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MC [1.8] Render Entity on GuiMainScreen


Flawn_

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Hello everyone, 

I want to render the Inventory Player to the main Menu but it makes problems.

 

Description: Initializing game

java.lang.NullPointerException: Initializing game
	at net.minecraft.client.gui.inventory.GuiInventory.drawEntityOnScreen(GuiInventory.java:103)
	at net.minecraft.client.gui.GuiMainMenu.initGui(GuiMainMenu.java:213)
	at net.minecraft.client.gui.GuiScreen.setWorldAndResolution(GuiScreen.java:556)
	at net.minecraft.client.Minecraft.displayGuiScreen(Minecraft.java:1011)
	at net.minecraft.client.Minecraft.startGame(Minecraft.java:575)
	at net.minecraft.client.Minecraft.run(Minecraft.java:402)
	at net.minecraft.client.main.Main.main(Main.java:114)
	at Start.main(Start.java:11)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Stacktrace:
	at net.minecraft.client.gui.inventory.GuiInventory.drawEntityOnScreen(GuiInventory.java:103)
	at net.minecraft.client.gui.GuiMainMenu.initGui(GuiMainMenu.java:213)
	at net.minecraft.client.gui.GuiScreen.setWorldAndResolution(GuiScreen.java:556)
	at net.minecraft.client.Minecraft.displayGuiScreen(Minecraft.java:1011)
	at net.minecraft.client.Minecraft.startGame(Minecraft.java:575)

-- Initialization --
Details:
Stacktrace:
	at net.minecraft.client.Minecraft.run(Minecraft.java:402)
	at net.minecraft.client.main.Main.main(Main.java:114)
	at Start.main(Start.java:11)

-- System Details --
Details:
	Minecraft Version: 1.8
	Operating System: Mac OS X (x86_64) version 10.12.1
	Java Version: 1.8.0_91, Oracle Corporation
	Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
	Memory: 870970032 bytes (830 MB) / 1038876672 bytes (990 MB) up to 1038876672 bytes (990 MB)
	JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024M
	IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
	Launched Version: mcp
	LWJGL: 2.9.1
	OpenGL: Intel(R) Iris(TM) Graphics 6100 GL version 2.1 INTEL-10.20.23, Intel Inc.
	GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.

	Using VBOs: No
	Is Modded: Definitely; Client brand changed to 'Cose'
	Type: Client (map_client.txt)
	Resource Packs: []
	Current Language: English (US)
	Profiler Position: N/A (disabled)
#@!@# Game crashed! Crash report saved to: #@!@# /Users/nevinpeters/Documents/Cose/jars/./crash-reports/crash-2017-02-05_14.09.16-client.txt
AL lib: (EE) alc_cleanup: 1 device not closed

 

 

It makes Problems here:

 

public static void drawEntityOnScreen(int x, int y, int scale, float mouseX, float mouseY, EntityLivingBase entity)
    {
        GlStateManager.enableColorMaterial();
        GlStateManager.pushMatrix();
        GlStateManager.translate((float)x, (float)y, 50.0F);
        GlStateManager.scale((float)(-scale), (float)scale, (float)scale);
        GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
//here        float var6 = entity.renderYawOffset;
        float var7 = entity.rotationYaw;
        float var8 = entity.rotationPitch;
        float var9 = entity.prevRotationYawHead;
        float var10 = entity.rotationYawHead;
        GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
        RenderHelper.enableStandardItemLighting();
        GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
        GlStateManager.rotate(-((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
        entity.renderYawOffset = (float)Math.atan((double)(mouseX / 40.0F)) * 20.0F;
        entity.rotationYaw = (float)Math.atan((double)(mouseX / 40.0F)) * 40.0F;
        entity.rotationPitch = -((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F;
        entity.rotationYawHead = entity.rotationYaw;
        entity.prevRotationYawHead = entity.rotationYaw;
        GlStateManager.translate(0.0F, 0.0F, 0.0F);
        RenderManager var11 = Minecraft.getMinecraft().getRenderManager();
        var11.func_178631_a(180.0F);
        var11.func_178633_a(false);
        var11.renderEntityWithPosYaw(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
        var11.func_178633_a(true);
        entity.renderYawOffset = var6;
        entity.rotationYaw = var7;
        entity.rotationPitch = var8;
        entity.prevRotationYawHead = var9;
        entity.rotationYawHead = var10;
        GlStateManager.popMatrix();
        RenderHelper.disableStandardItemLighting();
        GlStateManager.disableRescaleNormal();
        GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
        GlStateManager.func_179090_x();
        GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
    }

 

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Here is the Part where it is called (GuiMainMenu)

 public void initGui()
    {
    	int sx = (int) (width * 0.025);
    	int sy = (int) ( height * 0.25);
    	int ex = width / 2 - 150;
    	EntityLivingBase elb = mc.thePlayer;
    	EntityPlayerSP player = new EntityPlayerSP();
    	int ey = height / 2 - 150;
    	int swidth = 80 * (int) (width / 427.0);
    	int sheight = 150 * (int) (height / 150.0);
    	updateList = new GuiScrollList(sx, sy, swidth, sheight, 1073741823, "Updates", InfoUpdates.lines, true);
    	GuiInventory.drawEntityOnScreen(ex, ey, 30, (float)(ex) - GuiInventory.oldMouseX, (float)(ey) - GuiInventory.oldMouseY, player);
    	[...]
}

 

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How do you know what inventory to render? Each save has a different player profile, with a different inventory...

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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On 2/6/2017 at 10:07 AM, TheSunCat said:

That makes more sense... Look at how it's done in the Inventory Gui. That could give you a hint. I have never personally done this myself, as I am not skilled in rendering (I have had a LOT of trouble with simple directional blocks... :P), but I believe that the Inventory Gui has the code for rendering the player. Just use that with a fake player. Basically, FakePlayer fakePlayer = new FakePlayer(argumentsHere);

FakePlayer requires a world argument, and if it's null, it will output an NPE.

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