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Posted

So I was just wonder about how to do text animation, such as when you receive an achievement, the window pans in then out, I was wondering how to do this with text. Basically what I want is for the text to start in about the middle of the screen then pan out of the screen upwards.

Posted

ScaledResolution scaledresolution = new ScaledResolution(this.mc, this.mc.displayWidth, this.mc.displayHeight);

int i = scaledresolution.getScaledWidth();

int j = scaledresolution.getScaledHeight();

 

int yPos = j / 2 - 3;

int currentPos = yPos;

int lastPos = currentPos;

float pos = lastPos + (lastPos - currentPos) * event.partialTicks;  // RenderGameOverlayEvent partialTicks

this.fontRendererObj.drawString("XP: " + this.getXPAmount(), i / 2 - this.fontRendererObj.getStringWidth("XP: " + this.getXPAmount()) / 2, (int) pos, 16777215);

lastPos = currentPos;

 

this sort of works, but the text flashes from one point to another then goes back to the center after a bit. I would like it to start in the middle and pan upwards and to not go back to the center till I pickup another xp orb.

Posted

How would I modify it to make it appear to be moving rather than it to just appear at its modified position, cause I have tried doing

pos = pos + 10;

pos *= 10;

pos += 10;

pos -= 10;

 

but they all just goto the modified pos instead of showing the movement.

Posted

I now have this:

 

 

 

private int lastTickPosY;

private int posY;

 

@SubscribeEvent

public void onRender(RenderGameOverlayEvent event)

{

  if (event.type == RenderGameOverlayEvent.ElementType.TEXT && !mc.gameSettings.showDebugInfo)

  {

    String xp = "XP: " + this.getXPAmount();

    this.posY = this.height / 2;

    float positionY = (float) (this.lastTickPosY - (this.posY - this.lastTickPosY) * event.partialTicks);

    GlStateManager.pushMatrix();

    GlStateManager.translate(0.0F, positionY, 0.0F);

    this.fontRendererObj.drawString(xp, this.width / 2 - this.fontRendererObj.getStringWidth(xp) / 2 + 27, this.posY, -128);

    GlStateManager.popMatrix();

  }

}

 

@SubscribeEvent

public void onPickupXP(PlayerPickupXpEvent event)

{

  this.setXPValue(event.orb.getXpValue());

  this.shouldDrawXP = true;

}

 

@SubscribeEvent

public void onTick(ClientTickEvent event)

{

  this.lastTickPosY = this.posY;

}

 

private int getXPAmount()

{

  return this.xpValue;

}

 

private void setXPValue(int xpValue)

{

  this.xpValue = xpValue;

}

 

 

 

but the text flashes from the point it should be at back to the point it started.

Posted

private int posY = 100;

@SubscribeEvent
public void onRender(RenderGameOverlayEvent.Post event)
{
  if (event.type == RenderGameOverlayEvent.ElementType.TEXT && !mc.gameSettings.showDebugInfo)
  {
// now - every tick 'posY' will be +1.
  }
}

@SubscribeEvent
public void onTick(ClientTickEvent event)
{
  this.posY += 1;
}

 

How can you not see this?

 

What, you want "certain amount of time"?

 

if (this.posY < 200) this.posY += 1;

 

Done.

If you want smooths stuff - use easing functions.

1.7.10 is no longer supported by forge, you are on your own.

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