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[1.12.2] Drawing Texture to GUI


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I'm working on GUI's and i stuck in drawing texture like furnace burn animation. I don't figure out how to draw animations properly.


My GUI class


public class GuiSqueezer extends GuiContainer {
    private static final ResourceLocation TEXTURES = new ResourceLocation(HMM.MOD_ID + ":textures/gui/container/squeezer.png");
    private final InventoryPlayer player;
    private final TileEntitySqueezer tileentity;

    public GuiSqueezer(InventoryPlayer player, TileEntitySqueezer tileentity) {
        super(new ContainerSqueezer(player, tileentity));
        this.player = player;
        this.tileentity = tileentity;

    protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) {
        String tileName = this.tileentity.getDisplayName().getUnformattedText();
        this.fontRenderer.drawString(tileName, (this.xSize / 2 - this.fontRenderer.getStringWidth(tileName) / 2) + 3, 8, 4210752);
        this.fontRenderer.drawString(this.player.getDisplayName().getUnformattedText(), 122, this.ySize - 96 + 2, 4210752);

    protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
        GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f);
        this.drawTexturedModalRect(this.guiLeft, this.guiTop, 0, 0, this.xSize, this.ySize);

        if (TileEntitySqueezer.isSqueezing(tileentity)) {
            this.drawTexturedModalRect(this.guiLeft + 78, this.guiTop + 50, 176, 35, 25, 35);
            this.fontRenderer.drawString(String.valueOf(tileentity.getField(1)), (this.xSize / 2 - this.fontRenderer.getStringWidth(String.valueOf(tileentity.getField(1))) / 2) + 20, 20, 4210752);


My GUI Texture


Droplets (gray) Start at x:80 y:30 

Droplets (Colored) Start at x:176 y:0

and i want colored droplets render from up to bottom

like squeezing something and droplets fall.



tileentity.getField(1) returns recipe time like '200' tick


Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

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You'll need to use the ratio of (current ticks / required ticks) as a multiplier for your height for both the drawn...thing (be it a tessellator or whatever else), and the uv coordinates.  Both from the top down, of course, so in pseudocode something like...

y + (currentTicks / requiredTicks) * height

...for both the drawn area AND the texture uv.  It's easy to make mistakes here, but step 1 is making sure you can draw the entire image, with the correct placement and scaling.  Making sure you have that much working first will give you a base to work off of.  After that, I'd (make a commit / save a backup) before starting work on the progress bar style, just in case.


Edit: I wasn't completely clear; the bit of pseudocode is for the effective y/v coordinates for the *bottom* of the drawn area / part of drawn texture

Edited by Laike_Endaril
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