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hud and ui

Walidoux edited this page May 26, 2026 · 1 revision

HUD & UI

Action Bar

Context Content
WAITING game room Joueurs prêts (n/max) — max = maxTeams × playersPerTeam. Updates every 2 seconds (40 ticks). Red when n < max, green when n = max (all required slots filled and ready). Sent only to players in that room's world; never shown in the hub.
RUNNING game room (respawn protection) §aProtection: Xs countdown — sent each tick while protection is active

Scoreboard (FastBoard, updates every tick)

Lobby:

[Animated separator]

✪ Niveau: {color}{level}{icon}  {xp}/{max_xp}
{XP progress bar}

☆ Statistiques:
{kills} 🗡  {assists} ⚔  {deaths} ☠  (K/D)

[Animated separator]

Lobby (rank system v2):

[Animated separator]

{rankMiniMessageTag} §8[{progress}/{threshold}§8]
§8[{progressBar}§8]

☆ Statistiques:
{kills} 🗡  {assists} ⚔  {deaths} ☠  (K/D)

[Animated separator]

In-Game:

{timer or OVERTIME}

Lit: ✅ / ❌
Île: {island number}
{team list with bed status}

[Animated separator]

Leaderboard Holograms

4 hologram types placed in-world by admins via /leaderboard <kills|wins|level|winstreak>. Each displays the top 10 players with gold/silver/bronze medal styling. Updated at the end of each game via updateAllHolograms(). Removed with /leaderboard remove (targets the nearest hologram within 5 blocks).

Menus / GUIs

Menu Description
Team Selection 2-row inventory, colored wool per team, shows roster size
Shop (ShopGUI) Main hub: 4 item-type categories (Weapons, Armor, Potions, Blocks); category view: 3-row trade list
Room Listing All GameRooms in WAITING or RUNNING state; CREATING rooms hidden. Yellow=waiting+available, Red=waiting+full, Green=running. Clicking a WAITING room joins as team player; clicking a RUNNING room joins as Spectator; clicking a full room shows error. OP players see an extra lore line on each room item; right-clicking opens the Admin Force-Delete confirmation.
Admin Force-Delete OP-only; 3-row GUI opened by right-clicking any room in the listing. Slot 11: BARRIER ⚠ CONFIRMER LA SUPPRESSION (left-click confirms), slot 13: room info display, slot 15: LIME_CONCRETE ANNULER. On confirm: all players in the room's world receive a kick message, are teleported to the hub with hub inventory restored, game is stopped, world is unloaded and folder deleted asynchronously.
Host Config GUI 3-row inventory for the host to configure IslandType, MaxTeams, TeamSize, MapType, extraHearts, overtimeStart before creating the room
Host Panel In-WaitingRoom panel: force-start button + per-player kick list
Player Settings Scoreboard toggle, music toggle

Chat Messages (French-language server)

Scope: Chat is world-scoped (WorldChat listener). Each message is only delivered to players in the same Bukkit world as the sender — hub players never see game-room chat and vice versa. Console always receives all messages.

Format (PlayerActivity.onAsyncPlayerChat):

Context Format
Hub / lobby §7[{level}§7] [§9Lobby§7] §f{name} §f> {message}
In-game (global with @ prefix) §7[{level}§7] [{teamColor}{team}§7] §f{name} §f> {message}
In-game (no prefix) Team-only — only teammates receive the message

For unranked players, {level} shows §8Non classé. For ranked players, the {level} prefix uses the rank's MiniMessage image tag from the spritesheet instead of a numeric level.


Hub Lobby

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