VGUI Health bar
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Overview
This tutorial will show you how to make a VGUI Health Bar implementation. This is a simple copy and paste tutorial and works on both EP1 and OB engines.
Code
First create hud_hull.cpp and hud_hull.h in your CLIENT project then paste these files into them:
hud_hull.cpp
#include "cbase.h" #include "hud.h" #include "hud_hull.h" #include "hud_macros.h" #include "c_sdk_player.h" #include "iclientmode.h" using namespace vgui; #include "tier0/memdbgon.h" DECLARE_HUDELEMENT (CHudHull); # define HULL_INIT 80 //------------------------------------------------------------------------ // Purpose: Constructor //------------------------------------------------------------------------ CHudHull:: CHudHull (const char * pElementName) : CHudElement (pElementName), BaseClass (NULL, "HudHull") { vgui:: Panel * pParent = g_pClientMode-> GetViewport (); SetParent (pParent); SetHiddenBits (HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT); } //------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------ void CHudHull:: Init() { m_flHull = HULL_INIT; m_nHullLow = -1; SetBgColor (Color (0,0,0,128)); } //------------------------------------------------------------------------ // Purpose: //----------------------------------------------------------------------- void CHudHull:: Reset (void) { Init(); } //------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------ void CHudHull:: OnThink (void) { float newHull = 0; C_BasePlayer * local = C_BasePlayer:: GetLocalPlayer (); if (!local) return; // Never below zero newHull = max(local->GetHealth(), 0); // DevMsg("Sheild at is at: %f\n",newShield); // Only update the fade if we've changed health if (newHull == m_flHull) return; m_flHull = newHull; } //------------------------------------------------------------------------ // Purpose: draws the power bar //------------------------------------------------------------------------ void CHudHull::Paint() { // Get bar chunks int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap); int enabledChunks = (int)((float)chunkCount * (m_flHull / 100.0f) + 0.5f ); // Draw the suit power bar surface()->DrawSetColor (m_HullColor); int xpos = m_flBarInsetX, ypos = m_flBarInsetY; for (int i = 0; i < enabledChunks; i++) { surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight); xpos += (m_flBarChunkWidth + m_flBarChunkGap); } // Draw the exhausted portion of the bar. surface()->DrawSetColor(Color(m_HullColor [0], m_HullColor [1], m_HullColor [2], m_iHullDisabledAlpha)); for (int i = enabledChunks; i < chunkCount; i++) { surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight); xpos += (m_flBarChunkWidth + m_flBarChunkGap); } // Draw our name surface()->DrawSetTextFont(m_hTextFont); surface()->DrawSetTextColor(m_HullColor); surface()->DrawSetTextPos(text_xpos, text_ypos); //wchar_t *tempString = vgui::localize()->Find("#Valve_Hud_AUX_POWER"); surface()->DrawPrintText(L"HULL", wcslen(L"HULL")); }
hud_hull.h
#if !defined HUD_HULL_H #define HUD_HULL_H #ifdef _WIN32 #pragma once #endif #include "hudelement.h" #include "hud_numericdisplay.h" //----------------------------------------------------------------------------- // Purpose: Shows the hull bar //----------------------------------------------------------------------------- class CHudHull : public CHudElement, public vgui::Panel { DECLARE_CLASS_SIMPLE(CHudHull, vgui::Panel); public: CHudHull(const char * pElementName); virtual void Init (void); virtual void Reset (void); virtual void OnThink (void); protected: virtual void Paint(); private: CPanelAnimationVar(Color, m_HullColor, "HullColor", "255 0 0 255"); CPanelAnimationVar(int, m_iHullDisabledAlpha, "HullDisabledAlpha", "50"); CPanelAnimationVarAliasType(float, m_flBarInsetX, "BarInsetX", "26", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarInsetY, "BarInsetY", "3", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarWidth, "BarWidth", "84", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarHeight, "BarHeight", "4", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarChunkGap, "BarChunkGap", "1", "proportional_float"); CPanelAnimationVar(vgui::HFont, m_hTextFont, "TextFont", "HUDBarText"); CPanelAnimationVarAliasType(float, text_xpos, "text_xpos", "2", "proportional_float"); CPanelAnimationVarAliasType(float, text_ypos, "text_ypos", "2", "proportional_float"); CPanelAnimationVarAliasType(float, text2_xpos, "text2_xpos", "8", "proportional_float"); CPanelAnimationVarAliasType(float, text2_ypos, "text2_ypos", "40", "proportional_float"); CPanelAnimationVarAliasType(float, text2_gap, "text2_gap", "10", "proportional_float"); float m_flHull; int m_nHullLow; }; #endif // HUD_SUITPOWER_H
HudLayout.res
Now add this to your HudLayout.res file in the scripts folder, located in your mod directory:
HudHull { "fieldName" "HudHull" "visible" "1" "enabled" "1" "xpos" "12" "ypos" "420" "wide" "120" "tall" "10" "text_xpos" "5" "text_ypos" "2" "TextColor" "0 255 0 80" "PaintBackgroundType" "2" }
Non-Scratch Build Fix
Simply change the includes in hud_hull.cpp from:
#include "cbase.h" #include "hud.h" #include "hud_hull.h" #include "hud_macros.h" #include "c_sdk_player.h" #include "iclientmode.h"
to:
#include "cbase.h" #include "hud.h" #include "hud_macros.h" #include "c_baseplayer.h" #include "hud_hull.h" #include "iclientmode.h" #include "vgui/ISurface.h"
The Health bar should now work in a Single Player Non-Scratch Build mod.