本文整理汇总了Java中net.minecraft.client.renderer.texture.TextureMap.getAtlasSprite方法的典型用法代码示例。如果您正苦于以下问题:Java TextureMap.getAtlasSprite方法的具体用法?Java TextureMap.getAtlasSprite怎么用?Java TextureMap.getAtlasSprite使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.client.renderer.texture.TextureMap
的用法示例。
在下文中一共展示了TextureMap.getAtlasSprite方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: initAtlasSprites
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
protected void initAtlasSprites()
{
TextureMap texturemap = Minecraft.getMinecraft().getTextureMapBlocks();
this.atlasSpritesLava[0] = texturemap.getAtlasSprite("minecraft:blocks/lava_still");
this.atlasSpritesLava[1] = texturemap.getAtlasSprite("minecraft:blocks/lava_flow");
this.atlasSpritesWater[0] = texturemap.getAtlasSprite("minecraft:blocks/water_still");
this.atlasSpritesWater[1] = texturemap.getAtlasSprite("minecraft:blocks/water_flow");
}
示例2: updateDestroyBlockIcons
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
private void updateDestroyBlockIcons()
{
TextureMap texturemap = this.mc.getTextureMapBlocks();
for (int i = 0; i < this.destroyBlockIcons.length; ++i)
{
this.destroyBlockIcons[i] = texturemap.getAtlasSprite("minecraft:blocks/destroy_stage_" + i);
}
}
示例3: makeItemModel
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
public ModelBlock makeItemModel(TextureMap textureMapIn, ModelBlock blockModel)
{
Map<String, String> map = Maps.<String, String>newHashMap();
List<BlockPart> list = Lists.<BlockPart>newArrayList();
for (int i = 0; i < LAYERS.size(); ++i)
{
String s = (String)LAYERS.get(i);
if (!blockModel.isTexturePresent(s))
{
break;
}
String s1 = blockModel.resolveTextureName(s);
map.put(s, s1);
TextureAtlasSprite textureatlassprite = textureMapIn.getAtlasSprite((new ResourceLocation(s1)).toString());
list.addAll(this.func_178394_a(i, s, textureatlassprite));
}
if (list.isEmpty())
{
return null;
}
else
{
map.put("particle", blockModel.isTexturePresent("particle") ? blockModel.resolveTextureName("particle") : (String)map.get("layer0"));
return new ModelBlock(list, map, false, false, blockModel.func_181682_g());
}
}
示例4: makeItemModel
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
public ModelBlock makeItemModel(TextureMap textureMapIn, ModelBlock blockModel)
{
Map<String, String> map = Maps.<String, String>newHashMap();
List<BlockPart> list = Lists.<BlockPart>newArrayList();
for (int i = 0; i < LAYERS.size(); ++i)
{
String s = (String)LAYERS.get(i);
if (!blockModel.isTexturePresent(s))
{
break;
}
String s1 = blockModel.resolveTextureName(s);
map.put(s, s1);
TextureAtlasSprite textureatlassprite = textureMapIn.getAtlasSprite((new ResourceLocation(s1)).toString());
list.addAll(this.getBlockParts(i, s, textureatlassprite));
}
if (list.isEmpty())
{
return null;
}
else
{
map.put("particle", blockModel.isTexturePresent("particle") ? blockModel.resolveTextureName("particle") : (String)map.get("layer0"));
return new ModelBlock((ResourceLocation)null, list, map, false, false, blockModel.getAllTransforms(), blockModel.getOverrides());
}
}
示例5: onResourceManagerReload
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
@Override
public void onResourceManagerReload(IResourceManager resourceManager) {
TextureMap texturemap = this.mc.getTextureMapBlocks();
for (int i = 0; i < this.destroyBlockIcons.length; ++i) {
this.destroyBlockIcons[i] = texturemap.getAtlasSprite("minecraft:blocks/destroy_stage_" + i);
}
}
示例6: initAtlasSprites
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
protected void initAtlasSprites()
{
TextureMap texturemap = Minecraft.getMinecraft().getTextureMapBlocks();
this.atlasSpritesLava[0] = texturemap.getAtlasSprite("minecraft:blocks/lava_still");
this.atlasSpritesLava[1] = texturemap.getAtlasSprite("minecraft:blocks/lava_flow");
this.atlasSpritesWater[0] = texturemap.getAtlasSprite("minecraft:blocks/water_still");
this.atlasSpritesWater[1] = texturemap.getAtlasSprite("minecraft:blocks/water_flow");
this.atlasSpriteWaterOverlay = texturemap.getAtlasSprite("minecraft:blocks/water_overlay");
}
示例7: makeItemModel
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
@Nullable
public ModelBlock makeItemModel(TextureMap textureMapIn, ModelBlock blockModel)
{
Map<String, String> map = Maps.<String, String>newHashMap();
List<BlockPart> list = Lists.<BlockPart>newArrayList();
for (int i = 0; i < LAYERS.size(); ++i)
{
String s = (String)LAYERS.get(i);
if (!blockModel.isTexturePresent(s))
{
break;
}
String s1 = blockModel.resolveTextureName(s);
map.put(s, s1);
TextureAtlasSprite textureatlassprite = textureMapIn.getAtlasSprite((new ResourceLocation(s1)).toString());
list.addAll(this.getBlockParts(i, s, textureatlassprite));
}
if (list.isEmpty())
{
return null;
}
else
{
map.put("particle", blockModel.isTexturePresent("particle") ? blockModel.resolveTextureName("particle") : (String)map.get("layer0"));
return new ModelBlock((ResourceLocation)null, list, map, false, false, blockModel.getAllTransforms(), blockModel.getOverrides());
}
}
示例8: renderEntityOnFire
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
/**
* Renders fire on top of the entity. Args: entity, x, y, z, partialTickTime
*/
private void renderEntityOnFire(Entity entity, double x, double y, double z, float partialTicks)
{
GlStateManager.disableLighting();
TextureMap texturemap = Minecraft.getMinecraft().getTextureMapBlocks();
TextureAtlasSprite textureatlassprite = texturemap.getAtlasSprite("minecraft:blocks/fire_layer_0");
TextureAtlasSprite textureatlassprite1 = texturemap.getAtlasSprite("minecraft:blocks/fire_layer_1");
GlStateManager.pushMatrix();
GlStateManager.translate((float)x, (float)y, (float)z);
float f = entity.width * 1.4F;
GlStateManager.scale(f, f, f);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
float f1 = 0.5F;
float f2 = 0.0F;
float f3 = entity.height / f;
float f4 = (float)(entity.posY - entity.getEntityBoundingBox().minY);
GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.translate(0.0F, 0.0F, -0.3F + (float)((int)f3) * 0.02F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
float f5 = 0.0F;
int i = 0;
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
while (f3 > 0.0F)
{
TextureAtlasSprite textureatlassprite2 = i % 2 == 0 ? textureatlassprite : textureatlassprite1;
this.bindTexture(TextureMap.locationBlocksTexture);
float f6 = textureatlassprite2.getMinU();
float f7 = textureatlassprite2.getMinV();
float f8 = textureatlassprite2.getMaxU();
float f9 = textureatlassprite2.getMaxV();
if (i / 2 % 2 == 0)
{
float f10 = f8;
f8 = f6;
f6 = f10;
}
worldrenderer.pos((double)(f1 - f2), (double)(0.0F - f4), (double)f5).tex((double)f8, (double)f9).endVertex();
worldrenderer.pos((double)(-f1 - f2), (double)(0.0F - f4), (double)f5).tex((double)f6, (double)f9).endVertex();
worldrenderer.pos((double)(-f1 - f2), (double)(1.4F - f4), (double)f5).tex((double)f6, (double)f7).endVertex();
worldrenderer.pos((double)(f1 - f2), (double)(1.4F - f4), (double)f5).tex((double)f8, (double)f7).endVertex();
f3 -= 0.45F;
f4 -= 0.45F;
f1 *= 0.9F;
f5 += 0.03F;
++i;
}
tessellator.draw();
GlStateManager.popMatrix();
GlStateManager.enableLighting();
}
示例9: renderEntityOnFire
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
/**
* Renders fire on top of the entity. Args: entity, x, y, z, partialTickTime
*/
private void renderEntityOnFire(Entity entity, double x, double y, double z, float partialTicks) {
GlStateManager.disableLighting();
TextureMap texturemap = Minecraft.getMinecraft().getTextureMapBlocks();
TextureAtlasSprite textureatlassprite = texturemap.getAtlasSprite("minecraft:blocks/fire_layer_0");
TextureAtlasSprite textureatlassprite1 = texturemap.getAtlasSprite("minecraft:blocks/fire_layer_1");
GlStateManager.pushMatrix();
GlStateManager.translate((float) x, (float) y, (float) z);
float f = entity.width * 1.4F;
GlStateManager.scale(f, f, f);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
float f1 = 0.5F;
float f2 = 0.0F;
float f3 = entity.height / f;
float f4 = (float) (entity.posY - entity.getEntityBoundingBox().minY);
GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.translate(0.0F, 0.0F, -0.3F + (float) ((int) f3) * 0.02F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
float f5 = 0.0F;
int i = 0;
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
while (f3 > 0.0F) {
TextureAtlasSprite textureatlassprite2 = i % 2 == 0 ? textureatlassprite : textureatlassprite1;
this.bindTexture(TextureMap.locationBlocksTexture);
float f6 = textureatlassprite2.getMinU();
float f7 = textureatlassprite2.getMinV();
float f8 = textureatlassprite2.getMaxU();
float f9 = textureatlassprite2.getMaxV();
if (i / 2 % 2 == 0) {
float f10 = f8;
f8 = f6;
f6 = f10;
}
worldrenderer.pos((double) (f1 - f2), (double) (0.0F - f4), (double) f5).tex((double) f8, (double) f9)
.endVertex();
worldrenderer.pos((double) (-f1 - f2), (double) (0.0F - f4), (double) f5).tex((double) f6, (double) f9)
.endVertex();
worldrenderer.pos((double) (-f1 - f2), (double) (1.4F - f4), (double) f5).tex((double) f6, (double) f7)
.endVertex();
worldrenderer.pos((double) (f1 - f2), (double) (1.4F - f4), (double) f5).tex((double) f8, (double) f7)
.endVertex();
f3 -= 0.45F;
f4 -= 0.45F;
f1 *= 0.9F;
f5 += 0.03F;
++i;
}
tessellator.draw();
GlStateManager.popMatrix();
GlStateManager.enableLighting();
}
示例10: renderEntityOnFire
import net.minecraft.client.renderer.texture.TextureMap; //导入方法依赖的package包/类
/**
* Renders a layer of fire on top of an entity.
*/
private void renderEntityOnFire(Entity entity, double x, double y, double z, float partialTicks)
{
GlStateManager.disableLighting();
TextureMap texturemap = Minecraft.getMinecraft().getTextureMapBlocks();
TextureAtlasSprite textureatlassprite = texturemap.getAtlasSprite("minecraft:blocks/fire_layer_0");
TextureAtlasSprite textureatlassprite1 = texturemap.getAtlasSprite("minecraft:blocks/fire_layer_1");
GlStateManager.pushMatrix();
GlStateManager.translate((float)x, (float)y, (float)z);
float f = entity.width * 1.4F;
GlStateManager.scale(f, f, f);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
float f1 = 0.5F;
float f2 = 0.0F;
float f3 = entity.height / f;
float f4 = (float)(entity.posY - entity.getEntityBoundingBox().minY);
GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.translate(0.0F, 0.0F, -0.3F + (float)((int)f3) * 0.02F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
float f5 = 0.0F;
int i = 0;
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
while (f3 > 0.0F)
{
TextureAtlasSprite textureatlassprite2 = i % 2 == 0 ? textureatlassprite : textureatlassprite1;
this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
float f6 = textureatlassprite2.getMinU();
float f7 = textureatlassprite2.getMinV();
float f8 = textureatlassprite2.getMaxU();
float f9 = textureatlassprite2.getMaxV();
if (i / 2 % 2 == 0)
{
float f10 = f8;
f8 = f6;
f6 = f10;
}
vertexbuffer.pos((double)(f1 - 0.0F), (double)(0.0F - f4), (double)f5).tex((double)f8, (double)f9).endVertex();
vertexbuffer.pos((double)(-f1 - 0.0F), (double)(0.0F - f4), (double)f5).tex((double)f6, (double)f9).endVertex();
vertexbuffer.pos((double)(-f1 - 0.0F), (double)(1.4F - f4), (double)f5).tex((double)f6, (double)f7).endVertex();
vertexbuffer.pos((double)(f1 - 0.0F), (double)(1.4F - f4), (double)f5).tex((double)f8, (double)f7).endVertex();
f3 -= 0.45F;
f4 -= 0.45F;
f1 *= 0.9F;
f5 += 0.03F;
++i;
}
tessellator.draw();
GlStateManager.popMatrix();
GlStateManager.enableLighting();
}