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K1llM3Pl5

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  1. Oh, really? Well, it worked in the end by using the scaled dimensions so.. I guess it’s solved. But does it change anything calling Blit like an instance?
  2. Okay, I got it to work this way: int windowX = event.getWindow().getScaledWidth(); int windowY = event.getWindow().getScaledHeight(); RenderSystem.clearColor(1f, 1f, 1f, 1f); minecraft.getTextureManager().bindTexture(new ResourceLocation("races:textures/gui/test_cooldown_gui.png")); minecraft.ingameGUI.blit(event.getMatrixStack(), windowX / 2 + 10, windowY - 48, 0, 0, windowX / 2, windowY, 256, 256); But does it affect anything the fact calling blit like an instance?
  3. Yeah, dumb question haha. Okay, going to try to fix it.
  4. Ah, okay. But then I would need to do it according to the screen resolution, right?
  5. Oh, my IDE wasn't actually warning me at all. And the name of the variable I simply forgot to change. But yes, now I see it is complete nonsense. I probably thought the window X and Y were the X and Y dimensions of the screen. What should the width and height be then, if I already declared the texture dimensions? EDIT: Actually Intellij was warning me, but it didn't warn it as a major error. I was using eclipse before so I just didn't know how Intellij did it lol
  6. if(Minecraft.getInstance().player.isCreative() == false && event.getType() == RenderGameOverlayEvent.ElementType.ALL) { Minecraft minecraft = Minecraft.getInstance(); int posX = event.getWindow().getWindowX(); int posY = event.getWindow().getWindowY(); RenderSystem.clearColor(1f, 1f, 1f, 1f); minecraft.getTextureManager().bindTexture(new ResourceLocation("races:textures/gui/test_cooldown_gui.png")); minecraft.ingameGUI.blit(event.getMatrixStack(), 0, 0, 0, 0, posX, posY, 80, 5); } Currently like this. I'm still having some trouble with the RenderSystem.
  7. Ok, I'm trying to draw it with the blit method, with the render system and checking for the ElementType.ALL, and indeed it doesn't overlay anything, but it still does not render and I actually don't know exactly which variables in the (blit) method do what. Should I be using this method exactly or some other way to render it?
  8. Well, okay, I'm gonna try to find a way to do this.. If someone has any idea, I would appreciate some help haha
  9. Okay, so I suppose I could also check it like this for example? event.getType() == RenderGameOverlayEvent.ElementType.FOOD Well, it doesn't replace the other bars anymore, but I don't want to actually overlay anything, and just put my bar in an unused place. The closest I could think of doing this is the ElementType.AIR, but it doesn't show up that way.
  10. I just migrated to 1.16.4, and I'm starting to develop a mod with my friends, so I still have little knowledge about some things in this version. Anyways, I'm trying to render an UI above the hunger bar, and although the texture loads I'm having problems with the placement. Well, it just deleted the hunger bar, and my bar replaced the health bar. Here's the code: @SubscribeEvent(priority = EventPriority.HIGHEST) public void renderGameOverlay(RenderGameOverlayEvent event) { if(Minecraft.getInstance().player.isCreative() == false) { Minecraft minecraft = Minecraft.getInstance(); int posX = event.getWindow().getWindowX(); int posY = event.getWindow().getWindowY(); minecraft.getTextureManager().bindTexture(new ResourceLocation("races:textures/gui/test_cooldown_gui.png")); minecraft.ingameGUI.blit(event.getMatrixStack(), 0, 0, 0, 0, posX, posY, 80, 5); } } And it looks like this (that exp-looking bar is mine):
  11. I know this may be a really old version, but it's the version that I like the most. I'm having a small problem: I want to create a Block that, when the player steps on, it adds a PotionEffect on the player. It's kinda simple, but my code isn't working for some reason, and I can't find it. public void getBlockPlayerIsStanding(EntityPlayer player) { World world = player.worldObj; Block block = world.getBlock((int)player.posX, (int)player.posY - 1, (int)player.posZ); if(block == Specialization.blockSpeedPod) { player.addPotionEffect(new PotionEffect(1, 5, 1)); } } I would really like a second opinion here. And sorry if my English is bad, I'm from Brazil.
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