Hairline cracks while drawing a pie graph.

``````
PROBLEM SOLVED

``````

Final code:
[lua]include(‘shared.lua’)
local timr = ENT.Timeout; – Grab the length of the timer
local waiting = CurTime() – Initialize our waiting thingie
local wfloor = 0; – Default to not being on a floor to reduce code run between floors
local names = ENT.names; – Grab the names of the floors
local l = 10math.sqrt(2); – Calculate the diagonal radius of the squares.
/

Our ‘circle’ is an octogon whose diagonal radius is the same as the square it will be drawn in.
Since this means there will be no edges, it will look the same as a circle. :>
/
local poly = { – Set up our main ‘circle’
{x = 0, y = -l }, – Top of circle
{x = math.sin( math.pi/4)l, y = math.cos( math.pi/4)-l}, – 1/8ths clockwise
{x = l, y = 0 }, – right corner of circle
{x = math.sin(3
math.pi/4)l, y = math.cos(3math.pi/4)-l}, – 3/8ths clockwise
{x = 0, y = l }, – bottom of circle
{x = math.sin(5
math.pi/4)l, y = math.cos(5math.pi/4)-l}, – 5/8ths clockwise
{x =-l, y = 0 }, – left corner of circle
{x = math.sin(7
math.pi/4)l, y = math.cos(7math.pi/4)-l}, – 7/8ths clockwise
}
local cntr = {x = 0, y = 0}; – Centre of the circle
– This function creates and returns a cover poly]]–
local bla = {x = 0, y = 0};
local function createcover(num)
if (num == 1) then
return {cntr, poly[1], bla};
elseif (num == 2) then
return {cntr, poly[1], poly[2], bla};
elseif (num == 3) then
return {cntr, poly[1], poly[2], poly[3], bla};
elseif (num == 4) then
return {cntr, poly[1], poly[2], poly[3], poly[4], bla};
elseif (num == 5) then
return {cntr, poly[1], poly[2], poly[3], poly[4], poly[5], bla};
elseif (num == 6) then
return {cntr, poly[1], poly[2], poly[3], poly[4], poly[5], poly[6], bla};
elseif (num == 7) then
return {cntr, poly[1], poly[2], poly[3], poly[4], poly[5], poly[6], poly[7], bla};
else
return {cntr, poly[1], poly[2], poly[3], poly[4], poly[5], poly[6], poly[7], poly[8], bla};
end
end
local cover = {}; – The poly to cover up the circle
local lnum;
local num,amt = math.ceil(time
8),2math.pitime;
if (num ~= lnum) then
cover = createcover(num);
lnum = num;
end
local tg = cover[num + 2];
tg.x, tg.y = cntr.x + math.sin(amt) * l, cntr.y + math.cos(amt) * -l;
end
local posse = ENT.floorpose; – store the top-left positions of each box in a local var for faster access

– This function translates the poly (which is based around 0,0) to act around the centre of the box. ]]–
local function translatepoly()
if (not posse[wfloor]) then return end – If we’re not on a valid floor don’t bother
local x,y = posse[wfloor][1]+10,posse[wfloor][2]+10; – boxes are 20 wide and in the negative area, so add 10 to get the centre.
for _,v in ipairs(poly) do – Loop through each of the posses of the poly
v.x, v.y = v.x + x, v.y + y; – Transform their x,y incicies to act related to the centre.
end
cntr.x, cntr.y = x, y – Mod the centre var so it’s the right one
end

– This hook be called when the lift hits a floor and starts waiting. ]]–
usermessage.Hook(“LiftWaiting”,function(msg)
poly = { – Reset the poly to 0,0 centre. TODO: Somehow do this differently?
{x = 0, y =-l},
{x = math.sin( math.pi/4)l, y = math.cos( math.pi/4)-l},
{x = l, y = 0},
{x = math.sin(3math.pi/4)l, y = math.cos(3math.pi/4)-l},
{x = 0, y = l},
{x = math.sin(5math.pi/4)l, y = math.cos(5math.pi/4)-l},
{x =-l, y = 0},
{x = math.sin(7math.pi/4)l, y = math.cos(7math.pi/4)-l},
}
wfloor = msg:ReadChar(); – Grab what floor we stopped at.
translatepoly(); – Translate our virgin poly to the new floor
waiting = CurTime() + 10; – Tell the draw function we’re waiting
end);

– This function checks if x,y is in the box defined by x2,y2 and x3, y3. ]]–
local function isin(x,y,x2,y2,x3,y3)
return x < math.max(x2,x3) and x > math.min(x2,x3) and
y < math.max(y2,y3) and y > math.min(y2,y3);
end

– This is the main draw function ]]–
local curtime,w,h,pos,x,y,todraw,amt,time,curfloor; – These variables are used extensively by draw and don’t need to be declared as local every frame.
function ENT:Draw()
curfloor = self:GetDTInt(0); – This is the floor we are at, even if we’re not waiting.
pos = self:WorldToLocal(LocalPlayer():GetEyeTrace().HitPos) – This is where the player is looking at in terms of real space
x,y = pos.x * 4, pos.y * -4 – This is where the player is looking at in terms of draw space
curtime = CurTime(); – Store the current time so we don’t keep calling the function
– Start 3D2Din at 25% of normal size ]]–
cam.Start3D2D(self.Entity:GetPos(), self.Entity:GetAngles() ,0.25)
surface.SetFont"DefaultFixed" – We’ll be using this font throught, for it’s LED style.
surface.SetTexture(); – Ensure that no one’s sneakily thrown a texture at us this frame that would mess up the pi.
surface.SetDrawColor(200,200,200,255) – Choose a light gray (HEY GARRY MAKE THIS USE FUCKING COLOUR OBJECTS MAN)
surface.DrawRect(-50,-25,105,50); – Draw the main background
for k,v in ipairs(posse) do – Loop through each of the buttons
surface.SetTextColor(0,0,0,255); – Unless a modifier happens, text will be black.
surface.SetDrawColor(255,255,255,255); – Set the draw to white
surface.DrawRect(v[1],v[2],20,20); – Draw the base background for the button
– If we’re waiting at this button’s floor. ]]–
if (wfloor == k) then
if (waiting < curtime) then – If we’ve been waiting too long then
else – Otherwise, let’s get on with the pi.
surface.SetDrawColor(92,189,70,255); – Set the background for the circle to a fairly plesant green
surface.DrawPoly(poly); – Draw the base circle
time = 1-(waiting - curtime)/timr – The time spent waiting so far, with 0 being no time and 1 being the entire length of the timer
surface.SetDrawColor(125,125,255,125); – Set the draw colour to a nice semi-transparent blue.
surface.DrawPoly(cover); – Draw the cover.
surface.SetTextColor(255,0,0,255); – Waiting floors have red text. TODO: Maybe different colour?
surface.SetDrawColor(200,200,200,255); – Set the draw colour to the background one
– Draw four bars around the button so the circle’s other corners aren’t visible. ]]–
surface.DrawRect(v[1],v[2]-5,20,5);
surface.DrawRect(v[1],v[2]+20,20,5);
surface.DrawRect(v[1]-5,v[2],5,20);
surface.DrawRect(v[1]+20,v[2],5,20);
end
– If this floor is selected, or if we’re at this floor but aren’t moving after the waiting period. ]]–
elseif (self:GetDTBool(k-1) or curfloor == k) then
surface.SetDrawColor(92,189,70,255); – Set the draw colour to the same green as the circle
surface.DrawRect(v[1],v[2],20,20); – Draw a new background for the button
surface.SetTextColor(255,0,0,255); – Set the text (Again) to red
if (curfloor == k) then – If we are waiting at this floor
surface.SetDrawColor(125,125,255,125); – Set the darw colour to the blue we used above
surface.DrawRect(v[1],v[2],20,20); – Make the current floor a nice greeny-blue.
end
– If the player is looking at one of our buttons (the filthy swine) ]]–
elseif (isin(x,y,v[1],v[2],v[1]+20,v[2]+20)) then
surface.SetDrawColor(125,125,255,125); – Set the draw colour to the infamous blue of above
surface.DrawRect(v[1],v[2],20,20); – Highlight the button so they know they’re looking at it
end
surface.SetDrawColor(100,100,100,255); – Pick a dark gray
surface.DrawOutlinedRect(v[1],v[2],20,20); – Draw an outline for the button
w,h = surface.GetTextSize(k); – Grab the size of the floor number so we can centre it
surface.SetTextPos(v[1]+10-w/2,v[2]+10-h/2); – Offset the text pos so it draws in the centre
surface.DrawText(k); – Draw the floor number
end
– Meanwhile, outside of the world of buttonage ]]–
surface.SetDrawColor(0,0,0,255); – Set the draw color to black
surface.DrawRect(-45,5,95,15); – Draw a faux LED screen
surface.SetDrawColor(100,100,100,255); – Set the draw colour to dark gray
surface.DrawOutlinedRect(-45,5,95,15); – Make it somewhat more realistic with an outline
curfloor = names[curfloor] – Grab the name of the floor we’re at
if (curfloor) then – Make sure this floor has a name
surface.SetTextColor(255,0,0,255); – Red LED font
w,h = surface.GetTextSize(curfloor);-- Get the width’n’height so we can offset the text
surface.SetTextPos(0-w/2,12-h/2); – Centre the text
surface.DrawText(curfloor); – Draw the name of the floor
end
cam.End3D2D() – And relax.
end[/lua]
(Note: Code has been modified to suit the syntax highlighter)

Original Problem:

``````
I REALISE THIS CODE IS UGLY AND PROBABLY IS A VERY BAD WAY TO DO WHAT I AM DOING

``````

However, since I don’t know how to do what I’m doing, I am improvising with what I do know, and it is getting late, so forgive me.
I am trying to draw a swirly box counter, like a pie graph, but square. To achieve this, I am drawing an octagon, drawing white polys over it in a circular motion and cropping the excess corners with white squares. This method works, however I am getting thin gaps between the polys. These are barely noticeable from a normal view, but when zoomed in they are obvious.
Does anyone know either how to get rid of these, or a better way of doing what I’m trying to do?
Thanks

[lua]include(‘shared.lua’)
local timr = ENT.Timeout; – Grab the length of the timer
local waiting = CurTime() – Initialize our waiting thingie
local wfloor = 0; – Default to not being on a floor to reduce code run between floors
local names = ENT.names; – Grab the names of the floors
local l = 10math.sqrt(2); – Calculate the diagonal radius of the squares.
/

Our ‘circle’ is an octogon whose diagonal radius is the same as the square it will be drawn in.
Since this means there will be no edges, it will look the same as a circle. :>
/
local poly = { – Set up our main ‘circle’
{x = 0, y = -l }, – Top of circle
{x = math.sin( math.pi/4)l, y = math.cos( math.pi/4)-l}, – 1/8ths clockwise
{x = l, y = 0 }, – right corner of circle
{x = math.sin(3
math.pi/4)l, y = math.cos(3math.pi/4)-l}, – 3/8ths clockwise
{x = 0, y = l }, – bottom of circle
{x = math.sin(5
math.pi/4)l, y = math.cos(5math.pi/4)-l}, – 5/8ths clockwise
{x =-l, y = 0 }, – left corner of circle
{x = math.sin(7
math.pi/4)l, y = math.cos(7math.pi/4)*-l}, – 7/8ths clockwise
}
local cntr = {x = 0, y = 0}; – Centre of the circle
local slices = {}; – The slices of the circle that we draw to cover up the main poly

– This function creates the slices based on where the poly has been transformed to. ]]–
local function makeslices()
– Unfortunately this must be done by hand because drawpoly needs coords in a certain order.
slices[1] = { cntr, poly[1], {x = poly[1].x, y = poly[1].y} }; – top to 1/8th
slices[2] = { cntr, poly[2], {x = poly[2].x, y = poly[2].y} }; – 1/8th to right
slices[3] = { cntr, {x = poly[3].x, y = poly[3].y}, poly[3] }; – right to 3/8ths
slices[4] = { cntr, {x = poly[4].x, y = poly[4].y}, poly[4] }; – 3/8ths to bottom
slices[5] = { {x = poly[5].x, y = poly[5].y}, cntr, poly[5] }; – bottom to 5/8ths
slices[6] = { {x = poly[6].x, y = poly[6].y}, cntr, poly[6] }; – 5/8ths to left
slices[7] = { poly[7], {x = poly[7].x, y = poly[7].y}, cntr }; – left to 7/8ths
slices[8] = { poly[8], {x = poly[8].x, y = poly[8].y}, cntr }; – 7/8ths to top
end
local posse = ENT.floorpose; – store the top-left positions of each box in a local var for faster access

– This function translates the poly (which is based around 0,0) to act around the centre of the box. ]]–
local function translatepoly()
if (not posse[wfloor]) then return end – If we’re not on a valid floor don’t bother
local x,y = posse[wfloor][1]+10,posse[wfloor][2]+10; – boxes are 20 wide and in the negative area, so add 10 to get the centre.
for _,v in ipairs(poly) do – Loop through each of the posses of the poly
v.x, v.y = v.x + x, v.y + y; – Transform their x,y incicies to act related to the centre.
end
cntr.x, cntr.y = x, y – Mod the centre var so it’s the right one
makeslices(); – Create our slices for this new poly.
end

– This hook be called when the lift hits a floor and starts waiting. ]]–
usermessage.Hook(“LiftWaiting”,function(msg)
poly = { – Reset the poly to 0,0 centre. TODO: Somehow do this differently?
{x = 0, y =-l},
{x = math.sin( math.pi/4)l, y = math.cos( math.pi/4)-l},
{x = l, y = 0},
{x = math.sin(3math.pi/4)l, y = math.cos(3math.pi/4)-l},
{x = 0, y = l},
{x = math.sin(5math.pi/4)l, y = math.cos(5math.pi/4)-l},
{x =-l, y = 0},
{x = math.sin(7math.pi/4)l, y = math.cos(7math.pi/4)-l},
}
wfloor = msg:ReadChar(); – Grab what floor we stopped at.
translatepoly(); – Translate our virgin poly to the new floor
waiting = CurTime() + 10; – Tell the draw function we’re waiting
end);

– This function checks if x,y is in the box defined by x2,y2 and x3, y3. ]]–
local function isin(x,y,x2,y2,x3,y3)
return x < math.max(x2,x3) and x > math.min(x2,x3) and
y < math.max(y2,y3) and y > math.min(y2,y3);
end

– This is the main draw function ]]–
local curtime,w,h,pos,x,y,todraw,amt,time,curfloor; – These variables are used extensively by draw and don’t need to be declared as local every frame.
function ENT:Draw()
curfloor = self:GetDTInt(0); – This is the floor we are at, even if we’re not waiting.
pos = self:WorldToLocal(LocalPlayer():GetEyeTrace().HitPos) – This is where the player is looking at in terms of real space
x,y = pos.x * 4, pos.y * -4 – This is where the player is looking at in terms of draw space
curtime = CurTime(); – Store the current time so we don’t keep calling the function
– Start 3D2Din at 25% of normal size ]]–
cam.Start3D2D(self.Entity:GetPos(), self.Entity:GetAngles() ,0.25)
surface.SetFont"DefaultFixed" – We’ll be using this font throught, for it’s LED style.
surface.SetTexture(); – Ensure that no one’s sneakily thrown a texture at us this frame that would mess up the pi.
surface.SetDrawColor(200,200,200,255) – Choose a light gray (HEY GARRY MAKE THIS USE FUCKING COLOUR OBJECTS MAN)
surface.DrawRect(-50,-25,105,50); – Draw the main background
for k,v in ipairs(posse) do – Loop through each of the buttons
surface.SetTextColor(0,0,0,255); – Unless a modifier happens, text will be black.
surface.SetDrawColor(255,255,255,255); – Set the draw to white
surface.DrawRect(v[1],v[2],20,20); – Draw the base background for the button
– If we’re waiting at this button’s floor. ]]–
if (wfloor == k) then
if (waiting < curtime) then – If we’ve been waiting too long then
else – Otherwise, let’s get on with the pi.
surface.SetDrawColor(92,189,70,255); – Set the background for the circle to a fairly plesant green
surface.DrawPoly(poly); – Draw the base circle
time = 1-(waiting - curtime)/timr – The time spent waiting so far, with 0 being no time and 1 being the entire length of the timer
amt = math.pitime2 – Transform that into a number between 0 and 2pi
surface.SetDrawColor(125,125,255,125); – Set the draw colour to a nice semi-transparent blue.
/

Rather than doing individual documentation, I’ll do it all here.
You can calculate any position on a circle with centre 0 and radius 1 using
x = sin(amount) and y = cos(amount).
Using this knowledge I look through to see how much time has elapsed. (on a scale of 0-1).
if 1/8th of the time has elapsed, I need to modify and draw the first slice.
if 1/4th of the time has elapsed, I need to draw the first slice and draw and modify the second slice, and so on.
The vertex of which slice I need to modify is not part of any pattern that I can see, so I have to do it manually.
While I’m at it, I also note how many slices I need to draw.
/
if (time <= 0.125) then
slices[1][3].x,slices[1][3].y = cntr.x + math.sin(amt)l,cntr.y + math.cos(amt)-l;
todraw = 1;
elseif (time <= 0.25) then
slices[2][3].x,slices[2][3].y = cntr.x + math.sin(amt)l,cntr.y + math.cos(amt)-l;
todraw = 2;
elseif (time <= 0.375) then
slices[3][2].x,slices[3][2].y = cntr.x + math.sin(amt)l,cntr.y + math.cos(amt)-l;
todraw = 3;
elseif (time <= 0.5) then
slices[4][2].x,slices[4][2].y = cntr.x + math.sin(amt)l,cntr.y + math.cos(amt)-l;
todraw = 4;
elseif (time <= 0.625) then
slices[5][1].x,slices[5][1].y = cntr.x + math.sin(amt)l,cntr.y + math.cos(amt)-l;
todraw = 5;
elseif (time < 0.75) then
slices[6][1].x,slices[6][1].y = cntr.x + math.sin(amt)l,cntr.y + math.cos(amt)-l;
todraw = 6;
elseif (time < 0.875) then
slices[7][2].x,slices[7][2].y = cntr.x + math.sin(amt)l,cntr.y + math.cos(amt)-l;
todraw = 7;
else
slices[8][2].x,slices[8][2].y = cntr.x + math.sin(amt)l,cntr.y + math.cos(amt)-l;
todraw = 8;
end
for i = 1,d do – Loop from 1 to the number of slices to draw
surface.DrawPoly(slices
); – Draw each slice.
end
surface.SetTextColor(255,0,0,255); – Waiting floors have red text. TODO: Maybe different colour?
surface.SetDrawColor(200,200,200,255); – Set the draw colour to the background one
– Draw four bars around the button so the circle’s other corners aren’t visible. ]]–
surface.DrawRect(v[1],v[2]-5,20,5);
surface.DrawRect(v[1],v[2]+20,20,5);
surface.DrawRect(v[1]-5,v[2],5,20);
surface.DrawRect(v[1]+20,v[2],5,20);
end
– If this floor is selected, or if we’re at this floor but aren’t moving after the waiting period. ]]–
elseif (self:GetDTBool(k-1) or curfloor == k) then
surface.SetDrawColor(92,189,70,255); – Set the draw colour to the same green as the circle
surface.DrawRect(v[1],v[2],20,20); – Draw a new background for the button
surface.SetTextColor(255,0,0,255); – Set the text (Again) to red
if (curfloor == k) then – If we are waiting at this floor
surface.SetDrawColor(125,125,255,125); – Set the darw colour to the blue we used above
surface.DrawRect(v[1],v[2],20,20); – Make the current floor a nice greeny-blue.
end
– If the player is looking at one of our buttons (the filthy swine) ]]–
elseif (isin(x,y,v[1],v[2],v[1]+20,v[2]+20)) then
surface.SetDrawColor(125,125,255,125); – Set the draw colour to the infamous blue of above
surface.DrawRect(v[1],v[2],20,20); – Highlight the button so they know they’re looking at it
end
surface.SetDrawColor(100,100,100,255); – Pick a dark gray
surface.DrawOutlinedRect(v[1],v[2],20,20); – Draw an outline for the button
w,h = surface.GetTextSize(k); – Grab the size of the floor number so we can centre it
surface.SetTextPos(v[1]+10-w/2,v[2]+10-h/2); – Offset the text pos so it draws in the centre
surface.DrawText(k); – Draw the floor number
end
– Meanwhile, outside of the world of buttonage ]]–
surface.SetDrawColor(0,0,0,255); – Set the draw color to black
surface.DrawRect(-45,5,95,15); – Draw a faux LED screen
surface.SetDrawColor(100,100,100,255); – Set the draw colour to dark gray
surface.DrawOutlinedRect(-45,5,95,15); – Make it somewhat more realistic with an outline
curfloor = names[curfloor] – Grab the name of the floor we’re at
if (curfloor) then – Make sure this floor has a name
surface.SetTextColor(255,0,0,255); – Red LED font
w,h = surface.GetTextSize(curfloor);-- Get the width’n’height so we can offset the text
surface.SetTextPos(0-w/2,12-h/2); – Centre the text
surface.DrawText(curfloor); – Draw the name of the floor
end
cam.End3D2D() – And relax.
end[/lua]
EDIT:
Updated code. While the screenshot is out of date, the cracks are the same.

I still require help with this.

have you looked it up on gmod wiki? if not try going there it is very help sometimes. Also the cracks are so small that they could be mistaken for part of the graph, or as points of reference/goals so you may want to leave it that way.

Well I looked at this earlier, and thought I could decipher the code for you, but it’s just too unruly for me to read, I was going to suggest making the individual slices slightly larger, as to make up for the gaps, but I wanted to help out with some actual code, rather than suggest a conceptual snippet or so.

Best of luck Lexic.

Look up what? “My pie graph won’t draw straight”? Also, they are documenting a 10 second timer, so no reference points are really needed.

I’m not sure I can make the slices any bigger, because of the way I’m doing it.
However, I will document what I’m doing, as I tend to use stupid/in-joke names when coding conceptual stuff.
(Example: the array at the start is called wark because it’s a poly array, and parrots go wark.)

[editline]11:00AM[/editline]

haha, reading through it in the cold light of 11am I realise I could have used a single poly and just change which part of it I enlarge each time.
I’ll document what I have done first though, since I can’t test the new thing from here.

[editline]11:44AM[/editline]

Updated OP with comment filled code, however the fucking syntax highlighter seems to have trashed it.

That’s because --]] is not supported, use ]]–.

[lua]local abc = 3

–[[
don’t they?
]]–

local needanymoreprove = false[/lua]

This is not the case.
[lua]include(‘shared.lua’)
local timr = ENT.Timeout; – Grab the length of the timer
local waiting = CurTime() – Initialize our waiting thingie
local wfloor = 0; – Default to not being on a floor to reduce code run between floors
local names = ENT.names; – Grab the names of the floors
local l = 10math.sqrt(2); – Calculate the diagonal radius of the squares.
/

Our ‘circle’ is an octogon whose diagonal radius is the same as the square it will be drawn in.
Since this means there will be no edges, it will look the same as a circle. :>
/
local poly = { – Set up our main ‘circle’
{x = 0, y = -l }, – Top of circle
{x = math.sin( math.pi/4)l, y = math.cos( math.pi/4)-l}, – 1/8ths clockwise
{x = l, y = 0 }, – right corner of circle
{x = math.sin(3
math.pi/4)l, y = math.cos(3math.pi/4)-l}, – 3/8ths clockwise
{x = 0, y = l }, – bottom of circle
{x = math.sin(5
math.pi/4)l, y = math.cos(5math.pi/4)-l}, – 5/8ths clockwise
{x =-l, y = 0 }, – left corner of circle
{x = math.sin(7
math.pi/4)l, y = math.cos(7math.pi/4)-l}, – 7/8ths clockwise
}
local cntr = {x = 0, y = 0}; – Centre of the circle
– This function creates and returns a cover poly]]–
local bla = {x = 0, y = 0};
local function createcover(num)
if (num == 1) then
return {cntr, poly[1], bla};
elseif (num == 2) then
return {cntr, poly[1], poly[2], bla};
elseif (num == 3) then
return {cntr, poly[1], poly[2], poly[3], bla};
elseif (num == 4) then
return {cntr, poly[1], poly[2], poly[3], poly[4], bla};
elseif (num == 5) then
return {cntr, poly[1], poly[2], poly[3], poly[4], poly[5], bla};
elseif (num == 6) then
return {cntr, poly[1], poly[2], poly[3], poly[4], poly[5], poly[6], bla};
elseif (num == 7) then
return {cntr, poly[1], poly[2], poly[3], poly[4], poly[5], poly[6], poly[7], bla};
else
return {cntr, poly[1], poly[2], poly[3], poly[4], poly[5], poly[6], poly[7], poly[8], bla};
end
end
local cover = {}; – The poly to cover up the circle
local lnum;
local num,amt = math.ceil(time
8),2math.pitime;
if (num ~= lnum) then
cover = createcover(num);
lnum = num;
end
local tg = cover[num + 2];
tg.x, tg.y = cntr.x + math.sin(amt) * l, cntr.y + math.cos(amt) * -l;
end
local posse = ENT.floorpose; – store the top-left positions of each box in a local var for faster access

– This function translates the poly (which is based around 0,0) to act around the centre of the box. ]]–
local function translatepoly()
if (not posse[wfloor]) then return end – If we’re not on a valid floor don’t bother
local x,y = posse[wfloor][1]+10,posse[wfloor][2]+10; – boxes are 20 wide and in the negative area, so add 10 to get the centre.
for _,v in ipairs(poly) do – Loop through each of the posses of the poly
v.x, v.y = v.x + x, v.y + y; – Transform their x,y incicies to act related to the centre.
end
cntr.x, cntr.y = x, y – Mod the centre var so it’s the right one
end

– This hook be called when the lift hits a floor and starts waiting. ]]–
usermessage.Hook(“LiftWaiting”,function(msg)
poly = { – Reset the poly to 0,0 centre. TODO: Somehow do this differently?
{x = 0, y =-l},
{x = math.sin( math.pi/4)l, y = math.cos( math.pi/4)-l},
{x = l, y = 0},
{x = math.sin(3math.pi/4)l, y = math.cos(3math.pi/4)-l},
{x = 0, y = l},
{x = math.sin(5math.pi/4)l, y = math.cos(5math.pi/4)-l},
{x =-l, y = 0},
{x = math.sin(7math.pi/4)l, y = math.cos(7math.pi/4)-l},
}
wfloor = msg:ReadChar(); – Grab what floor we stopped at.
translatepoly(); – Translate our virgin poly to the new floor
waiting = CurTime() + 10; – Tell the draw function we’re waiting
end);

– This function checks if x,y is in the box defined by x2,y2 and x3, y3. ]]–
local function isin(x,y,x2,y2,x3,y3)
return x < math.max(x2,x3) and x > math.min(x2,x3) and
y < math.max(y2,y3) and y > math.min(y2,y3);
end

– This is the main draw function ]]–
local curtime,w,h,pos,x,y,todraw,amt,time,curfloor; – These variables are used extensively by draw and don’t need to be declared as local every frame.
function ENT:Draw()
curfloor = self:GetDTInt(0); – This is the floor we are at, even if we’re not waiting.
pos = self:WorldToLocal(LocalPlayer():GetEyeTrace().HitPos) – This is where the player is looking at in terms of real space
x,y = pos.x * 4, pos.y * -4 – This is where the player is looking at in terms of draw space
curtime = CurTime(); – Store the current time so we don’t keep calling the function
– Start 3D2Din at 25% of normal size ]]–
cam.Start3D2D(self.Entity:GetPos(), self.Entity:GetAngles() ,0.25)
surface.SetFont"DefaultFixed" – We’ll be using this font throught, for it’s LED style.
surface.SetTexture(); – Ensure that no one’s sneakily thrown a texture at us this frame that would mess up the pi.
surface.SetDrawColor(200,200,200,255) – Choose a light gray (HEY GARRY MAKE THIS USE FUCKING COLOUR OBJECTS MAN)
surface.DrawRect(-50,-25,105,50); – Draw the main background
for k,v in ipairs(posse) do – Loop through each of the buttons
surface.SetTextColor(0,0,0,255); – Unless a modifier happens, text will be black.
surface.SetDrawColor(255,255,255,255); – Set the draw to white
surface.DrawRect(v[1],v[2],20,20); – Draw the base background for the button
– If we’re waiting at this button’s floor. ]]–
if (wfloor == k) then
if (waiting < curtime) then – If we’ve been waiting too long then
else – Otherwise, let’s get on with the pi.
surface.SetDrawColor(92,189,70,255); – Set the background for the circle to a fairly plesant green
surface.DrawPoly(poly); – Draw the base circle
time = 1-(waiting - curtime)/timr – The time spent waiting so far, with 0 being no time and 1 being the entire length of the timer
surface.SetDrawColor(125,125,255,125); – Set the draw colour to a nice semi-transparent blue.
surface.DrawPoly(cover); – Draw the cover.
surface.SetTextColor(255,0,0,255); – Waiting floors have red text. TODO: Maybe different colour?
surface.SetDrawColor(200,200,200,255); – Set the draw colour to the background one
– Draw four bars around the button so the circle’s other corners aren’t visible. ]]–
surface.DrawRect(v[1],v[2]-5,20,5);
surface.DrawRect(v[1],v[2]+20,20,5);
surface.DrawRect(v[1]-5,v[2],5,20);
surface.DrawRect(v[1]+20,v[2],5,20);
end
– If this floor is selected, or if we’re at this floor but aren’t moving after the waiting period. ]]–
elseif (self:GetDTBool(k-1) or curfloor == k) then
surface.SetDrawColor(92,189,70,255); – Set the draw colour to the same green as the circle
surface.DrawRect(v[1],v[2],20,20); – Draw a new background for the button
surface.SetTextColor(255,0,0,255); – Set the text (Again) to red
if (curfloor == k) then – If we are waiting at this floor
surface.SetDrawColor(125,125,255,125); – Set the darw colour to the blue we used above
surface.DrawRect(v[1],v[2],20,20); – Make the current floor a nice greeny-blue.
end
– If the player is looking at one of our buttons (the filthy swine) ]]–
elseif (isin(x,y,v[1],v[2],v[1]+20,v[2]+20)) then
surface.SetDrawColor(125,125,255,125); – Set the draw colour to the infamous blue of above
surface.DrawRect(v[1],v[2],20,20); – Highlight the button so they know they’re looking at it
end
surface.SetDrawColor(100,100,100,255); – Pick a dark gray
surface.DrawOutlinedRect(v[1],v[2],20,20); – Draw an outline for the button
w,h = surface.GetTextSize(k); – Grab the size of the floor number so we can centre it
surface.SetTextPos(v[1]+10-w/2,v[2]+10-h/2); – Offset the text pos so it draws in the centre
surface.DrawText(k); – Draw the floor number
end
– Meanwhile, outside of the world of buttonage ]]–
surface.SetDrawColor(0,0,0,255); – Set the draw color to black
surface.DrawRect(-45,5,95,15); – Draw a faux LED screen
surface.SetDrawColor(100,100,100,255); – Set the draw colour to dark gray
surface.DrawOutlinedRect(-45,5,95,15); – Make it somewhat more realistic with an outline
curfloor = names[curfloor] – Grab the name of the floor we’re at
if (curfloor) then – Make sure this floor has a name
surface.SetTextColor(255,0,0,255); – Red LED font
w,h = surface.GetTextSize(curfloor);-- Get the width’n’height so we can offset the text
surface.SetTextPos(0-w/2,12-h/2); – Centre the text
surface.DrawText(curfloor); – Draw the name of the floor
end
cam.End3D2D() – And relax.
end
[/lua]

Not really.

[lua]local abc = 3

–[[
don’t they?
]]–

local iwasright = true[/lua]

I take dumbs as agrees.

jj

Wrong. --]] works fine.

You only need ]] to close the multi-line comment. As it’s already a comment, – does absolutely nothing before ]].

He was talking about the syntax highlighter.

You must be really dense, Lexic is right. I was obviously talking about the Facepunch syntax highlighter.

I must be really dense, because I didn’t see you mention that at all.
:downs:

His reply was in context to the previous post where the very last line mentioned the syntax highlighter breaking.