Posted April 29, 20169 yr Hi everyone, So I am trying to render a mobs HP in a bar above its position if the mob is in a battle with a player (I use a string to control the triggering of the render) basically if the string contains the characters "Fighting:" then the hp bar should render above the mob. So far I tried the following (which is kinda cool but not what I want) (the code below changes the colour of the mob from green to yellow to orange to red as the mob takes damage (I want my health bar to do the same aswell). Im not really experienced with this sort of thing so the code below is code that I created for rendering and Hp bar for the player in his HUD: Im using this as a basis to go off of. Any help / suggestions on what to do next are appreciated. My Renderer Class @SideOnly(Side.CLIENT) public class RenderCustomEntity extends RenderLiving // if I extend RendererLivingEntity the Exp bar always renders and we don't want this { private ModelBase playerModel = new ModelBiped(); private ModelBase consistentModel; // private GameProfile gameProfile = null; private ResourceLocation consistentTexture; private ResourceLocation currentTexture; private Minecraft mc = Minecraft.getMinecraft(); public RenderCustomEntity(ModelBase model, String textureName, float shadowRadius) { super(model, shadowRadius); this.consistentTexture = new ResourceLocation("customMod:textures/mob/" + textureName); this.consistentModel = model; } private static final ResourceLocation healthBarTexture = new ResourceLocation("customMod:textures/gui/HealthBar.png"); @Override public void doRender(Entity entity, double x, double y, double z, float f, float F) { if (entity instanceof EntityCustomEntity) { EntityCustomEntity customEntity= (EntityCustomEntity) entity; if(customEntity.inBattle != null && customEntity.inBattle.contains("Fighting:")){ int currentHp = customEntity.stats.currentHp; int maxHp = customEntity.stats.hp; int width = mc.displayWidth; int height = mc.displayHeight; this.mc.getTextureManager().bindTexture(healthBarTexture); int healthBarWidth = (int)(((float) currentHp/ maxHp) * 71); drawTexturedModalRect(width/2 -106, height- 40, 0, 0, 77, 9); int xOffset = 0; if(currentHp >=100){ xOffset = -6; } if(healthBarWidth > 30){ drawTexturedModalRect(width/2 -106 + 2, height- 40 + 1, 0, 9, healthBarWidth, 5); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -91 + xOffset, height- 49, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -89 + xOffset, height- 49, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 50, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 48, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 49, 56576); } else if(healthBarWidth <= 30 && healthBarWidth >10 ){ drawTexturedModalRect(width/2 -106 + 2, height- 40 + 1, 0, 14, healthBarWidth, 5); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -91 + xOffset, height- 49, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -89 + xOffset, height- 49, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 50, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 48, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 49, 15064320); }else if(healthBarWidth <=10){ drawTexturedModalRect(width/2 -106 + 2, height- 40 + 1, 0, 19, healthBarWidth, 5); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -91 + xOffset, height- 49, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -89 + xOffset, height- 49, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 50, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 48, 0); this.mc.fontRenderer.drawString("HP: " + (int)this.mc.thePlayer.getHealth() + "/" + currentHp, width/2 -90 + xOffset, height- 49, 15015936); } } String ownerName = customEntity.getEntityIsMorphedToPlayer(); if (ownerName != null && !ownerName .equals("")) { this.currentTexture = AbstractClientPlayer.locationStevePng; this.mainModel = this.playerModel; } else { this.currentTexture = this.consistentTexture; this.mainModel = this.consistentModel; } } super.doRender(entity, x, y, z, f, F); } protected ResourceLocation getEntityTexture(Entity entity) { return this.currentTexture; } protected float zLevel; public void drawTexturedModalRect(int x, int y, int u, int v, int rectWidth, int rectHeight) { float f = 0.00390625F; float f1 = 0.00390625F; Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV((double)(x + 0), (double)(y + rectHeight), (double)this.zLevel, (double)((float)(u + 0) * f), (double)((float)(v + rectHeight) * f1)); tessellator.addVertexWithUV((double)(x + rectWidth), (double)(y + rectHeight), (double)this.zLevel, (double)((float)(u + rectWidth) * f), (double)((float)(v + rectHeight) * f1)); tessellator.addVertexWithUV((double)(x + rectWidth), (double)(y + 0), (double)this.zLevel, (double)((float)(u + rectWidth) * f), (double)((float)(v + 0) * f1)); tessellator.addVertexWithUV((double)(x + 0), (double)(y + 0), (double)this.zLevel, (double)((float)(u + 0) * f), (double)((float)(v + 0) * f1)); tessellator.draw(); } }
April 29, 20169 yr Check RenderSnowball class. I think that is not very hard to render 2 rects (background and foreground; make foreground right edge to match current hp)
April 29, 20169 yr Author I looked at RenderSnowball class but im not sure what section is relevant to what I have to do.
April 29, 20169 yr Author My code works if used in the RenderGameOverlayEvent.Post event but Im not sure how to modify it to get it to work inside the entities renderer so that the hp box renders at the position of the entity
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