ed011b07fd
* added readme pt-pt * ui reorganized, keybinds, foodbar, panorama, etc
158 lines
3.9 KiB
JavaScript
158 lines
3.9 KiB
JavaScript
const { LitElement, html, css } = require('lit')
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function getEffectClass (effect) {
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switch (effect.id) {
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case 19: return 'poisoned'
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case 20: return 'withered'
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case 22: return 'absorption'
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default: return ''
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}
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}
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class HealthBar extends LitElement {
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static get styles () {
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return css`
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.health {
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position: absolute;
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display: flex;
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flex-direction: row;
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left: calc(50% - 91px);
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bottom: 30px;
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--hardcore: 0;
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--kind: 0;
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--lightened: 0;
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--offset: calc(-1 * (52px + (9px * (4 * var(--kind) + var(--lightened) * 2)) ));
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--bg-x: calc(-1 * (16px + 9px * var(--lightened)));
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--bg-y: calc(-1 * var(--hardcore) * 45px);
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}
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.health.creative {
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display: none;
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}
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.health.hardcore {
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--hardcore: 1;
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}
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.health.poisoned {
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--kind: 1;
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}
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.health.withered {
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--kind: 2;
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}
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.health.absorption {
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--kind: 3;
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}
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.heart {
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width: 9px;
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height: 9px;
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background-image: url('textures/1.17.1/gui/icons.png'), url('textures/1.17.1/gui/icons.png');
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background-size: 256px, 256px;
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background-position: var(--bg-x) var(--bg-y), var(--bg-x) var(--bg-y);
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margin-left: -1px;
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}
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.heart.full {
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background-position: var(--offset) var(--bg-y), var(--bg-x) var(--bg-y);
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}
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.heart.half {
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background-position: calc(var(--offset) - 9px) var(--bg-y), var(--bg-x) var(--bg-y);
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}
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.health.low .heart {
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animation: lowHealthAnim 0.2s steps(2, end) infinite;
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}
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.health.low .heart:nth-of-type(2n) {
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animation-direction: reverse;
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}
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.health.low .heart:nth-of-type(3n) {
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animation-duration: 0.1s;
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}
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.health.damaged {
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animation: damagedAnim 0.3s steps(2, end) 2;
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}
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@keyframes lowHealthAnim {
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to {
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transform: translateY(1px);
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}
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}
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@keyframes damagedAnim {
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to { --lightened: 1; }
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}
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`
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}
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effectAdded (effect) {
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this.shadowRoot.querySelector('#health').classList.add(getEffectClass(effect))
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}
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effectEnded (effect) {
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this.shadowRoot.querySelector('#health').classList.remove(getEffectClass(effect))
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}
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onDamage () {
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this.shadowRoot.querySelector('#health').classList.toggle('damaged', true)
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if (this.hurtTimeout) clearTimeout(this.hurtTimeout)
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this.hurtTimeout = setTimeout(() => {
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this.shadowRoot.querySelector('#health').classList.toggle('damaged', false)
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this.hurtTimeout = null
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}, 1000)
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}
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gameModeChanged (gamemode, hardcore) {
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this.shadowRoot.querySelector('#health').classList.toggle('creative', gamemode === 1)
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this.shadowRoot.querySelector('#health').classList.toggle('hardcore', hardcore)
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}
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updateHealth (hValue, d) {
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const health = this.shadowRoot.querySelector('#health')
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health.classList.toggle('low', hValue <= 4)
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const hearts = health.children
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for (let i = 0; i < hearts.length; i++) {
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hearts[i].classList.remove('full')
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hearts[i].classList.remove('half')
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}
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if (d) this.onDamage()
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for (let i = 0; i < Math.ceil(hValue / 2); i++) {
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if (i >= hearts.length) break
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if (hValue % 2 !== 0 && Math.ceil(hValue / 2) === i + 1) {
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hearts[i].classList.add('half')
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} else {
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hearts[i].classList.add('full')
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}
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}
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}
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render () {
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return html`
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<div id="health" class="health">
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<div class="heart"></div>
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<div class="heart"></div>
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<div class="heart"></div>
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<div class="heart"></div>
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<div class="heart"></div>
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<div class="heart"></div>
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<div class="heart"></div>
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<div class="heart"></div>
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<div class="heart"></div>
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<div class="heart"></div>
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</div>
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`
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}
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}
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window.customElements.define('pmui-healthbar', HealthBar)
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