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After joining the world, I want to display the player's name and current coordinates on the screen. I want it to be visible all the time during gameplay.

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After joining the world, I want to display the player's name and current coordinates on the screen. I want it to be visible all the time during gameplay.

Which class should I use and how should I write it?

1.15.2

  • Author
@Mod.EventBusSubscriber(modid = "samplemod", value = Dist.CLIENT)
public class GuiExample {


    Minecraft minecraft = Minecraft.getInstance();

    public ResourceLocation tex;

    public void RenderGUIHandler() {
        tex = new ResourceLocation(UldanMod.MODID, "textures/hud/hud.png");
    }

    @SubscribeEvent
    public void renderOverlay(RenderGameOverlayEvent event) {

        if(event.getType() == RenderGameOverlayEvent.ElementType.HEALTH) {
            RenderSystem.pushMatrix();


            int posY = 16;
            int posX = 16;


            RenderSystem.pushTextureAttributes();

            RenderSystem.enableAlphaTest();
            RenderSystem.enableBlend();
            RenderSystem.color4f(1F, 1F, 1F, 1F);

            minecraft.getTextureManager().bindTexture(AbstractGui.GUI_ICONS_LOCATION);

            minecraft.ingameGUI.blit(posX, posY, 0, 0, 32, 32);


            RenderSystem.popAttributes();

            RenderSystem.popMatrix();
        }

    }


}

Thank you. Is this source something wrong? When I run, the correct image is not displayed.

And in this code, which method of which class should I use to transfer the text to the screen?

https://emxtutorials.wordpress.com/simple-in-game-gui-overlay/

I found this tutorial, but I couldn't make it according to this tutorial because the Gui class isn't in 1.15.

Is it impossible to write code like this tutorial?

2020-09-21_08.28.54.png

Well, actually there is nothing wrong with your code, in the sense that it does exactly what you told it to do...and so it just draws a 32x32 portion of the icons texture at screen position 16-16. But it seems you actually need to render only text right? So you need to use the FontRenderer, and possibly it's drawString method

Edited by Beethoven92

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

  • Author

Thank you. I also want to display the text, but first I want to know the reason why this upper left image is displayed incompletely.

The image displayed is not my image, but an image of an effect like that used in Minecraft. Why is there a chipset of bubbles and icons about the durability of equipment displayed here?

Edited by pokapoka

Well, i already told you but i try to explain better. The image you were trying to render on the screen has dimension 256x256, but with this line:

minecraft.ingameGUI.blit(posX, posY, 0, 0, 32, 32);

you cut only a 32x32 portion from the original image, starting from the upper left corner (x: 0, y: 0), and as a result you only render on the screen that little portion of the image.

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

  • Author

I'm sorry, it's difficult to understand.

Why is my prepared image (hud.png) not drawn on this screen?The image on the upper left is not prepared by me.

Edited by pokapoka

Because you did not tell the game to render your custom image, you told the game to take the image where all the vanilla HUD icons are (GUI_ICONS_LOCATION), here:

minecraft.getTextureManager().bindTexture(AbstractGui.GUI_ICONS_LOCATION);

You have to bind your own texture for it to appear on the screen

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

  • Author

Thank you for telling me more!

How should I write it?

 

Do you mean to add it here?

キャプチャ22.PNG

キャプチャ23.PNG

Edited by pokapoka

Well, you have to replace

AbstractGui.GUI_ICONS_LOCATION

with a new ResourceLocation that specifiy the path to your custom image.

 

Edit: i just noticed you actually already have the variable ready:

tex = new ResourceLocation(UldanMod.MODID, "textures/hud/hud.png");

 

Edited by Beethoven92

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

  • Author
minecraft.getTextureManager().bindTexture(new ResourceLocation("textures/hud/hud.png"));

Is this right?

  • Author

Well, it hasn't improved yet. ..

The default icon will appear as it did at the beginning.

 

@Mod.EventBusSubscriber(modid = "samplemod", value = Dist.CLIENT)
public class GuiExample{


    static Minecraft minecraft = Minecraft.getInstance();

    public RenderGUIHandler() {
     tex = new ResourceLocation(samplemod.MODID, "textures/hud/hud.png");
    }

    public ResourceLocation tex;


    @SubscribeEvent
    static void renderOverlay(RenderGameOverlayEvent event) {

        if(event.getType() == RenderGameOverlayEvent.ElementType.HEALTH) {
            RenderSystem.pushMatrix();

            int posY = 16;
            int posX = 16;

            RenderSystem.pushTextureAttributes();
            RenderSystem.enableAlphaTest();
            RenderSystem.enableBlend();
            RenderSystem.color4f(1F, 1F, 1F, 1F);

            minecraft.getTextureManager().bindTexture(new ResourceLocation(UldanMod.MODID, "textures/hud/hud.png"));
            minecraft.ingameGUI.blit(posX, posY, 0, 0, 32, 32);

            RenderSystem.popAttributes();
            RenderSystem.popMatrix();


        }

    }
}

 

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