修复了一些bug

This commit is contained in:
NianGao Dev
2026-09-19 14:21:08 +08:00
parent db81873409
commit 6c23eb4c62
73 changed files with 7354 additions and 2205 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -1,8 +1,6 @@
//go:build gl
// 实体可视映射:实体类型 → 贴图键/身高/动物模型(渲染.md §5.3)。
// 动物用方块组合模型(身体+头+四腿)近似原版外观;僵尸/村民用交叉广告牌;
// 掉落物用物品图标小广告牌。
package main
import (
@@ -11,8 +9,45 @@ import (
"mc/internal/render"
)
// entitySkinKeys 实体皮肤候选(temperate 优先,回退短名)。
var entitySkinKeys = []string{
"entity/player/wide/steve",
"entity/steve",
"entity/zombie/zombie",
"entity/villager/villager",
"entity/cow/cow_temperate",
"entity/cow/cow",
"entity/pig/pig_temperate",
"entity/pig/pig",
"entity/sheep/sheep_temperate",
"entity/sheep/sheep",
"entity/sheep/sheep_fur",
"entity/sheep/sheep_wool",
"entity/chicken/chicken_temperate",
"entity/chicken/chicken",
}
// requiredEntitySkinGroups 必选皮肤候选组:组内任一键命中即可;全缺才品红占位。
var requiredEntitySkinGroups = [][]string{
{"entity/zombie/zombie"},
{"entity/villager/villager"},
{"entity/cow/cow_temperate", "entity/cow/cow"},
{"entity/pig/pig_temperate", "entity/pig/pig"},
{"entity/sheep/sheep_temperate", "entity/sheep/sheep"},
{"entity/chicken/chicken_temperate", "entity/chicken/chicken"},
}
func firstUV(r *render.Renderer, keys ...string) ([4]float32, bool) {
for _, k := range keys {
if uv, ok := r.EntityUV(k); ok {
return uv, true
}
}
return [4]float32{}, false
}
// entityVisual 返回实体的贴图键与身高(米)。
// 动物额外返回外观变体(0 牛 / 1 猪 / 2 羊 / 3 鸡),供方块模型选择。
// 动物额外返回外观变体(0 牛 / 1 猪 / 2 羊 / 3 鸡)。
func entityVisual(e *entity.Entity, items *item.Registry) (key string, height float32, variant int) {
switch e.Kind {
case entity.KindZombie:
@@ -20,7 +55,7 @@ func entityVisual(e *entity.Entity, items *item.Registry) (key string, height fl
case entity.KindVillager:
return "entity/villager/villager", 1.95, -1
case entity.KindAnimal:
switch e.ID % 4 {
switch entity.AnimalSpecies(e) {
case 0:
return "entity/cow/cow_temperate", 1.4, 0
case 1:
@@ -45,82 +80,15 @@ func entityVisual(e *entity.Entity, items *item.Registry) (key string, height fl
}
}
// rect 构造图集 tile 内归一化子矩形。
func rect(u0, v0, u1, v1 float32) [4]float32 { return [4]float32{u0, v0, u1, v1} }
// boxPart 构造模型部件:六面统一用 side 矩形,前/后取中间条带,顶取上条带,底取下条带。
func boxPart(cx, cy, cz, w, h, d float32, side [4]float32) render.AnimalPart {
u0, v0, u1, v1 := side[0], side[1], side[2], side[3]
uw, vh := u1-u0, v1-v0
front := rect(u0+uw*0.35, v0, u0+uw*0.65, v1) // 前/后面:中间三分之一
top := rect(u0, v0, u1, v0+vh*0.3)
bottom := rect(u0, v1-vh*0.3, u1, v1)
var uv [6][4]float32
// 顺序同 cubeFaces:顶/底/东/西/南(前)/北(后)
uv[0], uv[1] = top, bottom
uv[2], uv[3] = side, side
uv[4], uv[5] = front, front
return render.AnimalPart{CX: cx, CY: cy, CZ: cz, W: w, H: h, D: d, UV: uv}
}
// animalModel 返回动物方块模型(variant:0 牛 / 1 猪 / 2 羊 / 3 鸡)。
// 贴图子矩形按原版皮肤布局:头部在纹理左侧、身体在右侧、腿在下部。
// 图集 tile 内纹理被等比拉伸成 64×64(64×32 原图纵向拉长一倍,矩形已按拉伸后比例折算)。
func animalModel(variant int) render.AnimalModel {
func animalSkinKeys(variant int) []string {
switch variant {
case 0: // 牛:纹理 64×64,内容在上半(v 0–0.5)
head := rect(0.02, 0.02, 0.48, 0.48)
body := rect(0.52, 0.02, 0.98, 0.48)
legs := rect(0.55, 0.30, 0.98, 0.50)
var m render.AnimalModel
m.Parts = append(m.Parts,
boxPart(0, 0.72, 0, 0.92, 0.62, 1.28, body),
boxPart(0, 1.26, 0.60, 0.56, 0.50, 0.56, head),
boxPart(-0.34, 0.24, 0.50, 0.22, 0.48, 0.22, legs),
boxPart(0.34, 0.24, 0.50, 0.22, 0.48, 0.22, legs),
boxPart(-0.34, 0.24, -0.50, 0.22, 0.48, 0.22, legs),
boxPart(0.34, 0.24, -0.50, 0.22, 0.48, 0.22, legs),
)
return m
case 1: // 猪:纹理 64×64,内容在上半
head := rect(0.14, 0.03, 0.48, 0.45)
body := rect(0.52, 0.03, 0.98, 0.45)
legs := rect(0.60, 0.30, 0.98, 0.50)
var m render.AnimalModel
m.Parts = append(m.Parts,
boxPart(0, 0.50, 0, 0.76, 0.44, 1.02, body),
boxPart(0, 0.86, 0.50, 0.50, 0.42, 0.50, head),
boxPart(-0.28, 0.15, 0.42, 0.18, 0.30, 0.18, legs),
boxPart(0.28, 0.15, 0.42, 0.18, 0.30, 0.18, legs),
boxPart(-0.28, 0.15, -0.42, 0.18, 0.30, 0.18, legs),
boxPart(0.28, 0.15, -0.42, 0.18, 0.30, 0.18, legs),
)
return m
case 2: // 羊:纹理 64×32(tile 内 v 拉长一倍)
head := rect(0.02, 0.02, 0.26, 0.40)
body := rect(0.50, 0.15, 1.00, 0.72)
legs := rect(0.62, 0.50, 0.95, 0.85)
var m render.AnimalModel
m.Parts = append(m.Parts,
boxPart(0, 0.72, 0, 0.92, 0.60, 1.26, body),
boxPart(0, 1.20, 0.60, 0.50, 0.46, 0.50, head),
boxPart(-0.33, 0.21, 0.50, 0.20, 0.42, 0.20, legs),
boxPart(0.33, 0.21, 0.50, 0.20, 0.42, 0.20, legs),
boxPart(-0.33, 0.21, -0.50, 0.20, 0.42, 0.20, legs),
boxPart(0.33, 0.21, -0.50, 0.20, 0.42, 0.20, legs),
)
return m
default: // 鸡:纹理 64×32
head := rect(0.02, 0.05, 0.28, 0.55)
body := rect(0.28, 0.10, 0.70, 0.75)
legs := rect(0.30, 0.55, 0.60, 0.80)
var m render.AnimalModel
m.Parts = append(m.Parts,
boxPart(0, 0.36, 0, 0.44, 0.40, 0.52, body),
boxPart(0, 0.66, 0.24, 0.32, 0.30, 0.32, head),
boxPart(-0.14, 0.10, 0.18, 0.09, 0.20, 0.09, legs),
boxPart(0.14, 0.10, 0.18, 0.09, 0.20, 0.09, legs),
)
return m
case 0:
return []string{"entity/cow/cow_temperate", "entity/cow/cow"}
case 1:
return []string{"entity/pig/pig_temperate", "entity/pig/pig"}
case 2:
return []string{"entity/sheep/sheep_temperate", "entity/sheep/sheep"}
default:
return []string{"entity/chicken/chicken_temperate", "entity/chicken/chicken"}
}
}

View File

@@ -31,6 +31,7 @@ type inputState struct {
breakDown bool
breakHeld bool
placeDown bool
placeHeld bool
selectSlot int // -1 无
toggleInv bool // E 打开/关闭物品栏
dropItem bool // Q 丢弃选中槽 1 个物品
@@ -39,7 +40,13 @@ type inputState struct {
cursorX, cursorY float64
clickX, clickY float32
clicked bool
clickedRight bool
escPressed bool
toggleFS bool // F11 / Alt+Enter(渲染线程消费,渲染.md §5.4)
textMode bool
chars []rune
backspace bool
}
// newInputState 创建输入状态并注册回调。
@@ -49,6 +56,7 @@ func newInputState(win *glfw.Window) *inputState {
win.SetMouseButtonCallback(in.mouseButtonCallback)
win.SetCursorPosCallback(in.cursorCallback)
win.SetScrollCallback(in.scrollCallback)
win.SetCharCallback(in.charCallback)
return in
}
@@ -63,7 +71,7 @@ func (in *inputState) SetSensitivity(s float64) {
func (in *inputState) Sensitivity() float64 { return in.sens }
// keyCallback 键盘回调(动作映射:WASD/空格/Shift/Ctrl/Esc)。
func (in *inputState) keyCallback(_ *glfw.Window, key glfw.Key, _ int, action glfw.Action, _ glfw.ModifierKey) {
func (in *inputState) keyCallback(_ *glfw.Window, key glfw.Key, _ int, action glfw.Action, mods glfw.ModifierKey) {
down := action != glfw.Release
switch key {
case glfw.KeyW:
@@ -84,6 +92,10 @@ func (in *inputState) keyCallback(_ *glfw.Window, key glfw.Key, _ int, action gl
if action == glfw.Press {
in.escPressed = true // 暂停/继续由屏幕状态机处理
}
case glfw.KeyBackspace:
if action != glfw.Release && in.textMode {
in.backspace = true
}
case glfw.Key1, glfw.Key2, glfw.Key3, glfw.Key4, glfw.Key5, glfw.Key6, glfw.Key7, glfw.Key8, glfw.Key9:
if action == glfw.Press {
in.selectSlot = int(key) - int(glfw.Key1)
@@ -96,9 +108,24 @@ func (in *inputState) keyCallback(_ *glfw.Window, key glfw.Key, _ int, action gl
if action == glfw.Press {
in.dropItem = true // 丢弃物品(UI与输入.md §5)
}
case glfw.KeyF11:
if action == glfw.Press {
in.toggleFS = true
}
case glfw.KeyEnter, glfw.KeyKPEnter:
if action == glfw.Press && mods&glfw.ModAlt != 0 {
in.toggleFS = true
}
}
}
func (in *inputState) charCallback(_ *glfw.Window, char rune) {
if !in.textMode {
return
}
in.chars = append(in.chars, char)
}
// mouseButtonCallback 鼠标按键:左键破坏(按住累积)、右键放置(UI与输入.md §6 长按)。
func (in *inputState) mouseButtonCallback(_ *glfw.Window, button glfw.MouseButton, action glfw.Action, _ glfw.ModifierKey) {
switch button {
@@ -113,7 +140,11 @@ func (in *inputState) mouseButtonCallback(_ *glfw.Window, button glfw.MouseButto
case glfw.MouseButtonRight:
if action == glfw.Press {
in.placeDown = true
in.clickedRight = true
in.clickX = float32(in.cursorX)
in.clickY = float32(in.cursorY)
}
in.placeHeld = action != glfw.Release
}
}
@@ -184,10 +215,15 @@ func (in *inputState) apply(s *game.Session) {
wish[1] -= r[2]
}
speed := 4.3
if in.sprint {
if p.InWater {
speed = 2.2
if in.sprint && in.forward {
speed = 5.4
}
} else if in.sprint {
speed *= 1.3
}
if in.sneak {
if in.sneak && !p.InWater {
speed *= 0.3
}
l := math.Sqrt(wish[0]*wish[0] + wish[1]*wish[1])
@@ -199,17 +235,25 @@ func (in *inputState) apply(s *game.Session) {
p.Vel[2] = 0
}
// 跳跃
if in.jump && p.OnGround {
p.Jump()
// 跳跃 / 游泳(物理与碰撞.md §4:水中空格上浮,不要求落地)
if in.jump {
if p.InWater {
p.SwimUp()
} else if p.OnGround {
p.Jump()
}
}
if in.sneak && p.InWater {
p.SwimDown()
}
p.SetPose(s.World, in.sneak && !p.InWater, in.sprint && in.forward && p.InWater)
// 热键栏切换
// 热键栏切换(UI与输入.md §6:上滚槽位−1,下滚+1,对齐原版 Java)
switch in.selectSlot {
case -2:
s.Inv.Selected = (s.Inv.Selected + 1) % 9
case -3:
s.Inv.Selected = (s.Inv.Selected + 8) % 9
case -3:
s.Inv.Selected = (s.Inv.Selected + 1) % 9
default:
if in.selectSlot >= 0 && in.selectSlot < 9 {
s.Inv.Selected = in.selectSlot
@@ -217,20 +261,28 @@ func (in *inputState) apply(s *game.Session) {
}
in.selectSlot = -1
// 左键:优先攻击实体(动物体系.md §5),未命中再破坏方块(按住累积)
// 左键:按下边沿攻击一次;按住连续破坏(方块交互与动画.md §3)
if in.breakDown {
if !s.Attack() {
if _, ok := s.Cast(5); !ok {
s.SwingMiss()
}
s.BeginBreak()
}
in.breakDown = false
}
if !in.breakHeld && s.BreakProgress() != 0 {
} else if in.breakHeld {
if !s.Breaking() {
s.BeginBreak()
} else {
s.ContinueBreak()
}
} else if s.Breaking() || s.BreakProgress() != 0 {
s.EndBreak()
}
// 放置(右键;命中工作台则打开合成界面,工作台与合成表.md §5)
// 放置(右键;命中工作台/熔炉/箱子则打开界面)
if in.placeDown {
if !s.TryOpenCrafting() {
if !s.TryOpenCrafting() && !s.TryOpenFurnace() && !s.TryOpenChest() && !s.TryFlickLever() && !s.TryUseEntity() && !s.TryEat() {
s.PlaceSelected()
}
in.placeDown = false

View File

@@ -92,7 +92,7 @@ func buildScreens(r *ui.Renderer, am *assets.Manager, lang *assets.Lang) (*ui.Ti
// 按钮(原版 200×20、间距 24、居中,UI还原.md §2 布局)
mkBtn := func(key, fallback, action string, y float32) ui.Button {
tex, lw, lh := tr(key, fallback, 18, color.RGBA{255, 255, 255, 255})
return ui.Button{X: 1280/2 - 100, Y: y, W: 200, H: 20, Tex: tex, LabelW: lw, LabelH: lh, Action: action}
return ui.Button{X: (427 - 200) / 2, Y: y, W: 200, H: 20, Tex: tex, LabelW: lw, LabelH: lh, Action: action}
}
title := &ui.TitleScreen{
TitleTex: titleTex, TitleW: tw, TitleH: th,
@@ -109,10 +109,10 @@ func buildScreens(r *ui.Renderer, am *assets.Manager, lang *assets.Lang) (*ui.Ti
title.CopyrightTex, title.CopyrightW, title.CopyrightH = cTex, cw, ch
}
title.Buttons = []ui.Button{
mkBtn("menu.singleplayer", "单人游戏", "play", 390),
mkBtn("menu.multiplayer", "多人游戏", "multi", 414),
mkBtn("menu.options", "设置…", "options", 438),
mkBtn("menu.quit", "退出游戏", "quit", 462),
mkBtn("menu.singleplayer", "单人游戏", "select", 108),
mkBtn("menu.multiplayer", "多人游戏", "multi", 132),
mkBtn("menu.options", "设置…", "options", 156),
mkBtn("menu.quit", "退出游戏", "quit", 180),
}
pauseTitle, ptw, pth := tr("menu.game", "游戏菜单", 32, color.RGBA{255, 255, 255, 255})
@@ -121,13 +121,116 @@ func buildScreens(r *ui.Renderer, am *assets.Manager, lang *assets.Lang) (*ui.Ti
BtnTex: btnTex, BtnHover: btnHover,
}
pause.Buttons = []ui.Button{
mkBtn("gui.resume", "继续游戏", "resume", 300),
mkBtn("options.title", "设置…", "options", 324),
mkBtn("menu.quit", "保存并退出", "quit", 348),
mkBtn("gui.resume", "继续游戏", "resume", 72),
mkBtn("options.title", "设置…", "options", 94),
mkBtn("menu.save", "保存存档", "save", 116),
mkBtn("menu.saveAndQuit", "保存并退出", "saveQuit", 138),
mkBtn("menu.quitWorld", "退出游戏", "quitWorld", 160),
}
return title, pause
}
func buildDeathScreen(r *ui.Renderer, lang *assets.Lang, btnTex, btnHover uint32) *ui.DeathScreen {
text := func(s string, size float64, c color.RGBA) (uint32, float32, float32) {
cjk := loadCJK(size)
if cjk == nil || s == "" {
return 0, 0, 0
}
img := cjk.Draw(s, c)
return r.UploadImage(img), float32(img.Bounds().Dx()), float32(img.Bounds().Dy())
}
tr := func(key, fallback string, size float64, c color.RGBA) (uint32, float32, float32) {
s := fallback
if lang != nil && lang.Get(key) != key {
s = lang.Get(key)
}
return text(s, size, c)
}
mkBtn := func(key, fallback, action string, y float32) ui.Button {
tex, lw, lh := tr(key, fallback, 18, color.RGBA{255, 255, 255, 255})
return ui.Button{X: 113.5, Y: y, W: 200, H: 20, Tex: tex, LabelW: lw, LabelH: lh, Action: action}
}
title, tw, th := tr("deathScreen.title", "你死了!", 32, color.RGBA{255, 80, 80, 255})
d := &ui.DeathScreen{
PauseScreen: ui.PauseScreen{
TitleTex: title, TitleW: tw, TitleH: th,
BtnTex: btnTex, BtnHover: btnHover,
Buttons: []ui.Button{
mkBtn("deathScreen.respawn", "重生", "respawn", 100),
mkBtn("deathScreen.titleScreen", "返回标题", "title", 124),
},
},
}
return d
}
func buildSelectWorldScreen(r *ui.Renderer, lang *assets.Lang, btnTex, btnHover uint32) *ui.SelectWorldScreen {
text := func(s string, size float64, c color.RGBA) (uint32, float32, float32) {
cjk := loadCJK(size)
if cjk == nil || s == "" {
return 0, 0, 0
}
img := cjk.Draw(s, c)
return r.UploadImage(img), float32(img.Bounds().Dx()), float32(img.Bounds().Dy())
}
tr := func(key, fallback string, size float64, c color.RGBA) (uint32, float32, float32) {
s := fallback
if lang != nil && lang.Get(key) != key {
s = lang.Get(key)
}
return text(s, size, c)
}
white := color.RGBA{255, 255, 255, 255}
mk := func(key, fallback, action string, x, y float32) ui.Button {
tex, lw, lh := tr(key, fallback, 16, white)
return ui.Button{X: x, Y: y, W: 148, H: 20, Tex: tex, LabelW: lw, LabelH: lh, Action: action}
}
s := &ui.SelectWorldScreen{BtnTex: btnTex, BtnHover: btnHover, Selected: -1}
s.TitleTex, s.TitleW, s.TitleH = tr("selectWorld.title", "选择世界", 32, white)
s.EmptyTex, s.EmptyW, s.EmptyH = tr("selectWorld.empty", "还没有世界", 18, white)
s.ConfirmQTex, s.ConfirmQW, s.ConfirmQH = tr("selectWorld.deleteQuestion", "确定要删除这个世界吗?", 18, white)
s.ConfirmTex, s.ConfirmW, s.ConfirmH = tr("selectWorld.deleteWarning", "将永远消失!(很长一段时间!)", 16, color.RGBA{255, 85, 85, 255})
s.Buttons = []ui.Button{
mk("selectWorld.select", "进入选中的世界", "play", 63, 186),
mk("selectWorld.create", "创建新的世界", "create", 215, 186),
mk("selectWorld.delete", "删除", "delete", 63, 210),
mk("gui.cancel", "取消", "cancel", 215, 210),
}
return s
}
func buildCreateWorldScreen(r *ui.Renderer, lang *assets.Lang, btnTex, btnHover uint32) *ui.CreateWorldScreen {
text := func(s string, size float64, c color.RGBA) (uint32, float32, float32) {
cjk := loadCJK(size)
if cjk == nil || s == "" {
return 0, 0, 0
}
img := cjk.Draw(s, c)
return r.UploadImage(img), float32(img.Bounds().Dx()), float32(img.Bounds().Dy())
}
tr := func(key, fallback string, size float64, c color.RGBA) (uint32, float32, float32) {
s := fallback
if lang != nil && lang.Get(key) != key {
s = lang.Get(key)
}
return text(s, size, c)
}
white := color.RGBA{255, 255, 255, 255}
mk := func(key, fallback, action string, x, y float32) ui.Button {
tex, lw, lh := tr(key, fallback, 16, white)
return ui.Button{X: x, Y: y, W: 148, H: 20, Tex: tex, LabelW: lw, LabelH: lh, Action: action}
}
s := &ui.CreateWorldScreen{BtnTex: btnTex, BtnHover: btnHover}
s.TitleTex, s.TitleW, s.TitleH = tr("createWorld.title", "创建新的世界", 32, white)
s.NameLblTex, s.NameLblW, s.NameLblH = tr("createWorld.worldName", "世界名称", 16, white)
s.SeedLblTex, s.SeedLblW, s.SeedLblH = tr("createWorld.seed", "世界种子", 16, white)
s.Buttons = []ui.Button{
mk("createWorld.create", "创建新的世界", "create", 63, 186),
mk("gui.cancel", "取消", "cancel", 215, 186),
}
return s
}
// buildOptionsScreen 构建设置界面(灵敏度/音量滑条、种子显示、按键教程列表)。
func buildOptionsScreen(r *ui.Renderer, lang *assets.Lang, btnTex, btnHover uint32, seed int64) *ui.OptionsScreen {
text := func(s string, size float64, c color.RGBA) (uint32, float32, float32) {
@@ -155,8 +258,8 @@ func buildOptionsScreen(r *ui.Renderer, lang *assets.Lang, btnTex, btnHover uint
"按键教程:\n"+
"W/A/S/D 移动 空格 跳跃 Shift 潜行 Ctrl 冲刺\n"+
"鼠标左键 攻击/破坏 鼠标右键 放置/使用\n"+
"E 打开背包 Q 丢弃物品 1-9/滚轮 切换快捷栏\n"+
"Esc 暂停/返回",
"E 打开背包 Q 丢弃物品 1-9/滚轮 切换快捷栏(上滚左、下滚右)\n"+
"F11 / Alt+Enter 全屏 Esc 暂停/返回",
16, white)
s.DoneLabelTex, s.DoneLabelW, s.DoneLabelH = tr("options.done", "完成", 16, white)
return s