Jump to content

[1.8] Custom HUD Text animation


Jedispencer21

Recommended Posts

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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



×
×
  • Create New...

Important Information

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