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  3. A Form to show your own player‘s imformation

A Form to show your own player‘s imformation

Scheduled Pinned Locked Moved Kotlin/Java
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  • LarissaL Offline
    LarissaL Offline
    Larissa
    wrote on last edited by
    #1

    it is coded for chinese,if you want to get different language you can change it

    
    import net.ccbluex.liquidbounce.ui.client.hud.element.Border
    import net.ccbluex.liquidbounce.ui.client.hud.element.Element
    import net.ccbluex.liquidbounce.ui.client.hud.element.ElementInfo
    import net.ccbluex.liquidbounce.ui.font.Fonts
    import net.ccbluex.liquidbounce.utils.render.RenderUtils
    import net.minecraft.client.gui.Gui
    import net.minecraft.client.renderer.GlStateManager
    import net.minecraft.util.ResourceLocation
    import org.lwjgl.opengl.GL11
    import java.awt.Color
    
    @ElementInfo(name = "ShowPlayerInformation")
    class ShowPlayerInformation : Element() {
        override fun drawElement(): Border {
            RenderUtils.drawBorderedRect(0F, -20F, 142F, 35F, 2F, Color(40,40,40,240).rgb, Color(20, 20, 20, 60).rgb)
            RenderUtils.drawBorderedRect(0F, -20F, 142F, 35F, 0.5F, Color(255,255,255,120).rgb, Color(255, 180, 255, 0).rgb)
            RenderUtils.drawBorderedRect(0F, -10F, 142F, 35F, 2F, Color(40,40,40,240).rgb, Color(255, 190, 255, 0).rgb)
            RenderUtils.drawBorderedRect(0F, -10F, 142F, 35F, 0.5F, Color(255,255,255,120).rgb, Color(255, 180, 255, 0).rgb)
            var BpsFloat = Math.sqrt(Math.pow(mc.thePlayer!!.posX - mc.thePlayer!!.prevPosX, 2.0) + Math.pow(mc.thePlayer!!.posZ - mc.thePlayer!!.prevPosZ, 2.0)) * 20 * mc.timer.timerSpeed
            var BpsDouble = (BpsFloat * 100 - (BpsFloat * 100) % 1) / 100
            GL11.glPushMatrix()
            GL11.glEnable(GL11.GL_BLEND)
            GL11.glDisable(GL11.GL_TEXTURE_2D)
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
            GL11.glEnable(GL11.GL_LINE_SMOOTH)
            GL11.glDisable(GL11.GL_CULL_FACE)
            GL11.glShadeModel(7425)
    
            GL11.glBegin(GL11.GL_POLYGON)
    
            GlStateManager.color(20 / 255f, 20 / 255f, 20 / 255f, 185 / 255f)
            GL11.glVertex2d(0f.toDouble(), (-10f).toDouble())
            GL11.glVertex2d(142f.toDouble(), (-10f).toDouble())
            GlStateManager.color(20 / 255f, 20 / 255f, 20 / 255f,20 / 255f)
            GL11.glVertex2d(142f.toDouble(), 37f.toDouble())
            GL11.glVertex2d(0f.toDouble(), 37f.toDouble())
            GL11.glEnd()
    
            GL11.glShadeModel(7424)
            GL11.glEnable(GL11.GL_TEXTURE_2D)
            GL11.glEnable(GL11.GL_CULL_FACE)
            GL11.glDisable(GL11.GL_BLEND)
            GL11.glDisable(GL11.GL_LINE_SMOOTH)
            GL11.glPopMatrix()
    
            Fonts.font35.drawString("本玩家展示栏目表",35f , -18f, Color.WHITE.rgb)
            Fonts.font35.drawString("信息:", 5f, -5f, Color.WHITE.rgb)
            Fonts.font35.drawString("头:", 85f, -5f, Color.WHITE.rgb)
    
            Fonts.fontRegular35.drawString("  名字: " + mc.thePlayer.name, 0.5f, 5f, Color(255, 255, 255, 200).rgb, shadow = true)
            Fonts.fontRegular35.drawString("  速度: ${BpsDouble} Bps", 0.5F, 15F, Color(255, 255, 255, 200).rgb, shadow = true)
            Fonts.fontRegular35.drawString("  等级: " + mc.thePlayer.experienceLevel + " " + "级", 0.5f, 25f, Color(255, 255, 255, 200).rgb, shadow = true)
            drawHead(skin = mc.thePlayer.locationSkin, width = 40, height = 40);
            return Border(0F, 0f, 142F,  35F)
        }
        private fun drawHead(skin: ResourceLocation, width: Int, height: Int) {
            GL11.glColor4f(1F, 1F, 1F, 1F)
            mc.textureManager.bindTexture(skin)
            Gui.drawScaledCustomSizeModalRect(99, -8, 8F, 8F, 8, 8, width, height,
                    64F, 64F)
        }
    }
    /*
    * @Coder Larissa
    * welcome to use
    * */
    
    

    3F84AD22-C0D5-4F58-824D-7FFA76E3C909.png

    kumri owoK 1 Reply Last reply
    6
    • LarissaL Larissa

      it is coded for chinese,if you want to get different language you can change it

      
      import net.ccbluex.liquidbounce.ui.client.hud.element.Border
      import net.ccbluex.liquidbounce.ui.client.hud.element.Element
      import net.ccbluex.liquidbounce.ui.client.hud.element.ElementInfo
      import net.ccbluex.liquidbounce.ui.font.Fonts
      import net.ccbluex.liquidbounce.utils.render.RenderUtils
      import net.minecraft.client.gui.Gui
      import net.minecraft.client.renderer.GlStateManager
      import net.minecraft.util.ResourceLocation
      import org.lwjgl.opengl.GL11
      import java.awt.Color
      
      @ElementInfo(name = "ShowPlayerInformation")
      class ShowPlayerInformation : Element() {
          override fun drawElement(): Border {
              RenderUtils.drawBorderedRect(0F, -20F, 142F, 35F, 2F, Color(40,40,40,240).rgb, Color(20, 20, 20, 60).rgb)
              RenderUtils.drawBorderedRect(0F, -20F, 142F, 35F, 0.5F, Color(255,255,255,120).rgb, Color(255, 180, 255, 0).rgb)
              RenderUtils.drawBorderedRect(0F, -10F, 142F, 35F, 2F, Color(40,40,40,240).rgb, Color(255, 190, 255, 0).rgb)
              RenderUtils.drawBorderedRect(0F, -10F, 142F, 35F, 0.5F, Color(255,255,255,120).rgb, Color(255, 180, 255, 0).rgb)
              var BpsFloat = Math.sqrt(Math.pow(mc.thePlayer!!.posX - mc.thePlayer!!.prevPosX, 2.0) + Math.pow(mc.thePlayer!!.posZ - mc.thePlayer!!.prevPosZ, 2.0)) * 20 * mc.timer.timerSpeed
              var BpsDouble = (BpsFloat * 100 - (BpsFloat * 100) % 1) / 100
              GL11.glPushMatrix()
              GL11.glEnable(GL11.GL_BLEND)
              GL11.glDisable(GL11.GL_TEXTURE_2D)
              GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
              GL11.glEnable(GL11.GL_LINE_SMOOTH)
              GL11.glDisable(GL11.GL_CULL_FACE)
              GL11.glShadeModel(7425)
      
              GL11.glBegin(GL11.GL_POLYGON)
      
              GlStateManager.color(20 / 255f, 20 / 255f, 20 / 255f, 185 / 255f)
              GL11.glVertex2d(0f.toDouble(), (-10f).toDouble())
              GL11.glVertex2d(142f.toDouble(), (-10f).toDouble())
              GlStateManager.color(20 / 255f, 20 / 255f, 20 / 255f,20 / 255f)
              GL11.glVertex2d(142f.toDouble(), 37f.toDouble())
              GL11.glVertex2d(0f.toDouble(), 37f.toDouble())
              GL11.glEnd()
      
              GL11.glShadeModel(7424)
              GL11.glEnable(GL11.GL_TEXTURE_2D)
              GL11.glEnable(GL11.GL_CULL_FACE)
              GL11.glDisable(GL11.GL_BLEND)
              GL11.glDisable(GL11.GL_LINE_SMOOTH)
              GL11.glPopMatrix()
      
              Fonts.font35.drawString("本玩家展示栏目表",35f , -18f, Color.WHITE.rgb)
              Fonts.font35.drawString("信息:", 5f, -5f, Color.WHITE.rgb)
              Fonts.font35.drawString("头:", 85f, -5f, Color.WHITE.rgb)
      
              Fonts.fontRegular35.drawString("  名字: " + mc.thePlayer.name, 0.5f, 5f, Color(255, 255, 255, 200).rgb, shadow = true)
              Fonts.fontRegular35.drawString("  速度: ${BpsDouble} Bps", 0.5F, 15F, Color(255, 255, 255, 200).rgb, shadow = true)
              Fonts.fontRegular35.drawString("  等级: " + mc.thePlayer.experienceLevel + " " + "级", 0.5f, 25f, Color(255, 255, 255, 200).rgb, shadow = true)
              drawHead(skin = mc.thePlayer.locationSkin, width = 40, height = 40);
              return Border(0F, 0f, 142F,  35F)
          }
          private fun drawHead(skin: ResourceLocation, width: Int, height: Int) {
              GL11.glColor4f(1F, 1F, 1F, 1F)
              mc.textureManager.bindTexture(skin)
              Gui.drawScaledCustomSizeModalRect(99, -8, 8F, 8F, 8, 8, width, height,
                      64F, 64F)
          }
      }
      /*
      * @Coder Larissa
      * welcome to use
      * */
      
      

      3F84AD22-C0D5-4F58-824D-7FFA76E3C909.png

      kumri owoK Offline
      kumri owoK Offline
      kumri owo
      wrote on last edited by
      #2

      @larissa Nice!

      1 Reply Last reply
      0
      • T Offline
        T Offline
        TaffyPoole
        wrote on last edited by
        #3

        so good!!

        1 Reply Last reply
        0

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