Ah d’accord. Merci 🙂
Je teste immédiatement.
EDIT: ça marche !
Par contre, il y a autre chose :
Je voulais que le dragon ne casse pas de blocs, j’ai donc supprimé la condition pour. Le problème c’est qu’il peut encore traverser les blocs.
Deuxième point :
Mon dragon disparait(visuellement) au bout de 1 chunk de distance avec moi au lieu de disparaitre dans le brouillard.
Pouvez-vous m’aider ?
RenderFireDragon :
package fr.MrBlockTNT.Dragons.render;
import java.util.Random;
import org.lwjgl.opengl.GL11;
import fr.MrBlockTNT.Dragons.entity.firedragon.EntityFireDragon;
import fr.MrBlockTNT.Dragons.models.ModelFireDragon;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelDragon;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.RenderBiped;
import net.minecraft.client.renderer.entity.RenderDragon;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.boss.BossStatus;
import net.minecraft.entity.boss.EntityDragon;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
public class RenderFireDragon extends RenderLiving
{
private static final ResourceLocation enderDragonExplodingTextures = new ResourceLocation("dragons:entity/firedragon/dragon_exploding.png");
private static final ResourceLocation enderDragonCrystalBeamTextures = new ResourceLocation("dragons:entity/firecrystal/firecrystal_beam.png");
private static final ResourceLocation enderDragonEyesTextures = new ResourceLocation("dragons:entity/firedragon/dragon_eyes.png");
private static final ResourceLocation enderDragonTextures = new ResourceLocation("dragons:entity/firedragon/dragon.png");
/** An instance of the dragon model in RenderDragon */
protected ModelFireDragon modelDragon;
public RenderFireDragon()
{
super(new ModelFireDragon(0.0F), 0.5F);
this.modelDragon = (ModelFireDragon)this.mainModel;
this.setRenderPassModel(this.mainModel);
}
/**
* Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method.
*/
protected void rotateDragonBody(EntityFireDragon par1EntityDragon, float par2, float par3, float par4)
{
float f3 = (float)par1EntityDragon.getMovementOffsets(7, par4)[0];
float f4 = (float)(par1EntityDragon.getMovementOffsets(5, par4)[1] - par1EntityDragon.getMovementOffsets(10, par4)[1]);
GL11.glRotatef(-f3, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(f4 * 10.0F, 1.0F, 0.0F, 0.0F);
GL11.glTranslatef(0.0F, 0.0F, 1.0F);
if (par1EntityDragon.deathTime > 0)
{
float f5 = ((float)par1EntityDragon.deathTime + par4 - 1.0F) / 20.0F * 1.6F;
f5 = MathHelper.sqrt_float(f5);
if (f5 > 1.0F)
{
f5 = 1.0F;
}
GL11.glRotatef(f5 * this.getDeathMaxRotation(par1EntityDragon), 0.0F, 0.0F, 1.0F);
}
}
/**
* Renders the dragon model. Called by renderModel.
*/
protected void renderDragonModel(EntityFireDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7)
{
if (par1EntityDragon.deathTicks > 0)
{
float f6 = (float)par1EntityDragon.deathTicks / 200.0F;
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(GL11.GL_GREATER, f6);
this.bindTexture(enderDragonExplodingTextures);
this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
GL11.glDepthFunc(GL11.GL_EQUAL);
}
this.bindEntityTexture(par1EntityDragon);
this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
if (par1EntityDragon.hurtTime > 0)
{
GL11.glDepthFunc(GL11.GL_EQUAL);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
}
/**
* Renders the dragon, along with its dying animation
*/
public void renderDragon(EntityFireDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9)
{
BossStatus.setBossStatus(par1EntityDragon, false);
super.doRenderLiving(par1EntityDragon, par2, par4, par6, par8, par9);
if (par1EntityDragon.healingEnderCrystal != null)
{
float f2 = (float)par1EntityDragon.healingEnderCrystal.innerRotation + par9;
float f3 = MathHelper.sin(f2 * 0.2F) / 2.0F + 0.5F;
f3 = (f3 * f3 + f3) * 0.2F;
float f4 = (float)(par1EntityDragon.healingEnderCrystal.posX - par1EntityDragon.posX - (par1EntityDragon.prevPosX - par1EntityDragon.posX) * (double)(1.0F - par9));
float f5 = (float)((double)f3 + par1EntityDragon.healingEnderCrystal.posY - 1.0D - par1EntityDragon.posY - (par1EntityDragon.prevPosY - par1EntityDragon.posY) * (double)(1.0F - par9));
float f6 = (float)(par1EntityDragon.healingEnderCrystal.posZ - par1EntityDragon.posZ - (par1EntityDragon.prevPosZ - par1EntityDragon.posZ) * (double)(1.0F - par9));
float f7 = MathHelper.sqrt_float(f4 * f4 + f6 * f6);
float f8 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6);
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4 + 2.0F, (float)par6);
GL11.glRotatef((float)(-Math.atan2((double)f6, (double)f4)) * 180.0F / (float)Math.PI - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef((float)(-Math.atan2((double)f7, (double)f5)) * 180.0F / (float)Math.PI - 90.0F, 1.0F, 0.0F, 0.0F);
Tessellator tessellator = Tessellator.instance;
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL11.GL_CULL_FACE);
this.bindTexture(enderDragonCrystalBeamTextures);
GL11.glShadeModel(GL11.GL_SMOOTH);
float f9 = 0.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
float f10 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6) / 32.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
tessellator.startDrawing(5);
byte b0 = 8;
for (int i = 0; i <= b0; ++i)
{
float f11 = MathHelper.sin((float)(i % b0) * (float)Math.PI * 2.0F / (float)b0) * 0.75F;
float f12 = MathHelper.cos((float)(i % b0) * (float)Math.PI * 2.0F / (float)b0) * 0.75F;
float f13 = (float)(i % b0) * 1.0F / (float)b0;
tessellator.setColorOpaque_I(0);
tessellator.addVertexWithUV((double)(f11 * 0.2F), (double)(f12 * 0.2F), 0.0D, (double)f13, (double)f10);
tessellator.setColorOpaque_I(16777215);
tessellator.addVertexWithUV((double)f11, (double)f12, (double)f8, (double)f13, (double)f9);
}
tessellator.draw();
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glShadeModel(GL11.GL_FLAT);
RenderHelper.enableStandardItemLighting();
GL11.glPopMatrix();
}
}
protected ResourceLocation getEnderDragonTextures(EntityFireDragon par1EntityDragon)
{
return enderDragonTextures;
}
/**
* Renders the animation for when an enderdragon dies
*/
protected void renderDragonDying(EntityFireDragon par1EntityDragon, float par2)
{
super.renderEquippedItems(par1EntityDragon, par2);
Tessellator tessellator = Tessellator.instance;
if (par1EntityDragon.deathTicks > 0)
{
RenderHelper.disableStandardItemLighting();
float f1 = ((float)par1EntityDragon.deathTicks + par2) / 200.0F;
float f2 = 0.0F;
if (f1 > 0.8F)
{
f2 = (f1 - 0.8F) / 0.2F;
}
Random random = new Random(432L);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDepthMask(false);
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, -1.0F, -2.0F);
for (int i = 0; (float)i < (f1 + f1 * f1) / 2.0F * 60.0F; ++i)
{
GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(random.nextFloat() * 360.0F + f1 * 90.0F, 0.0F, 0.0F, 1.0F);
tessellator.startDrawing(6);
float f3 = random.nextFloat() * 20.0F + 5.0F + f2 * 10.0F;
float f4 = random.nextFloat() * 2.0F + 1.0F + f2 * 2.0F;
tessellator.setColorRGBA_I(16777215, (int)(255.0F * (1.0F - f2)));
tessellator.addVertex(0.0D, 0.0D, 0.0D);
tessellator.setColorRGBA_I(16711935, 0);
tessellator.addVertex(-0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
tessellator.addVertex(0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
tessellator.addVertex(0.0D, (double)f3, (double)(1.0F * f4));
tessellator.addVertex(-0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
tessellator.draw();
}
GL11.glPopMatrix();
GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_ALPHA_TEST);
RenderHelper.enableStandardItemLighting();
}
}
/**
* Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
*/
protected int renderGlow(EntityFireDragon par1EntityDragon, int par2, float par3)
{
if (par2 == 1)
{
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
if (par2 != 0)
{
return -1;
}
else
{
this.bindTexture(enderDragonEyesTextures);
float f1 = 1.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDepthFunc(GL11.GL_EQUAL);
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
return 1;
}
}
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
{
this.renderDragon((EntityFireDragon)par1EntityLiving, par2, par4, par6, par8, par9);
}
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityLivingBase par1EntityLivingBase, int par2, float par3)
{
return this.renderGlow((EntityFireDragon)par1EntityLivingBase, par2, par3);
}
protected void renderEquippedItems(EntityLivingBase par1EntityLivingBase, float par2)
{
this.renderDragonDying((EntityFireDragon)par1EntityLivingBase, par2);
}
protected void rotateCorpse(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
{
this.rotateDragonBody((EntityFireDragon)par1EntityLivingBase, par2, par3, par4);
}
/**
* Renders the model in RenderLiving
*/
protected void renderModel(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4, float par5, float par6, float par7)
{
this.renderDragonModel((EntityFireDragon)par1EntityLivingBase, par2, par3, par4, par5, par6, par7);
}
public void renderPlayer(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, float par8, float par9)
{
this.renderDragon((EntityFireDragon)par1EntityLivingBase, par2, par4, par6, par8, par9);
}
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(Entity par1Entity)
{
return this.getEnderDragonTextures((EntityFireDragon)par1Entity);
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render <t extends="" entity)="" and="" this="" method="" has="" signature="" public="" void="" dorender(t="" entity,="" double="" d,="" d1,<br="">* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.renderDragon((EntityFireDragon)par1Entity, par2, par4, par6, par8, par9);
}
}
```</t>