Commit Graph

20 Commits

Author SHA1 Message Date
Electroblob77 d23c15476a Guard against null spell HUD skins in all places, fixes #566 2020-12-20 00:10:16 +00:00
Electroblob77 97061f7a32 Merge branch '4.3-dev' into 1.12.2 2020-10-23 15:14:53 +01:00
Electroblob77 9dc186abf4 Fix the charge meter showing when holding a wand in the offhand but using the main hand item 2020-10-21 22:41:26 +01:00
Electroblob77 ed9e9110e5 Remove all references to WandHelper from GuiSpellDisplay and abstract them behind ISpellCastingItem 2020-09-23 23:22:11 +01:00
xinyuan liu 8632d71ed6 One more thing 2020-07-27 18:50:56 +08:00
xinyuan liu 7c463c9eb9 Use UTF-8 too. 2020-07-27 17:15:14 +08:00
Electroblob77 b6ccee010b Add config options to show/hide spell HUD and charge meter 2020-07-02 17:28:02 +01:00
Electroblob77 737f896070 Add support for charge-up modifiers 2020-06-11 22:49:08 +01:00
Electroblob77 fb56190f6f Allow the cooldown bar to render properly for continuous spells 2020-06-11 22:23:15 +01:00
Electroblob77 7d650ebbc3 Add charge-up mechanic for more powerful spells
- Implements spell charge-up in ItemWand
- Assigns chargeup values in json files for spells that should have one
- Adds a charge meter to the crosshair in first-person
- Updates some javadoc comments appropriately
2020-06-11 22:20:04 +01:00
Electroblob77 ef222e66f2 Change arcane jammer so it only has a chance of preventing spells 2020-05-31 23:16:57 +01:00
Electroblob77 31eed1cb48 Add 'glitch' effect to spell HUD when arcane jammed 2020-05-31 21:15:21 +01:00
Electroblob77 6ae9df1204 Only receive RenderGameOverlayEvent.Post, and only process when it will actually draw something 2020-03-31 23:16:21 +01:00
Electroblob77 220bf15cfb Don't process unless the event type means it will actually draw something 2020-03-29 16:56:52 +01:00
Electroblob77 885e58c85c Receive only RenderGameOverlayEvent.Post, not both 2020-03-29 16:55:04 +01:00
Electroblob77 f37812be3e That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
2019-08-18 00:04:18 +01:00
Electroblob77 09185e5f1c Introduce DrawingUtils to centralise GUI rendering utility methods 2019-01-05 22:28:57 +00:00
Electroblob af01beb583 Spell HUD rewrite and retexturing:
- Replaces the old hardcoded drawing methods with a new json-based system with support for multiple inbuilt and resource pack-defined skins.
- Adds a config option for choosing the spell HUD skin, along with a custom config GUI screen allowing the user to select from a list of available skins with a preview of the currently selected skin.
- Replaces the HUD texture file with a spell_hud subfolder, containing all the necessary textures and json files for the 12 inbuilt skins.
- Adds a subtle sound effect and scroling animation when switching spells
- Reorganises the control event code into a single handler class and converts this class and the spell HUD class to static event handlers.
- Fixes the HUD position option which got broken in the previous spell HUD commit
2018-07-02 22:33:09 +01:00
Electroblob f6a24038cc Retexture spell HUD, add different textures for survival/creative mode, and tidy up the GUI code 2018-06-24 19:14:48 +01:00
Electroblob f3c9fbdd2e Move GUI classes to separate package 2018-06-24 12:23:08 +01:00