Pocket Edition introduced the Bedrock Engine, which was later ported to non-mobile platforms as four other editions of Minecraft: Windows 10 Edition, Gear VR Edition, Apple TV Edition, and Fire TV Edition. Minecraft: Pocket Edition (informally known as MCPE or PE) was the former title of the Bedrock Edition of Minecraft developed by Mojang Studios for mobile devices before 1.2.0, although subsequent builds are still commonly (if erroneously) referred to as Pocket Edition. (Windows 10 Mobile) Chrome OS September 2016 Instead of RenderingRegistry.registerEntityRenderingHandler write EntityRenderers.Android 4.3+ Aug(Xperia PLAY only - 2.1+) Octo Janu(2.3+) Decem(3.0+) Octo(4.2+) iOS & iPadOS 8.0+ NovemAug(5.0+) Ap(6.0+) J(8.0+) Fire OS 3.0+ SeptemAp(3.0+) Galaxy Store Unknown Windows 10 Mobile December 10, 2014 Instead of EntitySpawnPlacementRegistry.PlacementType write SpawnPlacements.Type Instead of WorldEntitySpawner write NaturalSpawner Instead of MovementController write MoveControl Instead of ILivingEntityData write SpawnGroupData Instead of SpawnReason write MobSpawnType Instead of AttributeModifierMap.MutableAttribute write AttributeSupplier.Builder Instead of IParticleData write ParticleOptions Instead of DataParameter/EntityDataManager/DataSerializers write EntityDataAccessor/SynchedEntityData/EntityDataSerializers Instead of EntityPredicate use TargetingConditions Instead of MobSpawnInfo.Spawners write MobSpawnSettings.SpawnerData Instead of Entit圜lassification.CREATURE write MobCategory.CREATURE in addition to common changes (level instead of world, etc.), here's a list of things you need to change that are related to making and registering a simple entity: Instructions above work line-for-line, with no semantic changes. Tessellator.addVertexWithUV( x + 0, y + 0, z, ICON_MIN_U, ICON_MIN_V) Tessellator.addVertexWithUV(x + width, y + 0, z, ICON_MAX_U, ICON_MIN_V) Tessellator.addVertexWithUV(x + width, y + height, z, ICON_MAX_U, ICON_MAX_V) Tessellator.addVertexWithUV( x + 0, y + height, z, ICON_MIN_U, ICON_MAX_V) Tessellator tessellator = Tessellator.instance Private void drawTexturedRectangle(double x, double y, double z, double width, double height) * Draws a textured rectangle at the given z-value, using the entire texture. GL11.glColor3d(lineColour.R * progressBarIntensity, lineColour.G * progressBarIntensity, lineColour.B * progressBarIntensity) ĭrawArc(CROSSHAIR_ICON_RADIUS * ringSize, 0.0,ĬlockwiseRotation ? taskCompletionRingAngle : 360.0 - taskCompletionRingAngle, GL11.glRotated( (clockwiseRotation ? degreesOfRotation : - degreesOfRotation),ĭrawTexturedRectangle(CROSSHAIR_X_OFFSET * starSize, CROSSHAIR_Y_OFFSET * starSize, Z_LEVEL_FROM_GUI_IN_GAME_FORGE,ĬROSSHAIR_ICON_WIDTH * starSize, CROSSHAIR_ICON_HEIGHT * starSize) ĭouble progressBarIntensity = RING_COLOUR_MAX_INTENSITY Minecraft.getMinecraft().renderEngine.bindTexture(octoStarTexture) GL11.glColor3d(lineColour.R * starColourIntensity, lineColour.G * starColourIntensity, lineColour.B * starColourIntensity) GL11.glTranslatef(width / 2, height / 2, Z_LEVEL_FROM_GUI_IN_GAME_FORGE) ĭrawTexturedRectangle(CROSSHAIR_X_OFFSET * starSize * ringSize, CROSSHAIR_Y_OFFSET * starSize * ringSize, Z_LEVEL_FROM_GUI_IN_GAME_FORGE,ĬROSSHAIR_ICON_WIDTH * starSize * ringSize, CROSSHAIR_ICON_HEIGHT * starSize * ringSize) Minecraft.getMinecraft().renderEngine.bindTexture(ringTexture) GL11.glColor3d(lineColour.R * ringColourIntensity, lineColour.G * ringColourIntensity, lineColour.B * ringColourIntensity) GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA) Int height = scaledResolution.getScaledHeight() įinal float Z_LEVEL_FROM_GUI_IN_GAME_FORGE = -90.0F // taken from GuiInGameForge.renderCrossHairsįinal double CROSSHAIR_X_OFFSET = -CROSSHAIR_ICON_WIDTH / 2.0 įinal double CROSSHAIR_Y_OFFSET = -CROSSHAIR_ICON_HEIGHT / 2.0 Int width = scaledResolution.getScaledWidth() ScaledResolution scaledResolution = event.resolution The fragment below might give you some clues.
how to subscribe your eventhandler to the event bus,Īnd how to use OpenGL to draw your custom cursor directly to the screen.