Posted May 7, 20214 yr I am currently drawing a compass to my ingame gui as follows: private static void renderCompass(MatrixStack matrixStack, int width, int height) { TextureDrawer.drawGuiTexture(matrixStack, width / 2 - 110, 10, 0, 37, 221, 14); int rot; boolean f0 = mc.player.yRot < 0.0f; if(f0) rot = -MathHelper.floor(mc.player.yRot % 360); else rot = MathHelper.floor(mc.player.yRot % 360); boolean f1 = rot > 0 && rot < 180; boolean f2 = rot <= 270 && rot >= 90; boolean f3 = rot <= 180 && rot >= 0; AtomicInteger targetAngle = new AtomicInteger(-1); mc.player.getCapability(ISkyrimPlayerDataProvider.SKYRIM_PLAYER_DATA_CAPABILITY).ifPresent(cap -> { if(cap.getCurrentTarget() != null && cap.getCurrentTarget().isAlive()) { Vector3d playerPos = mc.player.getLookAngle(); Vector3d targetPos = cap.getCurrentTarget().position(); Vector3d norm = playerPos.subtract(targetPos); double angleDir = (Math.atan2(norm.z, norm.x) / 2 / Math.PI * 360 + 360) % 360; double angleLook = (Math.atan2(playerPos.z, playerPos.x) / 2 / Math.PI * 360 + 360) % 360; targetAngle.set((int)(angleDir - angleLook + 360) % 360); } else targetAngle.set(-1); }); int targetEntityAngle = targetAngle.get(); if(targetEntityAngle > 0 && targetEntityAngle <= 90) TextureDrawer.drawGuiTexture(matrixStack, width / 2 - targetEntityAngle, 14, 105, 52, 6, 6); else if(targetEntityAngle > 90 && targetEntityAngle <= 180) TextureDrawer.drawGuiTexture(matrixStack, width / 2 - targetEntityAngle + 90, 14, 105, 52, 6, 6); if (rot == 0) { drawCenteredString(matrixStack, fontRenderer, "S", width / 2, 13, 16777215); drawCenteredString(matrixStack, fontRenderer, "E", (width / 2) - 90, 13, 16777215); drawCenteredString(matrixStack, fontRenderer, "W", (width / 2) + 90, 13, 16777215); } else if (!f0) { drawCenteredString(matrixStack, fontRenderer, f2 ? "N" : "", (width / 2 - rot) + 180, 13, 16777215); if (!f1) rot -= 360; drawCenteredString(matrixStack, fontRenderer, !f2 ? "S" : "", width / 2 - rot, 13, 16777215); drawCenteredString(matrixStack, fontRenderer, !f3 ? "E" : "", (width / 2 - rot) - 90, 13, 16777215); drawCenteredString(matrixStack, fontRenderer, f3 ? "W" : "", (width / 2 - rot) + 90, 13, 16777215); } else if(f0) { drawCenteredString(matrixStack, fontRenderer, f2 ? "N" : "", (width / 2 + rot) - 180, 13, 16777215); if (!f1) rot -= 360; drawCenteredString(matrixStack, fontRenderer, !f2 ? "S" : "", width / 2 + rot, 13, 16777215); drawCenteredString(matrixStack, fontRenderer, !f3 ? "W" : "", (width / 2 + rot) + 90, 13, 16777215); drawCenteredString(matrixStack, fontRenderer, f3 ? "E" : "", (width / 2 + rot) - 90, 13, 16777215); } } What I'm trying to do is only render the entity texture (the calls including targetEntityAngle) when it is in compass view.
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