Jump to content

Recommended Posts

Posted

Ive made a level bar that currently shows the level of the player and text on the bar that shows the number of the level: http://prntscr.com/37nwjw

 

But it doesn't fill up like the experience bar (It fills up then it will level up). It currently just fills up the whole bar according the the level. I mean that the maximum level is 245, so if the player level is 122 the bar would be halfway full.

 

I want it to act like the experience bar with how it will fill up then you will level up

 

The is the current code that i have

 

Gui:

private static void levelUp(EntityPlayer p){
	Minecraft mc = Minecraft.getMinecraft(); 
	ScaledResolution sc = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
	ExtendedPlayer props = ExtendedPlayer.get(p);
	GuiIngame g = mc.ingameGUI;
	int h = sc.getScaledHeight();
	int w = sc.getScaledWidth();
	int h1 = h - Config.levelHeight;
	int w1 = w - Config.levelWidth;
	int maxLevel = DataHelper.getMaxLevel();
	int level = props.getLevel();
	if(maxLevel > 0){
		g.drawTexturedModalRect(w1, h1, 0, 0, 256, 19);

		if(level > 0){
			g.drawTexturedModalRect(w1 + 5, h1 + 5, 5, 24, level, 33);
		}
	}
	if(level >= maxLevel){
		mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level + " (Max)", w1 + 100, h1 + 6, 0, false);
	}else{
		mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level, w1 + 118, h1 + 6, 0, false);
	}
	String s = "Coins: " + props.getCoins(p);
	mc.fontRenderer.drawString(DovakiinAPI.GOLD + s, w1 + 110, h1 + 20, 0, false);
}

 

If anyone could help, that would be great! :)

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

Posted

You need to tell us some things. What causes your level bar to go up? (Is it coins?). How many of those things (coins?) does it take to level up. If it's not coins, how do you get the amount of those things.

Lead DivineRPG Developer

Posted

First, you need a texture to represent the full bar that will render over top of the background image, if any.

 

Let's assume your full xp bar texture is 50 pixels in width, then you can calculate the amount to draw as:

// currentXP is the current amount the player has
// maxXP is the maximum amount the player can have before increasing in level
int xp_width = (currentXP / maxXP) * 50;

drawTexturedModalRect(xPos, yPos, texturePosX, texturePosY, xp_width, textureHeight);

 

Basically you are drawing your texture as normal, but restricting the width to a proportional amount.

Posted

First, you need a texture to represent the full bar that will render over top of the background image, if any.

 

Let's assume your full xp bar texture is 50 pixels in width, then you can calculate the amount to draw as:

// currentXP is the current amount the player has
// maxXP is the maximum amount the player can have before increasing in level
int xp_width = (currentXP / maxXP) * 50;

drawTexturedModalRect(xPos, yPos, texturePosX, texturePosY, xp_width, textureHeight);

 

Basically you are drawing your texture as normal, but restricting the width to a proportional amount.

 

Assuming maxXP is a float/double. If it isn't, you do an integer division and thus only return 0 until currentXP (which can be an integer) reaches maxXP.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

First, you need a texture to represent the full bar that will render over top of the background image, if any.

 

Let's assume your full xp bar texture is 50 pixels in width, then you can calculate the amount to draw as:

// currentXP is the current amount the player has
// maxXP is the maximum amount the player can have before increasing in level
int xp_width = (currentXP / maxXP) * 50;

drawTexturedModalRect(xPos, yPos, texturePosX, texturePosY, xp_width, textureHeight);

 

Basically you are drawing your texture as normal, but restricting the width to a proportional amount.

 

Assuming maxXP is a float/double. If it isn't, you do an integer division and thus only return 0 until currentXP (which can be an integer) reaches maxXP.

Right. I forgot to mention you need to cast your int to float when doing the division, in case you weren't already aware of that.

Posted

As soon as I'm level 10, the bar will fill up, other than that, the bar wont show any level: http://prntscr.com/3826le

 

private static void levelUp(EntityPlayer p){
	Minecraft mc = Minecraft.getMinecraft(); 
	ScaledResolution sc = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
	ExtendedPlayer props = ExtendedPlayer.get(p);
	GuiIngame g = mc.ingameGUI;
	int h = sc.getScaledHeight();
	int w = sc.getScaledWidth();
	int h1 = h - Config.levelHeight;
	int w1 = w - Config.levelWidth;
	int maxLevel = DataHelper.getMaxLevel();
	int level = props.getLevel();
	int levelUp = 10;
	int levelWidth = (level / levelUp) * 245;
	if(maxLevel > 0){
		g.drawTexturedModalRect(w1, h1, 0, 0, 256, 19);

		if(level > 0){
			g.drawTexturedModalRect(w1 + 5, h1 + 5, 5, 24, levelWidth, 33);
		}
	}
	if(level >= maxLevel){
		mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level + " (Max)", w1 + 100, h1 + 6, 0, false);
	}else{
		mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level, w1 + 118, h1 + 6, 0, false);
	}
	String s = "Coins: " + props.getCoins(p);
	mc.fontRenderer.drawString(DovakiinAPI.GOLD + s, w1 + 110, h1 + 20, 0, false);
}

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

Posted

Okay... So now its acting like lv 10 is the max level (fills it all the way up when its level 10, so when its lv 5 it is 1/2 full)

It would help us help you if you posted your code. Also, by "max", I meant the maximum value your xp bar should hold, so if you need 100 kills to gain a level, max = 100, and kills is obviously the number of kills the player currently has.

 

((float) current_player_kills / 100F) * 50F would give you a scale of 2 kills per pixel.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Minecraft 1.21.4 requires a new model definition file for each item, which you don't have. These can be created through Data Generation, specifically the ModelProvider, BlockModelGenerators and ItemModelGenerators classes.
    • Hi,  I'm using Forge 47.3.0 for Minecraft 1.20.1 I apologise if this is obvious I am very new to modding for Minecraft. I sucessfully made a mod that launched without errors or crashes (without it doing anything) but in order to add the features I need, I need to add "Custom Portal API [Forge]" as a dependency. However no matter the way I've tried to acheive this, it crashes. I am pretty sure it's not the way I'm putting it in the repositories, the dependencies or the way I'm refrencing it, as I've a hundred diffrent combinations and multiple Maven methods. And on all those diffrent variations I still get this crash: pastebin.com/UhumzZCZ Any tips would be invaluable as I've been loosing my mind over this!
    • Hi, i'm really having problems trying to set the texture to my custom item. I thought i'm doing everything correctly, but all i see is the missing texture block for my item. I am trying this for over a week now and getting really frustrated. The only time i could make the texture work, was when i used an older Forge version (52.0.1) for Minecraft (1.21.4). Was there a fundamental change for textures and models somewhere between versions that i'm missing? I started with Forge 54.1.0 and had this problem, so in my frustration i tried many things: Upgrading to Forge 54.1.1, created multiple new projects, workspaces, redownloaded everything and setting things up multiple times, as it was suggested in an older thread. Therea are no errors in the console logs, but maybe i'm blind, so i pasted the console logs to pastebin anyway: https://pastebin.com/zAM8RiUN The only time i see an error is when i change the models JSON file to an incorrect JSON which makes sense and that suggests to me it is actually reading the JSON file.   I set the github repository to public, i would be so thankful if anyone could take a look and tell me what i did wrong: https://github.com/xLorkin/teleport_pug_forge   As a note: i'm pretty new to modding, this is my first mod ever. But i'm used to programming. I had some up and downs, but through reading the documentation, using google and experimenting, i could solve all other problems. I only started modding for Minecraft because my son is such a big fan and wanted this mod.
    • Please read the FAQ (link in orange bar at top of page), and post logs as described there.
    • Hello fellow Minecrafters! I recently returned to Minecraft and realized I needed a wiki that displays basic information easily and had great user navigation. That’s why I decided to build: MinecraftSearch — a site by a Minecraft fan, for Minecraft fans. Key Features So Far Straight-to-the-Point Info: No extra fluff; just the essentials on items, mobs, recipes, loot and more. Clean & Intuitive Layout: Easy navigation so you spend less time scrolling and more time playing. Optimized Search: Search for anything—items, mobs, blocks—and get results instantly. What I’m Thinking of Adding More data/information: Catch chances for fishing rod, traveling villager trades, biomes info and a lot more. The website is still under development and need a lot more data added. Community Contributions: Potential for user-uploaded tips for items/mobs/blocks in the future. Feature Requests Welcome: Your ideas could shape how the wiki evolves! You can see my roadmap at the About page https://minecraftsearch.com/about I’d love for you to check out MinecraftSearch and see if it helps you find the info you need faster. Feedback is crucial—I want to develop this further based on what the community needs most, so please let me know what you think. Thanks, and happy crafting!
  • Topics

×
×
  • Create New...

Important Information

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