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[BUG] How to fix this bug in the radar?


Tokio

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now the radar "move" but... not the way I want it :/

bug video: 

this is the code:

local movingOffsetX, movingOffsetY = 0, 0
local isMoving = false

bindKey('m', 'down',
	function()
		showCursor(not isCursorShowing());
	end
)

function drawRadar()
	showPlayerHudComponent("radar", false)
	if disableGTASAhealth then showPlayerHudComponent("health", false) end
	if disableGTASAarmor then showPlayerHudComponent("armour", false) end
	if disableGTASAoxygen then showPlayerHudComponent("breath", false) end
	if (not isPlayerMapVisible()) then
			if (isCursorShowing() and isMoving) then
				local cursorX, cursorY = getCursorPosition();
		
				cursorX = cursorX * sx;
				cursorY = cursorY * sy;
				
				xFactor = cursorX - movingOffsetX;
				yFactor = cursorY - movingOffsetY;
			end
		local mW, mH = dxGetMaterialSize(rt)
		local x, y = getElementPosition(localPlayer)
		local X, Y = mW/2 -(x/(6000/worldW)), mH/2 +(y/(6000/worldH))
		local camX,camY,camZ = getElementRotation(getCamera())
		dxSetRenderTarget(rt, true)
		if alwaysRenderMap or getElementInterior(localPlayer) == 0 then
			dxDrawRectangle(xFactor, yFactor, worldW, worldH, 0xFF5E656B) 
			dxDrawImage(X - worldW/2, mH/5 + (Y - worldH/2), worldW, worldH, "image/world.jpg", camZ, (x/(6000/worldW)), -(y/(6000/worldH)), tocolor(255, 255, 255, 255))
		end
		dxSetRenderTarget()
		dxDrawRectangle((10)*xFactor, sy-((200+10))*yFactor, (300)*xFactor, (184)*yFactor, tocolor(0, 0, 0, 175))
		dxDrawImage((10+5)*xFactor, sy-((200+5))*yFactor, (300-10)*xFactor, (175)*yFactor, rt, 0, 0, 0, tocolor(255, 255, 255, 255))
		local rx, ry, rz = getElementRotation(localPlayer)
		local lB = (15)*xFactor
		local rB = (15+290)*xFactor
		local tB = sy-(205)*yFactor
		local bB = tB + (175)*yFactor
		local cX, cY = (rB+lB)/2, (tB+bB)/2 +(35)*yFactor
		local toLeft, toTop, toRight, toBottom = cX-lB, cY-tB, rB-cX, bB-cY
		for k, v in ipairs(getElementsByType("blip")) do
			local bx, by = getElementPosition(v)
			local actualDist = getDistanceBetweenPoints2D(x, y, bx, by)
			local maxDist = getBlipVisibleDistance(v)
			if actualDist <= maxDist and getElementDimension(v)==getElementDimension(localPlayer) and getElementInterior(v)==getElementInterior(localPlayer) then
				local dist = actualDist/(6000/((worldW+worldH)/2))
				local rot = findRotation(bx, by, x, y)-camZ
				local bpx, bpy = getPointFromDistanceRotation(cX, cY, math.min(dist, math.sqrt(toTop^2 + toRight^2)), rot)
				local bpx = math.max(lB, math.min(rB, bpx))
				local bpy = math.max(tB, math.min(bB, bpy))
				local bid = getElementData(v, "customIcon") or getBlipIcon(v)
				local _, _, _, bcA = getBlipColor(v)
				local bcR, bcG, bcB = 255, 255, 255
				if getBlipIcon(v) == 0 then
					bcR, bcG, bcB = getBlipColor(v)
				end
				local bS = getBlipSize(v)
				dxDrawImage(bpx -(blip*bS)*xFactor/2, bpy -(blip*bS)*yFactor/2, (blip*bS)*xFactor, (blip*bS)*yFactor, "image/blip/"..bid..".png", 0, 0, 0, tocolor(bcR, bcG, bcB, bcA))
			end
		end
		if renderNorthBlip then
			local rot = -camZ+180
			local bpx, bpy = getPointFromDistanceRotation(cX, cY, math.sqrt(toTop^2 + toRight^2), rot) --get position
			local bpx = math.max(lB, math.min(rB, bpx))
			local bpy = math.max(tB, math.min(bB, bpy)) --cap position to screen
			local dist = getDistanceBetweenPoints2D(cX, cY, bpx, bpy) --get distance to the capped position
			local bpx, bpy = getPointFromDistanceRotation(cX, cY, dist, rot) --re-calculate position based on new distance
			if bpx and bpy then --if position was obtained successfully
				local bpx = math.max(lB, math.min(rB, bpx))
				local bpy = math.max(tB, math.min(bB, bpy)) --cap position just in case
				dxDrawImage(bpx -(blip*2)/2, bpy -(blip*2)/2, blip*2, blip*2, "image/blip/4.png", 0, 0, 0) --draw north (4) blip
			end
		end
		dxDrawImage(cX -(blip*2)*xFactor/2, cY -(blip*2)*yFactor/2, (blip*2)*xFactor, (blip*2)*yFactor, "image/player.png", camZ-rz, 0, 0)
	end
end
addEventHandler("onClientRender", root, drawRadar)

addEventHandler('onClientClick', getRootElement(),
	function(button, state, cursorX, cursorY)
		if (not isPlayerMapVisible()) then
			if (button == 'left' and state == 'down') then
				if (cursorX >= xFactor and cursorX <= xFactor + worldW and cursorY >= yFactor and cursorY <= yFactor + worldH) then
					isMoving = true;
					movingOffsetX = cursorX - xFactor;
					movingOffsetY = cursorY - yFactor;
				end
			else
				isMoving = false;
			end
		end
	end
)

how to fix this bug? :S 

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