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

    • When I first heard about Bitcoin back in 2018, I was skeptical. The idea of a decentralized, digital currency seemed too good to be true. But I was intrigued as I learned more about the technology behind it and its potential. I started small, investing just a few hundred dollars, dipping my toes into the cryptocurrency waters. At first, it was exhilarating to watch the value of my investment grow exponentially. I felt like I was part of the future, an early adopter of this revolutionary new asset. But that euphoria was short-lived. One day, I logged into my digital wallet only to find it empty - my Bitcoin had vanished without a trace. It turned out that the online exchange I had trusted had been hacked, and my funds were stolen. I was devastated, both financially and emotionally. All the potential I had seen in Bitcoin was tainted by the harsh reality that with decentralization came a lack of regulation and oversight. My hard-earned money was gone, lost to the ether of the digital world. This experience taught me a painful lesson about the price of trust in the uncharted territory of cryptocurrency. While the technology holds incredible promise, the risks can be catastrophic if you don't approach it with extreme caution. My Bitcoin investment gamble had failed, and I was left to pick up the pieces, wiser but poorer for having placed my faith in the wrong hands. My sincere appreciation goes to MUYERN TRUST HACKER. You are my hero in recovering my lost funds. Send a direct m a i l ( muyerntrusted ( @ ) mail-me ( . )c o m ) or message on whats app : + 1 ( 4-4-0 ) ( 3 -3 -5 ) ( 0-2-0-5 )
    • You could try posting a log (if there is no log at all, it may be the launcher you are using, the FAQ may have info on how to enable the log) as described in the FAQ, however this will probably need to be reported to/remedied by the mod author.
    • So me and a couple of friends are playing with a shitpost mod pack and one of the mods in the pack is corail tombstone and for some reason there is a problem with it, where on death to fire the player will get kicked out of the server and the tombstone will not spawn basically deleting an entire inventory, it doesn't matter what type of fire it is, whether it's from vanilla fire/lava, or from modded fire like ice&fire/lycanites and it's common enough to where everyone on the server has experienced at least once or twice and it doesn't give any crash log. a solution to this would be much appreciated thank you!
    • It is 1.12.2 - I have no idea if there is a 1.12 pack
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

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