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Library for drawing particle effects in Minecraft java edition using bedrock json files

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AtlasEngineCa/ParticleEmitter

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ParticleEmitter

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About The Project

With this library, you can design particle animations with snowstorm and draw them in a Minecraft world.

Currently only Minestom is supported.

Getting Started

A full, runnable example server can be found in here

Particle examples can be found here

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
    maven("https://reposilite.worldseed.online/public")
}

Add the library as a dependency

dependencies {
    implementation("net.worldseed.particleemitter:ParticleEmitter:<version>")
}

The lastest version number can be found here

JAVA FLAGS

To execute the code you must add the java VM flag --add-opens java.base/java.lang=ALL-UNNAMED.

Features

ParticleEmitter supports the following features

  • Emitter lifetime expression, loop and once
  • Emitter rate instant and steady
  • Emitter shape box, disc, point and sphere
  • Particle tinting (colour)

Limitations

Minecraft Query Language (MQL) does not fully support Molang

  • Variables do not work
  • Functions do not work

Particle Restrictions

  • Velocity only works on certain particles and acceleration don't work on any particles
  • Custom particle textures don't work
  • Curves have not been implemented
  • Particle lifetimes have not been implemented

Usage notes

Particle amounts

You may notice in practice that only one particle gets spawned per emitter.tick(). In some cases, this may be a problem as you may want to have more control over the amount of particles spawned for the same animation as demonstrated in the following video where the same animation is being played in 4 different positions with differing particle amounts: https://github.com/user-attachments/assets/8fd4f277-eb8d-4a3e-b068-18533f72346a

This can be achieved by using a for loop around the emitter.tick() like so:

Collection<ParticlePacket> packets = new ArrayList<>();
for (int i = 0; i < amount; i++) {
    packets.addAll(emitter.tick());
}
if (emitter.status() != EmitterLifetime.LifetimeState.DEAD) {
    packets.forEach(packet -> {
        instance.getPlayers().forEach(p -> p.sendPackets(packet));
    });
}

However, this method will require each emitter to have a different updatesPerSecond parameter equal to x*amount for the animations to be synchronised and play at the same time with differing particle counts, otherwise the animation may speed up or slow down.

List<ParticleEmitter> emitters = new ArrayList<>();
{
    var emitter = ParticleParser.parse(Particle.DUST_COLOR_TRANSITION, 1000*amount, map);
    emitters.add(emitter);
}

Sample code for how this can be done in practice can be found in the src/test/java/ParticleManagerDemo.java file, where the video demonstration above was created with these calls:

ParticleManager.playParticle("rect.particle.json", new Vec(0, 45, 0), 1, instanceContainer, false);
ParticleManager.playParticle("rect.particle.json", new Vec(3, 45, 0), 2, instanceContainer, false);
ParticleManager.playParticle("rect.particle.json", new Vec(6, 45, 0), 3, instanceContainer, false);
ParticleManager.playParticle("rect.particle.json", new Vec(9, 45, 0), 4, instanceContainer, false);

Playing a particle animation "once" over its lifetime

If you want to have an animation play just once over its lifetime, you will need to use a Timer that gets cancelled once the emitter state is "DEAD" (meaning the animation completed successfully). Here is how that would be done in practice:

new Timer().schedule(new TimerTask() {
    public void run()  {
        try {
            for (var emitter : emitters) {
                for (int i = 0; i < amount; i++) {
                    Collection<ParticlePacket> packets = emitter.tick();
                    if (emitter.status() != EmitterLifetime.LifetimeState.DEAD) {
                        packets.forEach(packet -> {
                            instance.getPlayers().forEach(p -> p.sendPackets(packet));
                        });
                    } else {
                        emitter.reset();
                        // Cancel the timer so it doesn't keep looping
                        this.cancel();
                    }
                }
            }
        } catch (InvocationTargetException | NoSuchMethodException | InstantiationException |
                 IllegalAccessException e) {
            throw new RuntimeException(e);
        }
    }
}, 1, 1);

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