityRange - i / 8D, renderSecurityRange + 1, renderSecurityRange));
                rangeLines.add(new RenderProgressingLine(-renderSecurityRange, -renderSecurityRange + 1, renderSecurityRange - i / 8D, -renderSecurityRange, renderSecurityRange + 1, renderSecurityRange - i / 8D));
                rangeLines.add(new RenderProgressingLine(renderSecurityRange, -renderSecurityRange + 1, -renderSecurityRange + i / 8D, renderSecurityRange, renderSecurityRange + 1, -renderSecurityRange + i / 8D));

                //Add the horizontal lines of the walls
                rangeLines.add(new RenderProgressingLine(-renderSecurityRange, -renderSecurityRange + i / 8D + 1, -renderSecurityRange, -renderSecurityRange, -renderSecurityRange + i / 8D + 1, renderSecurityRange));
                rangeLines.add(new RenderProgressingLine(renderSecurityRange, -renderSecurityRange + i / 8D + 1, -renderSecurityRange, renderSecurityRange, -renderSecurityRange + i / 8D + 1, renderSecurityRange));
                rangeLines.add(new RenderProgressingLine(-renderSecurityRange, renderSecurityRange - i / 8D + 1, -renderSecurityRange, renderSecurityRange, renderSecurityRange - i / 8D + 1, -renderSecurityRange));
                rangeLines.add(new RenderProgressingLine(-renderSecurityRange, -renderSecurityRange + i / 8D + 1, renderSecurityRange, renderSecurityRange, -renderSecurityRange + i / 8D + 1, renderSecurityRange));

                //Add the roof and floor
                rangeLines.add(new RenderProgressingLine(renderSecurityRange - i / 8D, -renderSecurityRange + 1, -renderSecurityRange, renderSecurityRange - i / 8D, -renderSecurityRange + 1, renderSecurityRange));
                rangeLines.add(new RenderProgressingLine(renderSecurityRange - i / 8D, renderSecurityRange + 1, -renderSecurityRange, renderSecurityRange - i / 8D, renderSecurityRange + 1, renderSecurityRange));
                rangeLines.add(new RenderProgressingLine(-renderSecurityRange, -renderSecurityRange + 1, -renderSecurityRange + i / 8D, renderSecurityRange, -renderSecurityRange + 1, -renderSecurityRange + i / 8D));
                rangeLines.add(new RenderProgressingLine(-renderSecurityRange, renderSecurityRange + 1, -renderSecurityRange + i / 8D, renderSecurityRange, renderSecurityRange + 1, -renderSecurityRange + i / 8D));

            }
        }
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_BLEND);
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                    }
                }
            } else {
                Iterator<RenderProgressingLine> iterator = rangeLines.iterator();
                while(iterator.hasNext()) {
                    RenderProgressingLine line = iterator.next();
                    if(line.getProgress() > 0.005F) {
                        line.incProgress(0.01F);
                    }
                    if(worldObj.rand.nextInt(10) == 0) {
                        iterator.remove();
                    }
                }
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            oldSensorRange = sensorRange;
            rangeLines = new ArrayList<RenderProgressingLine>();
            double renderSensorRange = sensorRange + 0.5D;
            for(int i = 0; i < sensorRange * 16 + 8; i++) {
                //Add the vertical lines of the walls
                rangeLines.add(new RenderProgressingLine(-renderSensorRange + i / 8D, -renderSensorRange + 1, -renderSensorRange, -renderSensorRange + i / 8D, renderSensorRange + 1, -renderSensorRange));
                rangeLines.add(new RenderProgressingLine(renderSensorRange - i / 8D, -renderSensorRange + 1, renderSensorRange, renderSensorRange - i / 8D, renderSensorRange + 1, renderSensorRange));
                rangeLines.add(new RenderProgressingLine(-renderSensorRange, -renderSensorRange + 1, renderSensorRange - i / 8D, -renderSensorRange, renderSensorRange + 1, renderSensorRange - i / 8D));
                rangeLines.add(new RenderProgressingLine(renderSensorRange, -renderSensorRange + 1, -renderSensorRange + i / 8D, renderSensorRange, renderSensorRange + 1, -renderSensorRange + i / 8D));

                //Add the horizontal lines of the walls
                rangeLines.add(new RenderProgressingLine(-renderSensorRange, -renderSensorRange + i / 8D + 1, -renderSensorRange, -renderSensorRange, -renderSensorRange + i / 8D + 1, renderSensorRange));
                rangeLines.add(new RenderProgressingLine(renderSensorRange, -renderSensorRange + i / 8D + 1, -renderSensorRange, renderSensorRange, -renderSensorRange + i / 8D + 1, renderSensorRange));
                rangeLines.add(new RenderProgressingLine(-renderSensorRange, renderSensorRange - i / 8D + 1, -renderSensorRange, renderSensorRange, renderSensorRange - i / 8D + 1, -renderSensorRange));
                rangeLines.add(new RenderProgressingLine(-renderSensorRange, -renderSensorRange + i / 8D + 1, renderSensorRange, renderSensorRange, -renderSensorRange + i / 8D + 1, renderSensorRange));

                //Add the roof and floor
                rangeLines.add(new RenderProgressingLine(renderSensorRange - i / 8D, -renderSensorRange + 1, -renderSensorRange, renderSensorRange - i / 8D, -renderSensorRange + 1, renderSensorRange));
                rangeLines.add(new RenderProgressingLine(renderSensorRange - i / 8D, renderSensorRange + 1, -renderSensorRange, renderSensorRange - i / 8D, renderSensorRange + 1, renderSensorRange));
                rangeLines.add(new RenderProgressingLine(-renderSensorRange, -renderSensorRange + 1, -renderSensorRange + i / 8D, renderSensorRange, -renderSensorRange + 1, -renderSensorRange + i / 8D));
                rangeLines.add(new RenderProgressingLine(-renderSensorRange, renderSensorRange + 1, -renderSensorRange + i / 8D, renderSensorRange, renderSensorRange + 1, -renderSensorRange + i / 8D));

            }
        }
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_BLEND);
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    @Override
    public void moveEntityWithHeading(float par1, float par2){
        if(worldObj.isRemote) {
            EntityLivingBase targetEntity = getAttackTarget();
            if(targetEntity != null) {
                if(targetLine == null) targetLine = new RenderProgressingLine(0, -height / 2, 0, 0, 0, 0);
                if(oldTargetLine == null) oldTargetLine = new RenderProgressingLine(0, -height / 2, 0, 0, 0, 0);

                targetLine.endX = targetEntity.posX - posX;
                targetLine.endY = targetEntity.posY + targetEntity.height / 2 - posY;
                targetLine.endZ = targetEntity.posZ - posZ;
                oldTargetLine.endX = targetEntity.prevPosX - prevPosX;
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