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Wuzzy <Wuzzy@disroot.org> <Wuzzy2@mail.ru>
Wuzzy <Wuzzy@disroot.org> <almikes@aol.com>

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API.md
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API documentation for the HUD bars mod API documentation for the HUD bars mod 1.0.0
====================================== ============================================
## Introduction ## Introduction
This API allows you to add, change, hide and unhide custom HUD bars for this mod. This API allows you to add, change, hide and unhide custom HUD bars for this mod.
@ -45,14 +45,13 @@ a vertical gradient.
### Icon ### Icon
A 16×16 image shown left of the HUD bar. This is optional. A 16×16 image shown left of the HUD bar. This is optional.
### `hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, default_start_hidden, format_string, format_string_config)` ### `hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, default_start_hidden, format_string)`
This function registers a new custom HUD bar definition to the HUD bars mod, so it can be later used to be displayed, changed, hidden This function registers a new custom HUD bar definition to the HUD bars mod, so it can be later used to be displayed, changed, hidden
and unhidden on a per-player basis. and unhidden on a per-player basis.
Note this does not yet display the HUD bar. Note this does not yet display the HUD bar.
The HUD bars will be displayed in a “first come, first serve” order. This API does not allow fow a custom order or a way to set it The HUD bars will be displayed in a “first come, first serve” order. This mod does not allow fow a custom order or a way to set it
manually in a reliable way. However, you can use the setting `hudbars_sorting` for this. See the advanced setting menu in Minetest manually in a reliable way.
for more information.
#### Parameters #### Parameters
@ -60,27 +59,12 @@ for more information.
* `text_color`: A 3-octet number defining the color of the text. The octets denote, in this order red, green and blue and range from `0x00` (complete lack of this component) to `0xFF` (full intensity of this component). Example: `0xFFFFFF` for white. * `text_color`: A 3-octet number defining the color of the text. The octets denote, in this order red, green and blue and range from `0x00` (complete lack of this component) to `0xFF` (full intensity of this component). Example: `0xFFFFFF` for white.
* `label`: A string which is displayed on the HUD bar itself to describe the HUD bar. Try to keep this string short. * `label`: A string which is displayed on the HUD bar itself to describe the HUD bar. Try to keep this string short.
* `textures`: A table with the following fields: * `textures`: A table with the following fields:
* `bar`: The file name of the bar image (as string). This is only used for the `progress_bar` bar type (see `README.txt`, settings section). * `bar`: The file name of the bar image (as string).
* `icon`: The file name of the icon, as string. For the `progress_bar` type, it is shown as single image left of the bar, for the two statbar bar types, it is used as the statbar icon and will be repeated. This field can be `nil`, in which case no icon will be used, but this is not recommended, because the HUD bar will be invisible if the one of the statbar bar types is used. * `icon`: The file name of the icon, as string. This field can be `nil`, in which case no icon will be used.
* `bgicon`: The file name of the background icon, it is used as the background for the modern statbar mode only. This field can be `nil`, in which case no background icon will be displayed in this mode.
* `default_start_value`: If this HUD bar is added to a player, and no initial value is specified, this value will be used as initial current value * `default_start_value`: If this HUD bar is added to a player, and no initial value is specified, this value will be used as initial current value
* `default_max_value`: If this HUD bar is added to a player, and no initial maximum value is specified, this value will be used as initial maximum value * `default_max_value`: If this HUD bar is added to a player, and no initial maximum value is specified, this value will be used as initial maximum value
* `default_start_hidden`: The HUD bar will be initially start hidden by default when added to a player. Use `hb.unhide_hudbar` to unhide it. * `default_start_hidden`: The HUD bar will be initially start hidden by default when added to a player. Use `hb.unhide_hudbar` to unhide it.
* `format_string`: Optional; You can specify an alternative format string to use for the final text on the HUD bar. The default format string is “`@1: @2/@3`” (The “@” numbers are placeholders that have a meaning in this order: @1 = Label, @2 = current value, @3 = maximum value). Do *not* use minetest.translator on this string, the string will be translated by `hudbars`, but you still must put this string into the translation catalogue file. * `format_string`: This is optional; You can specify an alternative format string display the final text on the HUD bar. The default format string is “`%s: %d/%d`” (in this order: Label, current value, maximum value). See also the Lua documentation of `string.format`.
* `format_string_config`: Required if `format_string` is set. This allows to change which parameters to use in the format string. It's a table with these fields:
* `textdomain`: Text domain of the format string, used by `minetest.translate` if missing or set to `nil` will use `minetest.get_translator`
* `order`: Table that contains the order of the placeholders. It's also possible to remove placeholders. Default order: `{ "label", "value", "max_value" }`
* `format_value`: Format string to apply when displaying `value`. Syntax is same as in `string.format`. Default: `"%d"`
* `format_max_value`: Same as `format_value` but is applied to `max_value`
#### Example
Example (mostly) from `hbarmor` mod:
```
hb.register_hudbar("armor", 0xFFFFFF, minetest.translator("hbarmor", "Armor"), { icon = "hbarmor_icon.png", bgicon = "hbarmor_bgicon.png", bar = "hbarmor_bar.png" }, 0, 100, hbarmor.autohide, N("@1: @2%"), { order = { "label", "value" }, textdomain = "hbarmor" } )
```
Displays an armor HUD bar with a label of the form „Armor: 53%“. (`N` is a dummy function that returns its argument, used to make the string visible for translator scripts.)
#### Return value #### Return value
Always `nil`. Always `nil`.
@ -109,46 +93,30 @@ the HUD bar will be initially be shown to the player.
* `start_hidden`: Whether the HUD bar is initially hidden. This is optional, `default_start_hidden` of the registration function will be used as default * `start_hidden`: Whether the HUD bar is initially hidden. This is optional, `default_start_hidden` of the registration function will be used as default
#### Return value #### Return value
`true` on success, `false` otherwise. Always `nil`.
## Modifying a HUD bar ## Modifying a HUD bar
After a HUD bar has been added, you can change the current and maximum value and other attributes on a per-player basis. After a HUD bar has been added, you can change the current and maximum value on a per-player basis.
You use the function `hb.change_hudbar` for this. You use the function `hb.change_hudbar` for this.
### `hb.change_hudbar(player, identifier, new_value, new_max_value, new_icon, new_bgicon, new_bar, new_label, new_text_color)` ### `hb.change_hudbar(player, identifier, new_value, new_max_value)`
Changes the values and the appearance of an initialized HUD bar for a certain player. `new_value` Changes the values of an initialized HUD bar for a certain player. `new_value` and `new_max_value`
and `new_max_value` are the most important parameters as they specify the new current and maximum new values, you do not need can be `nil`; if one of them is `nil`, that means the value is unchanged. If both values
to worry too much about the other parameters. are `nil`, this function is a no-op.
This function also tries minimize the amount of calls to `hud_change` of the Minetest Lua API, and
The following parameters are less important and provided for styling the HUD bar after registration (if therefore, network traffic. `hud_change` is only called if it is actually needed, i.e. when the
this is desired). The “styling” parameters parallel the parameters of `hb.register_hudbar`. It is actual length of the bar or the displayed string changed, so you do not have to worry about it.
recommended to not change the style of a HUD bar too often as this can be distracting or confusing
for players.
`new_value`, `new_max_value` `new_icon`, `new_bgicon`, `new_bar`, `new_label` and `new_text_color` can be
`nil`; if one of them is `nil`, that means the value is unchanged. If all those values are `nil`, this
function is a no-op.
This function tries to minimize the amount of calls to `hud_change` of the Minetest Lua API
(and thus, network traffic), when you only change the value and/or maximum value. In this case,
`hud_change` is only called if it is actually needed, e.g. when the actual length of the bar
or the displayed string changed, so you do not have to worry about it. There is, however, no
such network optimization for the “styling” parameters, so keep this in mind.
#### Parameters #### Parameters
* `player`: `ObjectRef` of the player to which the HUD bar belongs to * `player`: `ObjectRef` of the player to which the HUD bar belongs to
* `identifier`: The identifier of the HUD bar type to change, as specified in `hb.register_hudbar`. * `identifier`: The identifier of the HUD bar type to change, as specified in `hb.register_hudbar`.
* `new_value`: The new current value of the HUD bar * `new_value`: The new current value of the HUD bar
* `new_max_value`: The new maximum value of the HUD bar * `new_max_value`: The new maximum value of the HUD bar
* `new_icon`: File name of the new icon
* `new_bgicon`: File name of the new background icon for the modern-style statbar
* `new_bar`: File name of the new bar segment image
* `new_label`: A new text label of the HUD bar. Note the format string still applies
* `new_text_color`: A 3-octet number defining the new color of the text.
#### Return value #### Return value
`true` on success, `false` otherwise. Always `nil`.
## Hiding and unhiding a HUD bar ## Hiding and unhiding a HUD bar
@ -169,7 +137,7 @@ Hides the specified HUD bar from the screen of the specified player.
* `identifier`: The identifier of the HUD bar type to hide, as specified in `hb.register_hudbar`. * `identifier`: The identifier of the HUD bar type to hide, as specified in `hb.register_hudbar`.
#### Return value #### Return value
`true` on success, `false` otherwise. Always `nil`.
### `hb.unhide_hudbar(player, identifier)` ### `hb.unhide_hudbar(player, identifier)`
@ -180,31 +148,26 @@ Makes a previously hidden HUD bar visible again to a player.
* `identifier`: The identifier of the HUD bar type to unhide, as specified in `hb.register_hudbar`. * `identifier`: The identifier of the HUD bar type to unhide, as specified in `hb.register_hudbar`.
#### Return value #### Return value
`true` on success, `false` otherwise. Always `nil`.
## Reading HUD bar information ## Reading HUD bar information
It is also possible to read information about existing HUD bars. It is also possible to read information about an active HUD bar.
### `hb.get_hudbar_state(player, identifier)` ### `hb.get_hudbar_state(player, identifier)`
Returns the current state of the active player's HUD bar. Will return `nil` if the hudbar is not initialized. Returns the current state of the active player's HUD bar.
#### Parameters #### Parameters
* `player`: `ObjectRef` of the player to which the HUD bar belongs to * `player`: `ObjectRef` of the player to which the HUD bar belongs to
* `identifier`: The identifier of the HUD bar type to hide, as specified in `hb.register_hudbar`. * `identifier`: The identifier of the HUD bar type to hide, as specified in `hb.register_hudbar`.
#### Return value #### Return value
On success, returns a table which holds information on the current state of the HUD bar. Note A table which holds information on the current state of the HUD bar. Note the table is a deep
the table is a deep copy of the internal HUD bar state, it is *not* a reference; the information copy of the internal HUD bar state, it is *not* a reference; the information hold by the table is
hold by the table is only true for the moment you called this function. The fields of this table are: only true for the moment you called this function. The fields of this table are:
* `value`: Current value of HUD bar. * `value`: Current value of HUD bar.
* `max`: Current maximum value of HUD bar. * `max`: Current maximum value of HUD bar.
* `hidden`: Boolean denoting whether the HUD bar is hidden. * `hidden`: Boolean denoting whether the HUD bar is hidden.
* `barlength`: The length of the HUD bar in pixels. This field is meaningless if the HUD bar is currently hidden. * `barlength`: The length of the HUD bar in pixels. This field is meaningless if the HUD bar is currently hidden.
* `text`: The text shown on the HUD bar. This fiels is meaningless if the HUD bar is currently hidden. * `text`: The text shown on the HUD bar. This fiels is meaningless if the HUD bar is currently hidden.
If the player does not exist, returns `nil` instead.
### `hb.get_hudbar_identifiers()`
Returns a table of all currently registered HUD bar identifiers.

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README.md
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# minetest HUD bars
HUD mod to display as bars and API for
## Information
--------------
This mod changes the HUD of Minetest. It replaces the default health and breath
symbols by horizontal colored bars with text showing the number (or more configured one).
Furthermore, it enables other mods to add their own custom bars to the HUD,
this mod will place them accordingly.
![](screenshot.png)
## TEchnical info
-----------------
> **Warning** Keep in mind if running a server with this mod,
that the custom position should be displayed correctly on every screen size.
#### Dependencies
There's no depends
#### Current version
The current version is 2.3.4.0 its a plus fork from original cos current
minetest most close mods developers are not so open to support already working servers.
It works for Minetest 0.4.17+ (maybe 0.4.16 too) or later.
#### Settings
This mod can be configured quite a bit. You can change HUD bar appearance, offsets, ordering, and more.
Use the advanced settings menu in Minetest for detailed configuration.
| configuration name | Description | type | values, min/default/max |
| ---------------------------- | ------------------------------------- | ---- | ------------------------ |
| hudbars_bar_type | HUD bars style | enum | progress_bar progress_bar,statbar_classic,statbar_modern |
| hudbars_autohide_breath | Automatically hide breath indicators | bool | true |
| hudbars_alignment_pattern | HUD bars alignment pattern | enum | zigzag zigzag,stack_up,stack_down |
| hudbars_sorting | HUD bars order | string | breath=1, health=0 |
| hudbars_pos_left_x | Left HUD bar screen x position | float | 0.5 0.0 1.0 |
| hudbars_pos_left_y | Left HUD bar screen y position | float | 1.0 0.0 1.0 |
| hudbars_pos_right_x | Right HUD bar screen x position | float | 0.5 0.0 1.0 |
| hudbars_pos_right_y | Right HUD bar screen y position | float | 1.0 0.0 1.0 |
| hudbars_start_offset_left_x | Left HUD bar x offset | int | -175 |
| hudbars_start_offset_left_y | Left HUD bar y offset | int | -86 |
| hudbars_start_offset_right_x | Right HUD bar x offset | int | 15 |
| hudbars_start_offset_right_y | Right HUD bar y offset | int | -86 |
| hudbars_start_statbar_offset_left_x | Left HUD statbar x offset | int | -265 |
| hudbars_start_statbar_offset_left_y | Left HUD statbar y offset | int | -90 |
| hudbars_start_statbar_offset_right_x | Right HUD statbar x offset | int | 25 |
| hudbars_start_statbar_offset_right_y | Right HUD statbar y offset | int | -90 |
| hudbars_vmargin | Vertical distance between HUD bars | int | 24 0 |
| hudbars_tick | Default HUD bars update interval | float | 0.1 0.0 4.0 |
#### API
The API is used to add your own custom HUD bars.
Documentation for the API of this mod can be found in [`API.md`.](API.md)
## Legal
#### License of source code
Author: Wuzzy (2015)
Also: This mod was forked from the “Better HUD” [hud] mod by BlockMen.
Translations:
* German: Wuzzy
* Portuguese: BrunoMine
* Turkish: admicos
* Dutch: kingoscargames
* Italian: Hamlet
* Malay: muhdnurhidayat
* Russian: Imk
* Spanish: wuniversales
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the MIT License.
#### Licenses of textures
* `hudbars_icon_health.png`—celeron55 (CC BY-SA 3.0), modified by BlockMen
* `hudbars_bgicon_health.png`—celeron55 (CC BY-SA 3.0), modified by BlockMen
* `hudbars_icon_breath.png`—kaeza (MIT License), modified by BlockMen, modified again by Wuzzy
* `hudbars_bgicon_breath.png`—based on previous image, edited by Wuzzy (MIT License)
* `hudbars_bar_health.png`—Wuzzy (MIT License)
* `hudbars_bar_breath.png`—Wuzzy (MIT License)
* `hudbars_bar_background.png`—Wuzzy (MIT License)
#### License references
* [CC-BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/)
* [MIT License](https://opensource.org/licenses/MIT)

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Minetest mod: HUD bars
======================
Version: 1.0.0
This software uses semantic versioning, as defined by version 2.0.0 of the SemVer
standard. <http://semver.org/>
License of source code: WTFPL
-----------------------------
Author: Wuzzy (2015)
Forked from the “Better HUD” [hud] mod by BlockMen.
Using the mod:
--------------
This mod changes the HUD of Minetest. It replaces the default health and breath symbols by horizontal colored bars with text showing
the number.
Furthermore, it enables other mods to add their own custom bars to the HUD, this mod will place them accordingly.
You can create a “hudbars.conf” file to customize the positions of the health and breath bars. Take a look at “hudbars.conf.example”
to get more infos. The lines starting with “--” are comments, remove the two dashes to activate a setting. Settings which are not
set will use a default value instead.
IMPORTANT:
Keep in mind if running a server with this mod, that the custom position should be displayed correctly on every screen size!
API:
----
The API is used to add your own custom HUD bars.
Documentation for the API of this mod can be found in API.md.
License of textures:
--------------------
hudbars_icon_health.png - celeron55 (CC BY-SA 3.0), modified by BlockMen
hudbars_icon_breath.png - kaeza (WTFPL), modified by BlockMen
hudbars_bar_health.png - Wuzzy (WTFPL)
hudbars_bar_breath.png - Wuzzy (WTFPL)
hudbars_bar_background.png - Wuzzy(WTFPL)
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.

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Note: This software uses semantic versioning,
as of version 2.0.0 of the standard <http://semver.org/>.
0.1.0
-----
- Initial release, forked from mod “Better HUD” [hud].
0.2.0
-----
- Add API documentation
0.3.0
-----
- Rename main table from “hud” to “hb” (affects function names!)
- Arguments 3-4 of hb.change_hudbar can be nil for values which should not change
- Add proper function hb.init_hudbar, replaces odd call to hud.hudtables[identifier].add_all
- Update API documentation and fix mistakes
- Use “hudbars.conf” instead of “hud.conf”
0.4.0
-----
- New function: hb.get_hudbar_state to get information about the state of an active HUD bar, such as values, whether it is hidden, etc.
- hb.change_hudbar has been optimized to call hud_change fewer times, which is hopefully good for networking
- Rename hb.register_hudbar parameter “start_hide” to “start_hidden”
- start_hidden parameter now finally works
- Do not affect other HUD flags (crosshair, wielditem, etc.) when starting mod
- Show error message when trying to call hb.init_hudbar or hb.change_hudbar with bad values
- Update documentation
- Lots of refactoring
- Health and breath bar now use API
1.0.0
-----
- Add new parameter start_hidden to hb.init_hudbar, specified whether HUD bar is hidden on start
- Copy-editing of API.md and README.txt
- Internal: Fix add_all weirdness

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-- (Hardcoded) default settings
hb.settings.max_bar_length = 160
hb.settings.statbar_length = 20
-- Statbar positions
hb.settings.pos_left = {}
hb.settings.pos_right = {}
hb.settings.start_offset_left = {}
hb.settings.start_offset_right= {}
hb.settings.pos_left.x = hb.load_setting("hudbars_pos_left_x", "number", 0.5)
hb.settings.pos_left.y = hb.load_setting("hudbars_pos_left_y", "number", 1)
hb.settings.pos_right.x = hb.load_setting("hudbars_pos_right_x", "number", 0.5)
hb.settings.pos_right.y = hb.load_setting("hudbars_pos_right_y", "number", 1)
hb.settings.bar_type = hb.load_setting("hudbars_bar_type", "string", "progress_bar", {"progress_bar", "statbar_classic", "statbar_modern"})
if hb.settings.bar_type == "progress_bar" then
hb.settings.start_offset_left.x = hb.load_setting("hudbars_start_offset_left_x", "number", -175)
hb.settings.start_offset_left.y = hb.load_setting("hudbars_start_offset_left_y", "number", -86)
hb.settings.start_offset_right.x = hb.load_setting("hudbars_start_offset_right_x", "number", 15)
hb.settings.start_offset_right.y = hb.load_setting("hudbars_start_offset_right_y", "number", -86)
else
hb.settings.start_offset_left.x = hb.load_setting("hudbars_start_statbar_offset_left_x", "number", -265)
hb.settings.start_offset_left.y = hb.load_setting("hudbars_start_statbar_offset_left_y", "number", -90)
hb.settings.start_offset_right.x = hb.load_setting("hudbars_start_statbar_offset_right_x", "number", 25)
hb.settings.start_offset_right.y = hb.load_setting("hudbars_start_statbar_offset_right_y", "number", -90)
end
hb.settings.vmargin = hb.load_setting("hudbars_vmargin", "number", 24)
hb.settings.tick = hb.load_setting("hudbars_tick", "number", 0.1)
-- Experimental setting: Changing this setting is not officially supported, do NOT rely on it!
hb.settings.forceload_default_hudbars = hb.load_setting("hudbars_forceload_default_hudbars", "bool", true)
-- Misc. settings
hb.settings.alignment_pattern = hb.load_setting("hudbars_alignment_pattern", "string", "zigzag", {"zigzag", "stack_up", "stack_down"})
hb.settings.autohide_breath = hb.load_setting("hudbars_autohide_breath", "bool", true)
local sorting = minetest.settings:get("hudbars_sorting")
if sorting ~= nil then
hb.settings.sorting = {}
hb.settings.sorting_reverse = {}
for k,v in string.gmatch(sorting, "(%w+)=(%w+)") do
hb.settings.sorting[k] = tonumber(v)
hb.settings.sorting_reverse[tonumber(v)] = k
end
else
hb.settings.sorting = { ["health"] = 0, ["breath"] = 1 }
hb.settings.sorting_reverse = { [0] = "health", [1] = "breath" }
end
hb.settings.hp_player_maximun = hb.load_setting("hudbars_hp_player_maximun", "number", 20)
hb.settings.br_player_maximun = hb.load_setting("hudbars_br_player_maximun", "number", 10)
if minetest.has_feature("object_use_texture_alpha") then
core.PLAYER_MAX_HP_DEFAULT = hb.settings.hp_player_maximun
else
core.PLAYER_MAX_HP = hb.settings.hp_player_maximun
end

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intllib?

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HUD mod to display as bars and API for

24
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-- HUD bars example config file
-------------------------------
-- Currently you can customize the starting position of the first bottom two HUD bars
-- and the vertical margin. That's all.
-- Remove the two dashes to activate a setting. Lua syntax is used.
-- The examples are all equal to the mod defaults
-------------------------------------------------------------------------------------------------------
-- Vertical space between two HUD bars
-- hb.settings.vmargin = 24
-- Pos of the first HUD bar the the left (“pos”, as in hud definition of hud_add of Minetest Lua API)
-- hb.settings.pos_left = { x=0.5, y=1 }
-- Pos of the first HUD bar the the right
-- hb.settings.pos_right= { x = 0.5, y = 1 }
-- Offset of the first HUD bar to the left (“offset”, as in HUD definition)
-- hb.settings.start_offset_left = { x = -175, y = -70 }
-- Offset of the first HUD bar to the right
-- hb.settings_start_offset_right = { x = 15, y = -70 }

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@ -1,29 +1,3 @@
local S
-- Intllib
if minetest.get_translator ~= nil then
S = minetest.get_translator("hudbars") -- 5.x translation function
else
if minetest.get_modpath("intllib") then
dofile(minetest.get_modpath("intllib") .. "/init.lua")
if intllib.make_gettext_pair then
gettext, ngettext = intllib.make_gettext_pair() -- new gettext method
else
gettext = intllib.Getter() -- old text file method
end
S = gettext
else -- boilerplate function
S = function(str, ...)
local args = {...}
return str:gsub("@%d+", function(match)
return args[tonumber(match:sub(2))]
end)
end
end
end
local N = function(s) return s end
hb = {} hb = {}
hb.hudtables = {} hb.hudtables = {}
@ -31,90 +5,19 @@ hb.hudtables = {}
-- number of registered HUD bars -- number of registered HUD bars
hb.hudbars_count = 0 hb.hudbars_count = 0
-- table which records which HUD bar slots have been “registered” so far; used for automatic positioning
hb.registered_slots = {}
hb.settings = {} hb.settings = {}
function hb.load_setting(sname, stype, defaultval, valid_values) -- default settings
local sval hb.settings.max_bar_length = 160
if stype == "string" then
sval = minetest.settings:get(sname)
elseif stype == "bool" then
sval = minetest.settings:get_bool(sname)
elseif stype == "number" then
sval = tonumber(minetest.settings:get(sname))
end
if sval ~= nil then
if valid_values ~= nil then
local valid = false
for i=1,#valid_values do
if sval == valid_values[i] then
valid = true
end
end
if not valid then
minetest.log("error", "[hudbars] Invalid value for "..sname.."! Using default value ("..tostring(defaultval)..").")
return defaultval
else
return sval
end
else
return sval
end
else
return defaultval
end
end
-- Load default settings -- statbar positions
dofile(minetest.get_modpath("hudbars").."/default_settings.lua") hb.settings.pos_left = { x=0.5, y=1 }
hb.settings.pos_right= { x = 0.5, y = 1 }
hb.settings.start_offset_left = { x = -175, y = -70 }
hb.settings.start_offset_right = { x = 15, y = -70 }
local function player_exists(player) hb.settings.vmargin = 24
return player ~= nil and player:is_player() hb.settings.tick = 0.1
end
local function checksupportmax(player)
local statusinfo = minetest.get_server_status()
if string.find(statusinfo,"0.4.1") and not string.find(statusinfo,"0.4.18") and not string.find(statusinfo,"0.4.17.5") then
hb.settings.hp_player_maximun = 20
hb.settings.br_player_maximun = 10
if player_exists(player) then
player:set_properties({hp_max = 20})
else
minetest.log("error","[hudbars] WARNING! minetest version do not support customization of hp_max healt player values")
end
end
end
local function make_label(format_string, format_string_config, label, start_value, max_value)
local params = {}
local order = format_string_config.order
for o=1, #order do
if order[o] == "label" then
table.insert(params, label)
elseif order[o] == "value" then
if format_string_config.format_value then
table.insert(params, string.format(format_string_config.format_value, start_value))
else
table.insert(params, start_value)
end
elseif order[o] == "max_value" then
if format_string_config.format_max_value then
table.insert(params, string.format(format_string_config.format_max_value, max_value))
else
table.insert(params, max_value)
end
end
end
local ret
if format_string_config.textdomain and minetest.translate ~= nil then
ret = minetest.translate(format_string_config.textdomain, format_string, unpack(params))
else
ret = S(format_string, unpack(params))
end
return ret
end
-- Table which contains all players with active default HUD bars (only for internal use) -- Table which contains all players with active default HUD bars (only for internal use)
hb.players = {} hb.players = {}
@ -123,17 +26,7 @@ function hb.value_to_barlength(value, max)
if max == 0 then if max == 0 then
return 0 return 0
else else
if hb.settings.bar_type == "progress_bar" then return math.ceil((value/max) * hb.settings.max_bar_length)
local x
if value < 0 then x=-0.5 else x = 0.5 end
local ret = math.modf((value/max) * hb.settings.max_bar_length + x)
return ret
else
local x
if value < 0 then x=-0.5 else x = 0.5 end
local ret = math.modf((value/max) * hb.settings.statbar_length + x)
return ret
end
end end
end end
@ -141,68 +34,24 @@ function hb.get_hudtable(identifier)
return hb.hudtables[identifier] return hb.hudtables[identifier]
end end
function hb.get_hudbar_position_index(identifier) function hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, default_start_hidden, format_string)
if hb.settings.sorting[identifier] ~= nil then
return hb.settings.sorting[identifier]
else
local i = 0
while true do
if hb.registered_slots[i] ~= true and hb.settings.sorting_reverse[i] == nil then
return i
end
i = i + 1
end
end
end
function hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, default_start_hidden, format_string, format_string_config)
checksupportmax()
minetest.log("action", "hb.register_hudbar: "..tostring(identifier))
local hudtable = {} local hudtable = {}
local pos, offset local pos, offset
local index = math.floor(hb.get_hudbar_position_index(identifier)) if hb.hudbars_count % 2 == 0 then
hb.registered_slots[index] = true
if hb.settings.alignment_pattern == "stack_up" then
pos = hb.settings.pos_left pos = hb.settings.pos_left
offset = { offset = {
x = hb.settings.start_offset_left.x, x = hb.settings.start_offset_left.x,
y = hb.settings.start_offset_left.y - hb.settings.vmargin * index y = hb.settings.start_offset_left.y - hb.settings.vmargin * math.floor(hb.hudbars_count/2)
}
elseif hb.settings.alignment_pattern == "stack_down" then
pos = hb.settings.pos_left
offset = {
x = hb.settings.start_offset_left.x,
y = hb.settings.start_offset_left.y + hb.settings.vmargin * index
} }
else else
if index % 2 == 0 then pos = hb.settings.pos_right
pos = hb.settings.pos_left offset = {
offset = { x = hb.settings.start_offset_right.x,
x = hb.settings.start_offset_left.x, y = hb.settings.start_offset_right.y - hb.settings.vmargin * math.floor((hb.hudbars_count-1)/2)
y = hb.settings.start_offset_left.y - hb.settings.vmargin * (index/2) }
}
else
pos = hb.settings.pos_right
offset = {
x = hb.settings.start_offset_right.x,
y = hb.settings.start_offset_right.y - hb.settings.vmargin * ((index-1)/2)
}
end
end end
if format_string == nil then if format_string == nil then
format_string = N("@1: @2/@3") format_string = "%s: %d/%d"
end
if format_string_config == nil then
format_string_config = {}
end
if format_string_config.order == nil then
format_string_config.order = { "label", "value", "max_value" }
end
if format_string_config.format_value == nil then
format_string_config.format_value = "%02d"
end
if format_string_config.format_max_value == nil then
format_string_config.format_max_value = "%02d"
end end
hudtable.add_all = function(player, hudtable, start_value, start_max, start_hidden) hudtable.add_all = function(player, hudtable, start_value, start_max, start_hidden)
@ -212,7 +61,7 @@ function hb.register_hudbar(identifier, text_color, label, textures, default_sta
local ids = {} local ids = {}
local state = {} local state = {}
local name = player:get_player_name() local name = player:get_player_name()
local bgscale, iconscale, text, barnumber, bgiconnumber local bgscale, iconscale, text, barnumber
if start_max == 0 or start_hidden then if start_max == 0 or start_hidden then
bgscale = { x=0, y=0 } bgscale = { x=0, y=0 }
else else
@ -221,90 +70,47 @@ function hb.register_hudbar(identifier, text_color, label, textures, default_sta
if start_hidden then if start_hidden then
iconscale = { x=0, y=0 } iconscale = { x=0, y=0 }
barnumber = 0 barnumber = 0
bgiconnumber = 0
text = "" text = ""
else else
iconscale = { x=1, y=1 } iconscale = { x=1, y=1 }
barnumber = hb.value_to_barlength(start_value, start_max) barnumber = hb.value_to_barlength(start_value, start_max)
bgiconnumber = hb.settings.statbar_length text = string.format(format_string, label, start_value, start_max)
text = make_label(format_string, format_string_config, label, start_value, start_max)
end end
if hb.settings.bar_type == "progress_bar" then ids.bg = player:hud_add({
ids.bg = player:hud_add({ hud_elem_type = "image",
position = pos,
scale = bgscale,
text = "hudbars_bar_background.png",
alignment = {x=1,y=1},
offset = { x = offset.x - 1, y = offset.y - 1 },
})
if textures.icon ~= nil then
ids.icon = player:hud_add({
hud_elem_type = "image", hud_elem_type = "image",
position = pos, position = pos,
scale = bgscale, scale = iconscale,
text = "hudbars_bar_background.png", text = textures.icon,
alignment = {x=1,y=1}, alignment = {x=-1,y=1},
offset = { x = offset.x - 1, y = offset.y - 1 }, offset = { x = offset.x - 3, y = offset.y },
z_index = 0,
}) })
if textures.icon ~= nil then
ids.icon = player:hud_add({
hud_elem_type = "image",
position = pos,
scale = iconscale,
text = textures.icon,
alignment = {x=-1,y=1},
offset = { x = offset.x - 3, y = offset.y },
z_index = 1,
})
end
elseif hb.settings.bar_type == "statbar_modern" then
if textures.bgicon ~= nil then
ids.bg = player:hud_add({
hud_elem_type = "statbar",
position = pos,
text = textures.bgicon,
number = bgiconnumber,
alignment = {x=-1,y=-1},
offset = { x = offset.x, y = offset.y },
direction = 0,
size = {x=24, y=24},
z_index = 0,
})
end
end
local bar_image, bgicon, bar_size
if hb.settings.bar_type == "progress_bar" then
bar_image = textures.bar
-- NOTE: Intentionally set to nil. For some reason, on some systems,
-- the progress bar is displaced when the bar_size is set explicitly here.
-- On the other hand, setting this to nil is deprecated in MT 5.0.0 due to
-- a debug log warning, but nothing is explained in lua_api.txt.
-- This section is a potential bug magnet, please watch with care!
-- The size of the bar image is expected to be exactly 2×16 pixels.
bar_size = nil
elseif hb.settings.bar_type == "statbar_classic" or hb.settings.bar_type == "statbar_modern" then
bar_image = textures.icon
if textures.bgicon then bgicon = textures.bgicon end
bar_size = {x=24, y=24}
end end
ids.bar = player:hud_add({ ids.bar = player:hud_add({
hud_elem_type = "statbar", hud_elem_type = "statbar",
position = pos, position = pos,
text = bar_image, text = textures.bar,
text2 = bgicon,
number = barnumber, number = barnumber,
item = bgiconnumber,
alignment = {x=-1,y=-1}, alignment = {x=-1,y=-1},
offset = offset, offset = offset,
})
ids.text = player:hud_add({
hud_elem_type = "text",
position = pos,
text = text,
alignment = {x=1,y=1},
number = text_color,
direction = 0, direction = 0,
size = bar_size, offset = { x = offset.x + 2, y = offset.y },
z_index = 1,
}) })
if hb.settings.bar_type == "progress_bar" then
ids.text = player:hud_add({
hud_elem_type = "text",
position = pos,
text = text,
alignment = {x=1,y=1},
number = text_color,
direction = 0,
offset = { x = offset.x + 2, y = offset.y - 1},
z_index = 2,
})
end
-- Do not forget to update hb.get_hudbar_state if you add new fields to the state table -- Do not forget to update hb.get_hudbar_state if you add new fields to the state table
state.hidden = start_hidden state.hidden = start_hidden
state.value = start_value state.value = start_value
@ -331,7 +137,6 @@ function hb.register_hudbar(identifier, text_color, label, textures, default_sta
hudtable.identifier = identifier hudtable.identifier = identifier
hudtable.format_string = format_string hudtable.format_string = format_string
hudtable.format_string_config = format_string_config
hudtable.label = label hudtable.label = label
hudtable.hudids = {} hudtable.hudids = {}
hudtable.hudstate = {} hudtable.hudstate = {}
@ -345,26 +150,17 @@ function hb.register_hudbar(identifier, text_color, label, textures, default_sta
end end
function hb.init_hudbar(player, identifier, start_value, start_max, start_hidden) function hb.init_hudbar(player, identifier, start_value, start_max, start_hidden)
checksupportmax(player)
if not player_exists(player) then return false end
local hudtable = hb.get_hudtable(identifier) local hudtable = hb.get_hudtable(identifier)
hb.hudtables[identifier].add_all(player, hudtable, start_value, start_max, start_hidden) hb.hudtables[identifier].add_all(player, hudtable, start_value, start_max, start_hidden)
return true
end end
function hb.change_hudbar(player, identifier, new_value, new_max_value, new_icon, new_bgicon, new_bar, new_label, new_text_color) function hb.change_hudbar(player, identifier, new_value, new_max_value)
if new_value == nil and new_max_value == nil and new_icon == nil and new_bgicon == nil and new_bar == nil and new_label == nil and new_text_color == nil then if new_value == nil and new_max_value == nil then
return true return
end
if not player_exists(player) then
return false
end end
local name = player:get_player_name() local name = player:get_player_name()
local hudtable = hb.get_hudtable(identifier) local hudtable = hb.get_hudtable(identifier)
if not hudtable.hudstate[name] then
return false
end
local value_changed, max_changed = false, false local value_changed, max_changed = false, false
if new_value ~= nil then if new_value ~= nil then
@ -384,33 +180,6 @@ function hb.change_hudbar(player, identifier, new_value, new_max_value, new_icon
new_max_value = hudtable.hudstate[name].max new_max_value = hudtable.hudstate[name].max
end end
if hb.settings.bar_type == "progress_bar" then
if new_icon ~= nil and hudtable.hudids[name].icon ~= nil then
player:hud_change(hudtable.hudids[name].icon, "text", new_icon)
end
if new_bgicon ~= nil and hudtable.hudids[name].bgicon ~= nil then
player:hud_change(hudtable.hudids[name].bgicon, "text", new_bgicon)
end
if new_bar ~= nil then
player:hud_change(hudtable.hudids[name].bar , "text", new_bar)
end
if new_label ~= nil then
hudtable.label = new_label
local new_text = make_label(hudtable.format_string, hudtable.format_string_config, new_label, hudtable.hudstate[name].value, hudtable.hudstate[name].max)
player:hud_change(hudtable.hudids[name].text, "text", new_text)
end
if new_text_color ~= nil then
player:hud_change(hudtable.hudids[name].text, "number", new_text_color)
end
else
if new_icon ~= nil and hudtable.hudids[name].bar ~= nil then
player:hud_change(hudtable.hudids[name].bar, "text", new_icon)
end
if new_bgicon ~= nil and hudtable.hudids[name].bg ~= nil then
player:hud_change(hudtable.hudids[name].bg, "text", new_bgicon)
end
end
local main_error_text = local main_error_text =
"[hudbars] Bad call to hb.change_hudbar, identifier: “"..tostring(identifier).."”, player name: “"..name.."”. " "[hudbars] Bad call to hb.change_hudbar, identifier: “"..tostring(identifier).."”, player name: “"..name.."”. "
if new_max_value < new_value then if new_max_value < new_value then
@ -424,7 +193,7 @@ function hb.change_hudbar(player, identifier, new_value, new_max_value, new_icon
end end
if hudtable.hudstate[name].hidden == false then if hudtable.hudstate[name].hidden == false then
if max_changed and hb.settings.bar_type == "progress_bar" then if max_changed then
if hudtable.hudstate[name].max == 0 then if hudtable.hudstate[name].max == 0 then
player:hud_change(hudtable.hudids[name].bg, "scale", {x=0,y=0}) player:hud_change(hudtable.hudids[name].bg, "scale", {x=0,y=0})
else else
@ -439,66 +208,50 @@ function hb.change_hudbar(player, identifier, new_value, new_max_value, new_icon
hudtable.hudstate[name].barlength = new_barlength hudtable.hudstate[name].barlength = new_barlength
end end
if hb.settings.bar_type == "progress_bar" then local new_text = string.format(hudtable.format_string, hudtable.label, new_value, new_max_value)
local new_text = make_label(hudtable.format_string, hudtable.format_string_config, hudtable.label, new_value, new_max_value) if new_text ~= hudtable.hudstate[name].text then
if new_text ~= hudtable.hudstate[name].text then player:hud_change(hudtable.hudids[name].text, "text", new_text)
player:hud_change(hudtable.hudids[name].text, "text", new_text) hudtable.hudstate[name].text = new_text
hudtable.hudstate[name].text = new_text
end
end end
end end
end end
return true
end end
function hb.hide_hudbar(player, identifier) function hb.hide_hudbar(player, identifier)
if not player_exists(player) then return false end
local name = player:get_player_name() local name = player:get_player_name()
local hudtable = hb.get_hudtable(identifier) local hudtable = hb.get_hudtable(identifier)
if hudtable == nil then return false end if(hudtable.hudstate[name].hidden == false) then
if hudtable.hudstate[name].hidden == true then return true end
if hb.settings.bar_type == "progress_bar" then
if hudtable.hudids[name].icon ~= nil then if hudtable.hudids[name].icon ~= nil then
player:hud_change(hudtable.hudids[name].icon, "scale", {x=0,y=0}) player:hud_change(hudtable.hudids[name].icon, "scale", {x=0,y=0})
end end
player:hud_change(hudtable.hudids[name].bg, "scale", {x=0,y=0}) player:hud_change(hudtable.hudids[name].bg, "scale", {x=0,y=0})
player:hud_change(hudtable.hudids[name].bar, "number", 0)
player:hud_change(hudtable.hudids[name].text, "text", "") player:hud_change(hudtable.hudids[name].text, "text", "")
hudtable.hudstate[name].hidden = true
end end
player:hud_change(hudtable.hudids[name].bar, "number", 0)
player:hud_change(hudtable.hudids[name].bar, "item", 0)
hudtable.hudstate[name].hidden = true
return true
end end
function hb.unhide_hudbar(player, identifier) function hb.unhide_hudbar(player, identifier)
if not player_exists(player) then return false end
local name = player:get_player_name() local name = player:get_player_name()
local hudtable = hb.get_hudtable(identifier) local hudtable = hb.get_hudtable(identifier)
if hudtable == nil then return false end if(hudtable.hudstate[name].hidden) then
if hudtable.hudstate[name].hidden == false then return true end local name = player:get_player_name()
local value = hudtable.hudstate[name].value local value = hudtable.hudstate[name].value
local max = hudtable.hudstate[name].max local max = hudtable.hudstate[name].max
if hb.settings.bar_type == "progress_bar" then
if hudtable.hudids[name].icon ~= nil then if hudtable.hudids[name].icon ~= nil then
player:hud_change(hudtable.hudids[name].icon, "scale", {x=1,y=1}) player:hud_change(hudtable.hudids[name].icon, "scale", {x=1,y=1})
end end
if hudtable.hudstate[name].max ~= 0 then if hudtable.hudstate[name].max ~= 0 then
player:hud_change(hudtable.hudids[name].bg, "scale", {x=1,y=1}) player:hud_change(hudtable.hudids[name].bg, "scale", {x=1,y=1})
end end
player:hud_change(hudtable.hudids[name].text, "text", make_label(hudtable.format_string, hudtable.format_string_config, hudtable.label, value, max)) player:hud_change(hudtable.hudids[name].bar, "number", hb.value_to_barlength(value, max))
elseif hb.settings.bar_type == "statbar_modern" then player:hud_change(hudtable.hudids[name].text, "text", tostring(string.format(hudtable.format_string, hudtable.label, value, max)))
player:hud_change(hudtable.hudids[name].bar, "scale", {x=1,y=1}) hudtable.hudstate[name].hidden = false
end end
player:hud_change(hudtable.hudids[name].bar, "number", hb.value_to_barlength(value, max))
player:hud_change(hudtable.hudids[name].bar, "item", hb.value_to_barlength(max, max))
hudtable.hudstate[name].hidden = false
return true
end end
function hb.get_hudbar_state(player, identifier) function hb.get_hudbar_state(player, identifier)
if not player_exists(player) then return nil end
local ref = hb.get_hudtable(identifier).hudstate[player:get_player_name()] local ref = hb.get_hudtable(identifier).hudstate[player:get_player_name()]
if not ref then return nil end
-- Do not forget to update this chunk of code in case the state changes -- Do not forget to update this chunk of code in case the state changes
local copy = { local copy = {
hidden = ref.hidden, hidden = ref.hidden,
@ -510,99 +263,59 @@ function hb.get_hudbar_state(player, identifier)
return copy return copy
end end
function hb.get_hudbar_identifiers() --register built-in HUD bars
local ids = {} if minetest.setting_getbool("enable_damage") then
for id, _ in pairs(hb.hudtables) do hb.register_hudbar("health", 0xFFFFFF, "Health", { bar = "hudbars_bar_health.png", icon = "hudbars_icon_health.png" }, 20, 20, false)
table.insert(ids, id) hb.register_hudbar("breath", 0xFFFFFF, "Breath", { bar = "hudbars_bar_breath.png", icon = "hudbars_icon_breath.png" }, 10, 10, true)
end
return ids
end end
--register built-in HUD bars --load custom settings
if minetest.settings:get_bool("enable_damage") or hb.settings.forceload_default_hudbars then local set = io.open(minetest.get_modpath("hudbars").."/hudbars.conf", "r")
hb.register_hudbar("health", 0xFFFFFF, S("Health"), { bar = "hudbars_bar_health.png", icon = "hudbars_icon_health.png", bgicon = "hudbars_bgicon_health.png" }, hb.settings.hp_player_maximun, hb.settings.hp_player_maximun, false) if set then
hb.register_hudbar("breath", 0xFFFFFF, S("Breath"), { bar = "hudbars_bar_breath.png", icon = "hudbars_icon_breath.png", bgicon = "hudbars_bgicon_breath.png" }, hb.settings.br_player_maximun, hb.settings.br_player_maximun, true) dofile(minetest.get_modpath("hudbars").."/hudbars.conf")
set:close()
end end
local function hide_builtin(player) local function hide_builtin(player)
local flags = player:hud_get_flags() player:hud_set_flags({healthbar = false, breathbar = false})
flags.healthbar = false
flags.breathbar = false
player:hud_set_flags(flags)
end end
local function custom_hud(player) local function custom_hud(player)
if minetest.settings:get_bool("enable_damage") or hb.settings.forceload_default_hudbars then if minetest.setting_getbool("enable_damage") then
local hide hb.init_hudbar(player, "health", player:get_hp())
if minetest.settings:get_bool("enable_damage") then
hide = false
else
hide = true
end
local hp = player:get_hp()
local hp_max = hb.settings.hp_player_maximun
hb.init_hudbar(player, "health", math.min(hp, hp_max), hp_max, hide)
local breath = player:get_breath() local breath = player:get_breath()
local breath_max = hb.settings.br_player_maximun
local hide_breath local hide_breath
-- real honoring to configuration of max hp custom heal and breath if breath == 11 then hide_breath = true else hide_breath = false end
if player:get_properties().hp_max then player:set_properties({hp_max = hb.settings.hp_player_maximun}) end hb.init_hudbar(player, "breath", math.min(breath, 10), nil, hide_breath)
if player:get_properties().breath_max then player:set_properties({breath_max = hb.settings.br_player_maximun}) end
-- workaround bug https://github.com/minetest/minetest/issues/12350
if breath >= breath_max and hb.settings.autohide_breath == true then hide_breath = true else hide_breath = false end
hb.init_hudbar(player, "breath", math.min(breath, breath_max), breath_max, hide_breath or hide)
end end
end end
local function update_health(player)
local hp_max = hb.settings.hp_player_maximun
local hp = math.min(player:get_hp(), hp_max)
hb.change_hudbar(player, "health", hp, hp_max)
end
-- update built-in HUD bars -- update built-in HUD bars
local function update_hud(player) local function update_hud(player)
if not player_exists(player) then return end if minetest.setting_getbool("enable_damage") then
if minetest.settings:get_bool("enable_damage") then
if hb.settings.forceload_default_hudbars then
hb.unhide_hudbar(player, "health")
end
--air --air
local breath_max = player:get_properties().breath_max or hb.settings.br_player_maximun
-- workaround bug https://github.com/minetest/minetest/issues/12350
local breath = player:get_breath() local breath = player:get_breath()
if breath >= breath_max and hb.settings.autohide_breath == true then if breath == 11 then
hb.hide_hudbar(player, "breath") hb.hide_hudbar(player, "breath")
else else
hb.unhide_hudbar(player, "breath") hb.unhide_hudbar(player, "breath")
hb.change_hudbar(player, "breath", math.min(breath, breath_max), breath_max) hb.change_hudbar(player, "breath", math.min(breath, 10))
end end
--health --health
update_health(player) hb.change_hudbar(player, "health", player:get_hp())
elseif hb.settings.forceload_default_hudbars then
update_health(player)
hb.hide_hudbar(player, "health")
hb.hide_hudbar(player, "breath")
end end
end end
minetest.register_on_player_hpchange(function(player)
if hb.players[player:get_player_name()] ~= nil then
update_health(player)
end
end)
minetest.register_on_respawnplayer(function(player)
update_health(player)
hb.hide_hudbar(player, "breath")
end)
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
hide_builtin(player) minetest.after(0.5, function()
custom_hud(player) hide_builtin(player)
hb.players[player:get_player_name()] = player custom_hud(player)
hb.players[player:get_player_name()] = player
end)
end) end)
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
@ -611,18 +324,23 @@ end)
local main_timer = 0 local main_timer = 0
local timer = 0 local timer = 0
minetest.register_globalstep(function(dtime) local timer2 = 0
main_timer = main_timer + dtime minetest.after(2.5, function()
timer = timer + dtime minetest.register_globalstep(function(dtime)
if main_timer > hb.settings.tick or timer > 4 then main_timer = main_timer + dtime
if main_timer > hb.settings.tick then main_timer = 0 end timer = timer + dtime
-- only proceed if damage is enabled timer2 = timer2 + dtime
if minetest.settings:get_bool("enable_damage") or hb.settings.forceload_default_hudbars then if main_timer > hb.settings.tick or timer > 4 then
for _, player in pairs(hb.players) do if main_timer > hb.settings.tick then main_timer = 0 end
-- update all hud elements for playername, player in pairs(hb.players) do
update_hud(player) -- only proceed if damage is enabled
if minetest.setting_getbool("enable_damage") then
-- update all hud elements
update_hud(player)
end end
end
end end
end if timer > 4 then timer = 0 end
if timer > 4 then timer = 0 end end)
end) end)

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@ -1,4 +0,0 @@
# textdomain: hudbars
Health=Leben
Breath=Atem
@1: @2/@3=@1: @2/@3

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# textdomain: hudbars
Health=Salud
Breath=Aliento
@1: @2/@3=@1: @2/@3

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# textdomain: hudbars
Health=Salute
Breath=Ossigeno
# Default format string for progress bar-style HUD bars, e.g. “Health 5/20”
@1: @2/@3=@1: @2/@3

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@ -1,4 +0,0 @@
# textdomain: hudbars
Health=Kesihatan
Breath=Nafas
@1: @2/@3=@1: @2/@3

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@ -1,6 +0,0 @@
# textdomain: hudbars
Health=Gezondheid
Breath=Adem
# Default format string for progress bar-style HUD bars, e.g. “Health 5/20”
@1: @2/@3=@1: @2/@3

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@ -1,6 +0,0 @@
# textdomain: hudbars
Health=Saude
Breath=Folego
# Formato de string padrão para progresso bar-style de barras do HUD, por exemplo “Saude 5/20”
@1: @2/@3=@1: @2/@3

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@ -1,4 +0,0 @@
# textdomain: hudbars
Health=HP
Breath=дыхание
@1: @2/@3=@1: @2/@3

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@ -1,4 +0,0 @@
# textdomain: hudbars
Health=Can
Breath=Nefes
@1: @2/@3=@1: @2/@3

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@ -1,6 +0,0 @@
# textdomain: hudbars
Health=
Breath=
# Default format string for progress bar-style HUD bars, e.g. “Health 5/20”
@1: @2/@3=

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@ -1,2 +0,0 @@
name = hudbars
description = HUD mod to display as bars and API for

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[Appearance]
# Specifies how the value indicators (i.e. health, breah, etc.) look. There are 3 styles
# available. You can choose between the default progress-bar-like bars and the good
# old statbars like you know from vanilla Minetest.
# These values are possible:
# - progress_bar: A horizontal progress-bar-like bar with a label, showing numerical value
# (current, maximum), and an icon. These bars usually convey the most
# information. This is the default and recommended value.
# - statbar_classic: Classic statbar, like in vanilla Minetest. Made out of up to 20
# half-symbols. Those bars represent the vague ratio between
# the current value and the maximum value. 1 half-symbol stands for
# approximately 5% of the maximum value.
# - statbar_modern: Like the classic statbar, but also supports background images, this
# kind of statbar may be considered to be more user-friendly than the
# classic statbar. This bar type closely resembles the mod
# “Better HUD” [hud] by BlockMen.
hudbars_bar_type (HUD bars style) enum progress_bar progress_bar,statbar_classic,statbar_modern
# If enabled (default), the breath indicators in the HUD will be automatically hidden shortly
# after the breath has been filled up. Otherwise, the breath will always be displayed.
hudbars_autohide_breath (Automatically hide breath indicators) bool true
# This setting changes the way the HUD bars are ordered on the display. You can choose
# between a zig-zag pattern (default) or a vertically stacked pattern.
# The following values are allowed:
# - zigzag: Starting from the left bottom, the next is right from the first,
# the next is above the first, the next is right of the third, etc.
# - stack_up: The HUD bars are stacked vertically, going upwards.
# - stack_down: The HUD bars are stacked vertically, going downwards.
hudbars_alignment_pattern (HUD bars alignment pattern) enum zigzag zigzag,stack_up,stack_down
# This setting allows you to specify the order of the HUD bars explicitly. If left empty
# (the default), the health and breath indicators come first, additional indicators
# may appear in any order. This setting is quite technical and normal users probably do not
# need to worry about it.
#
# Syntax:
# The setting has to be specified as a comma-seperated list of key=value pairs, where a key
# refers to the identifier of a HUD bar and the value refers to the slot number of where the
# HUD bar should be placed. The slot number must be an integer greater of equal to 0. Where
# the HUD bars will be displayed exactly depends on the alignment pattern being used.
# All HUD bars to which no order value has been applied will fill in all slots which have
# not been occupied by the HUD bars specified in this setting, the slots will be filled in
# from the lowest slot number.
# Note that the order of those remaining HUD bars is not fixed, it basically just boils
# down on which mod “came” first. Don't worry, the mod will still work perfectly fine, this
# setting is entirely optional.
# The identifier for the health bar is “health” and the identifier for the breath bar is
# “breath”. For other HUD bars, you have to learn it from the mod which is supplying them.
#
# Be careful not to use slot indices twice, or else different HUD bars will be drawn over
# each other!
#
# Example: “breath=0, health=1”
# This makes the breath bar first and the health bar second, which is the opposite order
# of the default one.
hudbars_sorting (HUD bars order) string
[Positions and offsets]
# Horizontal (x) main position of the HUD bars over the entire screen.
# 0.0 is left-most, 1.0 is right-most.
# For the zig-zag alignment pattern, this is for the left HUD bars.
hudbars_pos_left_x (Left HUD bar screen x position) float 0.5 0.0 1.0
# Vertical (y) main position of the HUD bars over the entire screen.
# 0.0 is top, 1.0 is bottom.
# For the zig-zag alignment pattern, this is for the left HUD bars.
hudbars_pos_left_y (Left HUD bar screen y position) float 1.0 0.0 1.0
# Horizontal (x) main position of the right HUD bars over the entire screen.
# 0.0 is left-most, 1.0 is right-most.
# Only used for the zig-zag alignment pattern.
hudbars_pos_right_x (Right HUD bar screen x position) float 0.5 0.0 1.0
# Vertical main position (y) of the right HUD bars over the entire screen.
# 0.0 is top, 1.0 is bottom.
# Only used for the zig-zag alignment pattern.
hudbars_pos_right_y (Right HUD bar screen y position) float 1.0 0.0 1.0
# Precise x offset in pixels from the basic screen x position of the HUD bars.
# For the zig-zag alignment pattern, this is for the left HUD bars.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_left_x (Left HUD bar x offset) int -175
# Precise y offset in pixels from the basic screen y position of the HUD bars.
# For the zig-zag alignment pattern, this is for the left HUD bars.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_left_y (Left HUD bar y offset) int -86
# Precise x offset in pixels from the basic screen x position of the right HUD bars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_right_x (Right HUD bar x offset) int 15
# Precise y offset in pixels from the basic screen y position of the right HUD bars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_right_y (Right HUD bar y offset) int -86
# Precise x offset in pixels from the basic screen x position of the HUD statbars.
# For the zig-zag alignment pattern, this is for the left HUD statbars.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_left_x (Left HUD statbar x offset) int -265
# Precise y offset in pixels from the basic screen y position of the HUD statbars.
# For the zig-zag alignment pattern, this is for the left HUD statbars.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_left_y (Left HUD statbar y offset) int -90
# Precise x offset in pixels from the basic screen x position of the right HUD statbars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_right_x (Right HUD statbar x offset) int 25
# Precise y offset in pixels from the basic screen y position of the right HUD statbars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_right_y (Right HUD statbar y offset) int -90
# The vertical distance between two HUD bars, in pixels.
hudbars_vmargin (Vertical distance between HUD bars) int 24 0
[Performance]
# The of seconds which need to pass before the server updates the default HUD bars
# (health and breath). Increase this number if you have a slow server or a slow network
# connection and experience performance problems.
hudbars_tick (Default HUD bars update interval) float 0.3 0.0 4.0
[player values defaults]
# set a default value for max hp healt of player, if you customized and need on older engines
hudbars_hp_player_maximun (maximun value of heal of player) int 20
# set a default value for max breath of player, if you customized and need on older engines
hudbars_br_player_maximun (maximun value of braeth of player) int 10

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