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The_SlayerMC

1.7.2 Custom experience bar

By The_SlayerMC, April 6, 2014 in Modder Support

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The_SlayerMC    7

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Posted April 6, 2014

Ive made a level bar that currently shows the level of the player and text on the bar that shows the number of the level: http://prntscr.com/37nwjw

 

But it doesn't fill up like the experience bar (It fills up then it will level up). It currently just fills up the whole bar according the the level. I mean that the maximum level is 245, so if the player level is 122 the bar would be halfway full.

 

I want it to act like the experience bar with how it will fill up then you will level up

 

The is the current code that i have

 

Gui:

private static void levelUp(EntityPlayer p){
	Minecraft mc = Minecraft.getMinecraft(); 
	ScaledResolution sc = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
	ExtendedPlayer props = ExtendedPlayer.get(p);
	GuiIngame g = mc.ingameGUI;
	int h = sc.getScaledHeight();
	int w = sc.getScaledWidth();
	int h1 = h - Config.levelHeight;
	int w1 = w - Config.levelWidth;
	int maxLevel = DataHelper.getMaxLevel();
	int level = props.getLevel();
	if(maxLevel > 0){
		g.drawTexturedModalRect(w1, h1, 0, 0, 256, 19);

		if(level > 0){
			g.drawTexturedModalRect(w1 + 5, h1 + 5, 5, 24, level, 33);
		}
	}
	if(level >= maxLevel){
		mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level + " (Max)", w1 + 100, h1 + 6, 0, false);
	}else{
		mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level, w1 + 118, h1 + 6, 0, false);
	}
	String s = "Coins: " + props.getCoins(p);
	mc.fontRenderer.drawString(DovakiinAPI.GOLD + s, w1 + 110, h1 + 20, 0, false);
}

 

If anyone could help, that would be great! :)

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RadioactiveStud    3

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Posted April 6, 2014

You need to tell us some things. What causes your level bar to go up? (Is it coins?). How many of those things (coins?) does it take to level up. If it's not coins, how do you get the amount of those things.

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The_SlayerMC    7

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Posted April 8, 2014

Its just killing mobs that levels you up

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coolAlias    745

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Posted April 8, 2014

First, you need a texture to represent the full bar that will render over top of the background image, if any.

 

Let's assume your full xp bar texture is 50 pixels in width, then you can calculate the amount to draw as:

// currentXP is the current amount the player has
// maxXP is the maximum amount the player can have before increasing in level
int xp_width = (currentXP / maxXP) * 50;

drawTexturedModalRect(xPos, yPos, texturePosX, texturePosY, xp_width, textureHeight);

 

Basically you are drawing your texture as normal, but restricting the width to a proportional amount.

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SanAndreasP    402

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Posted April 8, 2014

First, you need a texture to represent the full bar that will render over top of the background image, if any.

 

Let's assume your full xp bar texture is 50 pixels in width, then you can calculate the amount to draw as:

// currentXP is the current amount the player has
// maxXP is the maximum amount the player can have before increasing in level
int xp_width = (currentXP / maxXP) * 50;

drawTexturedModalRect(xPos, yPos, texturePosX, texturePosY, xp_width, textureHeight);

 

Basically you are drawing your texture as normal, but restricting the width to a proportional amount.

 

Assuming maxXP is a float/double. If it isn't, you do an integer division and thus only return 0 until currentXP (which can be an integer) reaches maxXP.

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coolAlias    745

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Posted April 8, 2014

First, you need a texture to represent the full bar that will render over top of the background image, if any.

 

Let's assume your full xp bar texture is 50 pixels in width, then you can calculate the amount to draw as:

// currentXP is the current amount the player has
// maxXP is the maximum amount the player can have before increasing in level
int xp_width = (currentXP / maxXP) * 50;

drawTexturedModalRect(xPos, yPos, texturePosX, texturePosY, xp_width, textureHeight);

 

Basically you are drawing your texture as normal, but restricting the width to a proportional amount.

 

Assuming maxXP is a float/double. If it isn't, you do an integer division and thus only return 0 until currentXP (which can be an integer) reaches maxXP.

Right. I forgot to mention you need to cast your int to float when doing the division, in case you weren't already aware of that.

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The_SlayerMC    7

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Posted April 8, 2014

I can't cast it to a float because it has to be an integer other wise i will get an error.. :/

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The_SlayerMC    7

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Posted April 8, 2014

As soon as I'm level 10, the bar will fill up, other than that, the bar wont show any level: http://prntscr.com/3826le

 

private static void levelUp(EntityPlayer p){
	Minecraft mc = Minecraft.getMinecraft(); 
	ScaledResolution sc = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
	ExtendedPlayer props = ExtendedPlayer.get(p);
	GuiIngame g = mc.ingameGUI;
	int h = sc.getScaledHeight();
	int w = sc.getScaledWidth();
	int h1 = h - Config.levelHeight;
	int w1 = w - Config.levelWidth;
	int maxLevel = DataHelper.getMaxLevel();
	int level = props.getLevel();
	int levelUp = 10;
	int levelWidth = (level / levelUp) * 245;
	if(maxLevel > 0){
		g.drawTexturedModalRect(w1, h1, 0, 0, 256, 19);

		if(level > 0){
			g.drawTexturedModalRect(w1 + 5, h1 + 5, 5, 24, levelWidth, 33);
		}
	}
	if(level >= maxLevel){
		mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level + " (Max)", w1 + 100, h1 + 6, 0, false);
	}else{
		mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level, w1 + 118, h1 + 6, 0, false);
	}
	String s = "Coins: " + props.getCoins(p);
	mc.fontRenderer.drawString(DovakiinAPI.GOLD + s, w1 + 110, h1 + 20, 0, false);
}

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diesieben07    6671

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Posted April 8, 2014

You are dividing integers. That does mean for

level / levelUp

You will get 0 for every value of level between 0 and levelUp (as all the 0.xxxxx values get rounded down, because, well, you are using integer division).

You need to use floating-point numbers here to get intermediate values.

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coolAlias    745

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Posted April 8, 2014

Like SanAndreas and diesieben07 pointed out, and I forgot to mention explicitly, cast to float during division, and back to int for your value:

int xp_width = (int) ((float) xp / (float) max) * 50);

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The_SlayerMC    7

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Posted April 8, 2014

Okay... So now its acting like lv 10 is the max level (fills it all the way up when its level 10, so when its lv 5 it is 1/2 full)

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coolAlias    745

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Posted April 8, 2014

Okay... So now its acting like lv 10 is the max level (fills it all the way up when its level 10, so when its lv 5 it is 1/2 full)

It would help us help you if you posted your code. Also, by "max", I meant the maximum value your xp bar should hold, so if you need 100 kills to gain a level, max = 100, and kills is obviously the number of kills the player currently has.

 

((float) current_player_kills / 100F) * 50F would give you a scale of 2 kills per pixel.

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