IMPORT("ceil", "get_connected_players", "str_to_pos", "add_hud_waypoint") local function init_hud(player) local name = player:get_player_name() local data = i3.data[name] local wdesc_y = -90 if core.global_exists"hb" then wdesc_y -= ceil(hb.hudbars_count / 2) * 5 elseif not i3.settings.damage_enabled then wdesc_y += 15 end data.hud = { bg = player:hud_add { hud_elem_type = "image", position = {x = 0.78, y = 1}, alignment = {x = 1, y = 1}, scale = {x = 370, y = 112}, text = "i3_bg.png", z_index = 0xDEAD, }, img = player:hud_add { hud_elem_type = "image", position = {x = 0.79, y = 1.02}, alignment = {x = 1, y = 1}, scale = {x = 1, y = 1}, text = "", z_index = 0xDEAD, }, text = player:hud_add { hud_elem_type = "text", position = {x = 0.84, y = 1.04}, alignment = {x = 1, y = 1}, number = 0xffffff, text = "", z_index = 0xDEAD, style = 1, }, wielditem = player:hud_add { hud_elem_type = "text", position = {x = 0.5, y = 1}, offset = {x = 0, y = wdesc_y}, alignment = {x = 0, y = -1}, number = 0xffffff, text = "", z_index = 0xDEAD, style = 1, }, } end local function show_hud(player, data) -- It would better to have an engine function `hud_move` to only need -- 2 calls for the notification's back and forth. local hud_info_bg = player:hud_get(data.hud.bg) local dt = 0.025 if hud_info_bg.position.y <= 0.9 then data.show_hud = false data.hud_timer = (data.hud_timer or 0) + dt end player:hud_change(data.hud.text, "text", data.hud_msg) if data.hud_img then player:hud_change(data.hud.img, "text", data.hud_img) end if data.show_hud then for _, def in pairs(data.hud) do local hud_info = player:hud_get(def) player:hud_change(def, "position", { x = hud_info.position.x, y = hud_info.position.y - ((dt / 5) * i3.settings.hud_speed) }) end elseif data.show_hud == false then if data.hud_timer >= i3.settings.hud_timer_max then for _, def in pairs(data.hud) do local hud_info = player:hud_get(def) player:hud_change(def, "position", { x = hud_info.position.x, y = hud_info.position.y + ((dt / 5) * i3.settings.hud_speed) }) end if hud_info_bg.position.y >= 1 then data.show_hud = nil data.hud_timer = nil data.hud_msg = nil data.hud_img = nil end end end end core.register_globalstep(function(dt) local players = get_connected_players() players[0] = #players for i = 1, players[0] do local player = players[i] local name = player:get_player_name() local data = i3.data[name] if not data then return end if not data.wielditem_hud then player:hud_change(data.hud.wielditem, "text", "") return end data.timer = (data.timer or 0) + dt local wieldidx = player:get_wield_index() if wieldidx == data.old_wieldidx then if data.timer >= i3.settings.wielditem_fade_after then player:hud_change(data.hud.wielditem, "text", "") end return end data.timer = 0 data.old_wieldidx = wieldidx local wielditem = player:get_wielded_item() local meta = wielditem:get_meta() local meta_desc = meta:get_string"short_description" meta_desc = meta_desc:gsub("\27", "") meta_desc = core.strip_colors(meta_desc) local desc = meta_desc ~= "" and meta_desc or wielditem:get_short_description() player:hud_change(data.hud.wielditem, "text", desc:trim()) end end) core.register_globalstep(function() local players = get_connected_players() players[0] = #players for i = 1, players[0] do local player = players[i] local name = player:get_player_name() local data = i3.data[name] if data and data.show_hud ~= nil then show_hud(player, data) end end end) local function init_waypoints(player) local name = player:get_player_name() local data = i3.data[name] data.waypoints = data.waypoints or {} for _, v in ipairs(data.waypoints) do if not v.hide then local id = add_hud_waypoint(player, v.name, str_to_pos(v.pos), v.color) v.id = id end end end return function(player) init_hud(player) init_waypoints(player) end