Jump to content

Skarte

Members
  • Posts

    23
  • Joined

  • Last visited

Posts posted by Skarte

  1. 11 minutes ago, diesieben07 said:

    It would really help if you answered all of my questions and not just one of them.

    oh sorry but what is tickevent#phase 

    and do you accept ?

    20 minutes ago, Skarte said:

    also if my code didn't work out is it possible to take my code and make it work out and give it to me but i think that would be asking for too much

     

  2. 2 minutes ago, diesieben07 said:

    Post updated code.

    this is it also GuiMenu is the gui class

    Quote

        public class MyStaticForgeEventHandler 
        {
            @SubscribeEvent
            public void buttonGui(ClientTickEvent event) 
            {
                if (KeyBindingHandler.DBCR_MENU.isPressed()) 
                {
                    Minecraft.getMinecraft().displayGuiScreen(new MenuGui());
                }        
            }
        }

    also if my code didn't work out is it possible to take my code and make it work out and give it to me but i think that would be asking for too much

  3. 2 minutes ago, Animefan8888 said:

    That is correct as long as that piece of code is being called.

     

    9 minutes ago, diesieben07 said:

    KeyInputEvent is not the correct event to check for key bindings, it is used for raw LWJGL keyboard input.

    To check for key bindings use ClientTickEvent (be sure to check TickEvent#phase or your code runs twice per tick), Minecraft already handles all the low level LWJGL stuff for you.

    it didn't work

  4. 5 minutes ago, Animefan8888 said:

    Here.

    like this (still in the gui class)

    Quote

        public class MyStaticForgeEventHandler 
        {
            @SubscribeEvent
            public void buttonGui(KeyInputEvent event) 
            {
                if (KeyBindingHandler.button.isPressed()) 
                {
                    Minecraft.getMinecraft().displayGuiScreen(new MenuGui());
                }        
            }
        }

     

  5. 2 minutes ago, diesieben07 said:

    What the hell is that supposed to mean? Java does not have a notion of "scripts". Please provide complete classes, not excerpts. 

    when i said script i meant class

     

    3 minutes ago, Animefan8888 said:

    From within the gui class? That is never going to be called. You have to use the KeyInputEvent in order to do this.

    give me an exmaple please

  6. 9 minutes ago, Animefan8888 said:

    Did you try it? Did it work? If not what happened?

    i allready tried that didn't work so if i had a mod only for this it would be like

    the keybinding script

    Quote

        public static KeyBinding button = new KeyBinding("Menu", Keyboard.KEY_M, "something");

        public static void registerKeyBindings() 
        {
            ClientRegistry.registerKeyBinding(button);
        }

    and the gui script 

    Quote

        {
            if (KeyBindingHandler.button.isPressed()) 
            {
                Minecraft.getMinecraft().displayGuiScreen(new MenuGui());
            }
        }
        
        private final ResourceLocation texture = new ResourceLocation(Refrence.MODID + ":textures/gui/Menu.png");
        private int menuwidth = 153, menuhight = 152;
       
        
        @Override
        public void drawScreen(int mouseX, int mouseY, float partialTicks) 
        {
            Minecraft.getMinecraft().renderEngine.bindTexture(texture);
            drawTexturedModalRect(0, 0, 0, 0, menuwidth, menuhight);
            super.drawScreen(mouseX, mouseY, partialTicks);
        }
        
        @Override
        public void initGui() 
        {
            super.initGui();
        }
        
        @Override
        protected void actionPerformed(GuiButton button) throws IOException 
        {
            super.actionPerformed(button);
        }
        
        @Override
        protected void keyTyped(char typedChar, int keyCode) throws IOException 
        {
            super.keyTyped(typedChar, keyCode);
        }
        
        @Override
        public boolean doesGuiPauseGame() 
        {
            return false;
        }

    and in the pre init in the main script 

    Quote

         KeyBindingHandler.registerKeyBindings();

     

  7. 14 minutes ago, diesieben07 said:

    Where do you want this button to be?

    In general, a non-inventory GUI is opened by calling Minecraft#displayGuiScreen with a new instance of your GuiScreen.

    it's a gui button

    so all i do is just say if(keybind-ispressed) minecraft#displayguiscreen ?

     

    this is my script

     

    Quote

    public class MenuGui extends GuiScreen 
    {
        private final ResourceLocation texture = new ResourceLocation(Refrence.MODID + ":textures/gui/Menu.png");
        private int menuwidth = 153, menuhight = 152;
       
        
        @Override
        public void drawScreen(int mouseX, int mouseY, float partialTicks) 
        {
            Minecraft.getMinecraft().renderEngine.bindTexture(texture);
            drawTexturedModalRect(0, 0, 0, 0, menuwidth, menuhight);
            super.drawScreen(mouseX, mouseY, partialTicks);
        }
        
        @Override
        public void initGui() 
        {
            super.initGui();
        }
        
        @Override
        protected void actionPerformed(GuiButton button) throws IOException 
        {
            super.actionPerformed(button);
        }
        
        @Override
        protected void keyTyped(char typedChar, int keyCode) throws IOException 
        {
            super.keyTyped(typedChar, keyCode);
        }
        
        @Override
        public boolean doesGuiPauseGame() 
        {
            return false;
        }
    }

     

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.