Taquito Posted March 19, 2015 Share Posted March 19, 2015 Hi, this is my rankingboard RankingBoard = {} RankingBoard.__index = RankingBoard RankingBoard.clientInstances = {} function RankingBoard:create() local result = { id = #RankingBoard.clientInstances + 1, items = {} } RankingBoard.clientInstances[result.id] = true clientCall(g_Root, 'RankingBoard.create', result.id) result.joinHandler = function() result:playerJoined(source) end addEventHandler('onPlayerJoin', getRootElement(), result.joinHandler) return setmetatable(result, self) end function RankingBoard:clientCall(player, fn, ...) clientCall(player, 'RankingBoard.call', self.id, fn, ...) end local savedplrcount = 1 function RankingBoard:setDirection(direction, plrcount) savedplrcount = plrcount if direction == 'up' or direction == 'down' then self.direction = direction self:clientCall(g_Root, 'setDirection', direction, plrcount ) end end function RankingBoard:add(player, time) local playerName = getPlayerName(player) if table.find(self.items, 'name', playerName) then return end table.insert(self.items, { name = playerName, time = time }) self:clientCall(g_Root, 'add', playerName, time) end function RankingBoard:playerJoined(player) clientCall(player, 'RankingBoard.create', self.id) if self.direction then self:clientCall(player, 'setDirection', self.direction, savedplrcount ) end self:clientCall(player, 'addMultiple', self.items) end function RankingBoard:clear() self:clientCall(g_Root, 'clear') self.items = {} end function RankingBoard:destroy() self:clientCall(g_Root, 'destroy') removeEventHandler('onPlayerJoin', getRootElement(), self.joinHandler) RankingBoard.clientInstances[self.id] = nil end and my rankingboard_client RankingBoard = {} RankingBoard.__index = RankingBoard RankingBoard.instances = {} local screenWidth, screenHeight = guiGetScreenSize() local topDistance = 250 local bottomDistance = 0.23*screenHeight local posLeftDistance = 30 local nameLeftDistance = 60 local labelHeight = 20 local maxPositions = math.floor((screenHeight - topDistance - bottomDistance)/labelHeight) function RankingBoard.create(id) RankingBoard.instances[id] = setmetatable({ id = id, direction = 'down', labels = {}, position = 0 }, RankingBoard) end function RankingBoard.call(id, fn, ...) RankingBoard[fn](RankingBoard.instances[id], ...) end function RankingBoard:setDirection(direction,plrcount) self.direction = direction if direction == 'up' then self.highestPos = plrcount self.position = self.highestPos + 1 end end function RankingBoard:add(name, time) local position local y local doBoardScroll = false if self.direction == 'down' then self.position = self.position + 1 if self.position > maxPositions then return end y = topDistance + (self.position-1)*labelHeight elseif self.direction == 'up' then self.position = self.position - 1 local labelPosition = self.position if self.highestPos > maxPositions then labelPosition = labelPosition - (self.highestPos - maxPositions) if labelPosition < 1 then labelPosition = 0 doBoardScroll = true end elseif labelPosition < 1 then return end y = topDistance + (labelPosition-1)*labelHeight end local posLabel, posLabelShadow = createShadowedLabelFromSpare(posLeftDistance, y, 20, labelHeight, tostring(self.position) .. ')', 'right') if time then if not self.firsttime then self.firsttime = time time = ': ' .. msToTimeStr(time) else time = ': +' .. msToTimeStr(time - self.firsttime) end else time = '' end local realName = name local theplayer = nil for _,ppp in ipairs(getElementsByType("player")) do if getPlayerName(ppp) == name then realName = _getPlayerName(ppp) theplayer = ppp local team = getPlayerTeam(ppp) if team then local r,g,b = getTeamColor(team) realName = RGBToHex(r,g,b)..realName end end end local playerLabel, playerLabelShadow = createShadowedLabelFromSpare(nameLeftDistance, y, 250, labelHeight, realName .. "#FFFFFF" .. time) setElementData( playerLabel, "spectatorLabel", theplayer ) table.insert(self.labels, posLabel) table.insert(self.labels, posLabelShadow) table.insert(self.labels, playerLabel) table.insert(self.labels, playerLabelShadow) playSoundFrontEnd(7) if doBoardScroll then guiSetAlpha(posLabel, 0) guiSetAlpha(posLabelShadow, 0) guiSetAlpha(playerLabel, 0) guiSetAlpha(playerLabelShadow, 0) local anim = Animation.createNamed('race.boardscroll', self) anim:addPhase({ from = 0, to = 1, time = 700, fn = RankingBoard.scroll, firstLabel = posLabel }) anim:addPhase({ fn = RankingBoard.destroyLastLabel, firstLabel = posLabel }) anim:play() end end function RankingBoard:scroll(param, phase) local firstLabelIndex = table.find(self.labels, phase.firstLabel) for i=firstLabelIndex,firstLabelIndex+3 do guiSetAlpha(self.labels[i], param) end local x, y for i=0,#self.labels/4-1 do for j=1,4 do x = (j <= 2 and posLeftDistance or nameLeftDistance) y = topDistance + ((maxPositions - i - 1) + param)*labelHeight if j % 2 == 0 then x = x + 1 y = y + 1 end guiSetPosition(self.labels[i*4+j], x, y, false) end end for i=1,4 do guiSetAlpha(self.labels[i], 1 - param) end end function RankingBoard:destroyLastLabel(phase) for i=1,4 do destroyElementToSpare(self.labels[1]) table.remove(self.labels, 1) end local firstLabelIndex = table.find(self.labels, phase.firstLabel) for i=firstLabelIndex,firstLabelIndex+3 do guiSetAlpha(self.labels[i], 1) end end function RankingBoard:addMultiple(items) for i,item in ipairs(items) do self:add(item.name, item.time) end end function RankingBoard:clear() table.each(self.labels, destroyElementToSpare) self.labels = {} end function RankingBoard:destroy() self:clear() RankingBoard.instances[self.id] = nil end -- -- Label cache -- local spareElems = {} local donePrecreate = false function RankingBoard.precreateLabels(count) donePrecreate = false while #spareElems/4 < count do local label, shadow = createShadowedLabel(10, 1, 20, 10, 'a' ) destroyElementToSpare(label) destroyElementToSpare(shadow) end donePrecreate = true end function destroyElementToSpare(elem) table.insertUnique( spareElems, elem ) guiSetVisible(elem, false) end function createShadowedLabelFromSpare(x, y, width, height, text, align) if #spareElems < 2 then if not donePrecreate then outputDebug( 'OPTIMIZATION', 'createShadowedLabel' ) end return createShadowedLabel(x, y, width, height, text, align) else local shadow = table.popLast( spareElems ) guiSetSize(shadow, width, height, false) --guiSetText(shadow, text) --guiLabelSetColor(shadow, 0, 0, 0) guiSetPosition(shadow, x + 1, y + 1, false) guiSetVisible(shadow, true) local label = table.popLast( spareElems ) guiSetSize(label, width, height, false) --guiSetText(label, text) setElementData( label, "dxlabel", text ) --guiLabelSetColor(label, 255, 255, 255) guiSetPosition(label, x, y, false) guiSetVisible(label, true) if align then guiLabelSetHorizontalAlign(shadow, align) guiLabelSetHorizontalAlign(label, align) else guiLabelSetHorizontalAlign(shadow, 'left') guiLabelSetHorizontalAlign(label, 'left') end return label, shadow end end This is how it looks in game: How do I edit this so the space between position and nickname is smaller and it displays the first 9 positions as 01-09 instead of 1-9? 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xXMADEXx Posted March 20, 2015 Share Posted March 20, 2015 Try using this: RankingBoard = {} RankingBoard.__index = RankingBoard RankingBoard.instances = {} local screenWidth, screenHeight = guiGetScreenSize() local topDistance = 250 local bottomDistance = 0.23*screenHeight local posLeftDistance = 30 local nameLeftDistance = 60 local labelHeight = 20 local maxPositions = math.floor((screenHeight - topDistance - bottomDistance)/labelHeight) function RankingBoard.create(id) RankingBoard.instances[id] = setmetatable({ id = id, direction = 'down', labels = {}, position = 0 }, RankingBoard) end function RankingBoard.call(id, fn, ...) RankingBoard[fn](RankingBoard.instances[id], ...) end function RankingBoard:setDirection(direction,plrcount) self.direction = direction if direction == 'up' then self.highestPos = plrcount self.position = self.highestPos + 1 end end function RankingBoard:add(name, time) local position local y local doBoardScroll = false if self.direction == 'down' then self.position = self.position + 1 if self.position > maxPositions then return end y = topDistance + (self.position-1)*labelHeight elseif self.direction == 'up' then self.position = self.position - 1 local labelPosition = self.position if self.highestPos > maxPositions then labelPosition = labelPosition - (self.highestPos - maxPositions) if labelPosition < 1 then labelPosition = 0 doBoardScroll = true end elseif labelPosition < 1 then return end y = topDistance + (labelPosition-1)*labelHeight end local pos = self.position; if ( pos < 10 ) then pos = "0" .. pos; end local posLabel, posLabelShadow = createShadowedLabelFromSpare(posLeftDistance, y, 20, labelHeight, tostring(pos) .. ')', 'right') if time then if not self.firsttime then self.firsttime = time time = ': ' .. msToTimeStr(time) else time = ': +' .. msToTimeStr(time - self.firsttime) end else time = '' end local realName = name local theplayer = nil for _,ppp in ipairs(getElementsByType("player")) do if getPlayerName(ppp) == name then realName = _getPlayerName(ppp) theplayer = ppp local team = getPlayerTeam(ppp) if team then local r,g,b = getTeamColor(team) realName = RGBToHex(r,g,b)..realName end end end local playerLabel, playerLabelShadow = createShadowedLabelFromSpare(nameLeftDistance, y, 250, labelHeight, realName .. "#FFFFFF" .. time) setElementData( playerLabel, "spectatorLabel", theplayer ) table.insert(self.labels, posLabel) table.insert(self.labels, posLabelShadow) table.insert(self.labels, playerLabel) table.insert(self.labels, playerLabelShadow) playSoundFrontEnd(7) if doBoardScroll then guiSetAlpha(posLabel, 0) guiSetAlpha(posLabelShadow, 0) guiSetAlpha(playerLabel, 0) guiSetAlpha(playerLabelShadow, 0) local anim = Animation.createNamed('race.boardscroll', self) anim:addPhase({ from = 0, to = 1, time = 700, fn = RankingBoard.scroll, firstLabel = posLabel }) anim:addPhase({ fn = RankingBoard.destroyLastLabel, firstLabel = posLabel }) anim:play() end end function RankingBoard:scroll(param, phase) local firstLabelIndex = table.find(self.labels, phase.firstLabel) for i=firstLabelIndex,firstLabelIndex+3 do guiSetAlpha(self.labels[i], param) end local x, y for i=0,#self.labels/4-1 do for j=1,4 do x = (j <= 2 and posLeftDistance or nameLeftDistance) y = topDistance + ((maxPositions - i - 1) + param)*labelHeight if j % 2 == 0 then x = x + 1 y = y + 1 end guiSetPosition(self.labels[i*4+j], x, y, false) end end for i=1,4 do guiSetAlpha(self.labels[i], 1 - param) end end function RankingBoard:destroyLastLabel(phase) for i=1,4 do destroyElementToSpare(self.labels[1]) table.remove(self.labels, 1) end local firstLabelIndex = table.find(self.labels, phase.firstLabel) for i=firstLabelIndex,firstLabelIndex+3 do guiSetAlpha(self.labels[i], 1) end end function RankingBoard:addMultiple(items) for i,item in ipairs(items) do self:add(item.name, item.time) end end function RankingBoard:clear() table.each(self.labels, destroyElementToSpare) self.labels = {} end function RankingBoard:destroy() self:clear() RankingBoard.instances[self.id] = nil end -- -- Label cache -- local spareElems = {} local donePrecreate = false function RankingBoard.precreateLabels(count) donePrecreate = false while #spareElems/4 < count do local label, shadow = createShadowedLabel(10, 1, 20, 10, 'a' ) destroyElementToSpare(label) destroyElementToSpare(shadow) end donePrecreate = true end function destroyElementToSpare(elem) table.insertUnique( spareElems, elem ) guiSetVisible(elem, false) end function createShadowedLabelFromSpare(x, y, width, height, text, align) if #spareElems < 2 then if not donePrecreate then outputDebug( 'OPTIMIZATION', 'createShadowedLabel' ) end return createShadowedLabel(x, y, width, height, text, align) else local shadow = table.popLast( spareElems ) guiSetSize(shadow, width, height, false) --guiSetText(shadow, text) --guiLabelSetColor(shadow, 0, 0, 0) guiSetPosition(shadow, x + 1, y + 1, false) guiSetVisible(shadow, true) local label = table.popLast( spareElems ) guiSetSize(label, width, height, false) --guiSetText(label, text) setElementData( label, "dxlabel", text ) --guiLabelSetColor(label, 255, 255, 255) guiSetPosition(label, x, y, false) guiSetVisible(label, true) if align then guiLabelSetHorizontalAlign(shadow, align) guiLabelSetHorizontalAlign(label, align) else guiLabelSetHorizontalAlign(shadow, 'left') guiLabelSetHorizontalAlign(label, 'left') end return label, shadow end end Link to comment
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