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Posted

Hi,

 

I have an issue with the tutorial, I am not really sure what is going wrong in the drawing portion on the screen, the boxes are just showing up black. I tried changing the path in different ways (not sure if I am just doing that wrong) but can someone take a look at the code here:

 

package darkness3608.enhanced;

import java.util.Collection;
import java.util.Iterator;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.Gui;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.client.event.RenderGameOverlayEvent.ElementType;
import net.minecraftforge.event.EventPriority;
import net.minecraftforge.event.ForgeSubscribe;

import org.lwjgl.opengl.GL11;

public class GuiBuffBar extends Gui
{
  private Minecraft mc;

  public GuiBuffBar(Minecraft mc)
  {
    super();
    
    // We need this to invoke the render engine.
    this.mc = mc;
  }

  private static final int BUFF_ICON_SIZE = 18;
  private static final int BUFF_ICON_SPACING = BUFF_ICON_SIZE + 2; // 2 pixels between buff icons
  private static final int BUFF_ICON_BASE_U_OFFSET = 0;
  private static final int BUFF_ICON_BASE_V_OFFSET = 198;
  private static final int BUFF_ICONS_PER_ROW = 8;
  public static final ResourceLocation potionEffectIcons = new ResourceLocation("gui/container/inventory.png");
  //enhanced:inventory             /gui/container/inventory.png
  // This event is called by GuiIngameForge during each frame by
  // GuiIngameForge.pre() and GuiIngameForce.post().
  //
  @ForgeSubscribe(priority = EventPriority.NORMAL)
  public void onRenderExperienceBar(RenderGameOverlayEvent event)
  {
    // 
    // We draw after the ExperienceBar has drawn.  The event raised by GuiIngameForge.pre()
    // will return true from isCancelable.  If you call event.setCanceled(true) in
    // that case, the portion of rendering which this event represents will be canceled.
    // We want to draw *after* the experience bar is drawn, so we make sure isCancelable() returns
    // false and that the eventType represents the ExperienceBar event.
    if(event.isCancelable() || event.type != ElementType.EXPERIENCE)
    {      
      return;
    }

    // Starting position for the buff bar - 2 pixels from the top left corner.
    int xPos = 2;
    int yPos = 2;
    Collection collection = this.mc.thePlayer.getActivePotionEffects();
    if (!collection.isEmpty())
    {
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glDisable(GL11.GL_LIGHTING);      
      this.mc.renderEngine.bindTexture(potionEffectIcons);      

      for (Iterator iterator = this.mc.thePlayer.getActivePotionEffects().iterator(); iterator.hasNext(); xPos += BUFF_ICON_SPACING)
      {
        PotionEffect potioneffect = (PotionEffect) iterator.next();
        Potion potion = Potion.potionTypes[potioneffect.getPotionID()];

        if (potion.hasStatusIcon())
        {
          int iconIndex = potion.getStatusIconIndex();
          this.drawTexturedModalRect(xPos, yPos,BUFF_ICON_BASE_U_OFFSET + iconIndex % BUFF_ICONS_PER_ROW * BUFF_ICON_SIZE, 
        		  BUFF_ICON_BASE_V_OFFSET + iconIndex / BUFF_ICONS_PER_ROW * BUFF_ICON_SIZE, BUFF_ICON_SIZE, BUFF_ICON_SIZE);
        }       
      }
    }
  }
}

Posted

So after doing some tinkering with my code.

 

this.mc.renderEngine.bindTexture(potionEffectIcons); 

 

this section seems to be causing an error when running inside of the code, saying that it cannot find the texture. How are you supposed to define a texture using the Resource Locations

 

Here is how I have it defined

 

  public static final ResourceLocation potionEffectIcons = new ResourceLocation("gui/container/inventory.png");

Posted

Life of a programmer... had the path almost right, I didn't realize I had another bit to add with it

 

also changed it to look like

 

this.mc.renderEngine.bindTexture(new ResourceLocation("enhanced","textures/gui/container/inventory.png")); 

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