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https://github.com/sashakyotoz/anitexlib

A light-weight library mod for Minecraft 1.19+, providing API for animations of mobs' textures
https://github.com/sashakyotoz/anitexlib

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A light-weight library mod for Minecraft 1.19+, providing API for animations of mobs' textures

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[![](https://cf.way2muchnoise.eu/title/1011434.svg)![](http://cf.way2muchnoise.eu/versions/1011434.svg)![](https://cf.way2muchnoise.eu/full_1011434_downloads.svg)](https://www.curseforge.com/minecraft/mc-mods/anitexlib)[![](https://img.shields.io/badge/All--Rights--Reserved-blue)](https://github.com/SashaKYotoz/AniTexLib/blob/master/LICENSE)[![](https://img.shields.io/discord/1155188824360624148?color=Green&label=Discord&logo=Discord&style=flat-square)](https://discord.gg/vjyzphNywy)

Status: **In active development | Stable**


# AniTexLib

![Logo](src/main/resources/anitexlib_logo.gif)

# About

A light-weight library mod for Minecraft 1.19+, providing API for animations of mobs' textures

[API doesn't provide any content to Minecraft by its own
except configurable pig-exampled-animation, 5 particle types and example item]

AniTexLib provides 2 variants of animator - static and dynamic

How to work with animators:
> To create static animator for your entity you have to:
- Register in public constructor of your main mod class TextureAnimator.addEntityToAnimate("Name of you main class".class,"modId of your mod","name of folder in /textures/ folder (f.e. entity/pig_animated)","name of texture + number of its index in animation queue (f.e. pig_animated)");

- Create in mentioned folder json file named like name of your texture + .png.json, and put their parameters of interval,frames' amount and base name of texture mentioned before

- Use TextureAnimator.getAnimatedTextureByName("your modId","full path to texture (f.e. textures/entity/pig_animated/)","basic name of textures (f.e.pig_animated)")

> To create dynamic animator for your entity you have to:

- Put in your texture folder textures and number them correct "base_name_of_texture" [Don't put .png after name]

- In getTextureLocation() method in entity's renderer put AnimateOptionsReader.getObjectWithoutUpdate(modId,pEntity.getUUID()) == null ? TextureAnimator.getManagedAnimatedTextureByName(modId,"","",conditionWhenStopAnimation,someStopFrame,someInterval,someAmountOfFrames,entityUUID) : TextureAnimator.getManagedAnimatedTextureByName(modId,null,null,null,null,null,null,pEntity.getUUID());

> Extra provided lib stuff:
- New item implementation to invoke spawn of specific particle, when item lies on ground
- Sparkle-like, Wisp-like and wave-like particles and 3 new renderer types

> Note: Used renderer system of particles like wisp | sparkle, was partially implemented from [Wizards Reborn](https://github.com/MaxBogomol/WizardsReborn)

## Authors

[SashaKYotoz](https://www.github.com/sashakyotoz)