feat(client): 客户端网络层、zh_cn 中文语言文件、NSIS 中文安装脚本、UI 渲染器与 HUD(gl 标签)
This commit is contained in:
114
assets/lang/zh_cn.json
Normal file
114
assets/lang/zh_cn.json
Normal file
@@ -0,0 +1,114 @@
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{
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"block.minecraft.stone": "石头",
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"block.minecraft.granite": "花岗岩",
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"block.minecraft.diorite": "闪长岩",
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"block.minecraft.andesite": "安山岩",
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"block.minecraft.grass_block": "草方块",
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"block.minecraft.dirt": "泥土",
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"block.minecraft.cobblestone": "圆石",
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"block.minecraft.oak_planks": "橡木木板",
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"block.minecraft.bedrock": "基岩",
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"block.minecraft.sand": "沙子",
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"block.minecraft.gravel": "沙砾",
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"block.minecraft.oak_log": "橡木原木",
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"block.minecraft.oak_leaves": "橡树树叶",
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"block.minecraft.glass": "玻璃",
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"block.minecraft.water": "水",
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"block.minecraft.lava": "岩浆",
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"block.minecraft.torch": "火把",
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"block.minecraft.crafting_table": "工作台",
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"block.minecraft.furnace": "熔炉",
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"block.minecraft.coal_ore": "煤矿石",
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"block.minecraft.iron_ore": "铁矿石",
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"block.minecraft.gold_ore": "金矿石",
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"block.minecraft.diamond_ore": "钻石矿石",
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"block.minecraft.redstone_ore": "红石矿石",
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"block.minecraft.iron_block": "铁块",
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"block.minecraft.gold_block": "金块",
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"block.minecraft.diamond_block": "钻石块",
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"block.minecraft.snow_block": "雪块",
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"block.minecraft.ice": "冰",
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"block.minecraft.obsidian": "黑曜石",
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"block.minecraft.white_wool": "白色羊毛",
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"item.minecraft.stick": "木棍",
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"item.minecraft.coal": "煤炭",
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"item.minecraft.diamond": "钻石",
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"item.minecraft.iron_ingot": "铁锭",
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"item.minecraft.gold_ingot": "金锭",
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"item.minecraft.redstone": "红石粉",
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"item.minecraft.oak_planks": "橡木木板",
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"item.minecraft.cobblestone": "圆石",
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"item.minecraft.crafting_table": "工作台",
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"item.minecraft.furnace": "熔炉",
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"item.minecraft.torch": "火把",
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"item.minecraft.wooden_pickaxe": "木镐",
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"item.minecraft.stone_pickaxe": "石镐",
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"item.minecraft.iron_pickaxe": "铁镐",
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"item.minecraft.diamond_pickaxe": "钻石镐",
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"item.minecraft.wooden_shovel": "木锹",
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"item.minecraft.stone_shovel": "石锹",
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"item.minecraft.iron_shovel": "铁锹",
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"item.minecraft.diamond_shovel": "钻石锹",
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"item.minecraft.wooden_axe": "木斧",
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"item.minecraft.stone_axe": "石斧",
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"item.minecraft.iron_axe": "铁斧",
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"item.minecraft.diamond_axe": "钻石斧",
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"item.minecraft.raw_iron": "粗铁",
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"item.minecraft.raw_gold": "粗金",
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"item.minecraft.rotten_flesh": "腐肉",
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"item.minecraft.beef": "生牛肉",
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"item.minecraft.porkchop": "生猪排",
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"item.minecraft.chicken": "生鸡肉",
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"item.minecraft.mutton": "生羊肉",
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"item.minecraft.leather": "皮革",
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"item.minecraft.feather": "羽毛",
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"item.minecraft.egg": "鸡蛋",
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"item.minecraft.white_wool": "白色羊毛",
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"item.minecraft.wheat_seeds": "小麦种子",
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"item.minecraft.wheat": "小麦",
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"item.minecraft.bone": "骨头",
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"menu.singleplayer": "单人游戏",
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"menu.multiplayer": "多人游戏",
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"menu.online": "局域网世界",
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"menu.options": "设置…",
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"menu.quit": "退出游戏",
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"menu.game": "游戏菜单",
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"menu.returnToMenu": "保存并返回标题画面",
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"menu.disconnect": "断开连接",
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"menu.returnToGame": "返回游戏",
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"gui.inventory": "物品栏",
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"gui.crafting": "合成",
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"gui.furnace": "熔炉",
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"gui.container.chest": "箱子",
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"gui.language": "语言",
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"gui.resume": "继续游戏",
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"gui.save_and_quit": "保存并退出",
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"gui.game_paused": "游戏已暂停",
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"gui.hotbar": "快捷栏",
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"gui.recipe_book": "配方书",
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"options.title": "设置",
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"options.video": "视频设置",
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"options.audio": "音乐和声音",
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"options.controls": "控制",
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"options.language": "语言…",
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"options.done": "完成",
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"options.fov": "视场角",
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"options.renderDistance": "渲染距离",
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"options.fullscreen": "全屏",
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"selectWorld.title": "选择世界",
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"createWorld.title": "创建新的世界",
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"createWorld.seed": "世界种子",
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"createWorld.worldName": "世界名称",
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"createWorld.gameMode": "游戏模式",
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"selectWorld.create": "创建新的世界",
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"selectWorld.enterSeed": "输入种子…",
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"selectWorld.delete": "删除",
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"world.gameMode.survival": "生存模式",
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"world.gameMode.creative": "创造模式",
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"deathScreen.title": "你死了!",
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"deathScreen.respawn": "重生",
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"deathScreen.titleScreen": "标题画面",
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"chat.type.text": "发送消息"
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}
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@@ -9,6 +9,7 @@ package main
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import (
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"context"
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"flag"
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"image"
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"os"
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"os/signal"
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"sync"
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@@ -20,6 +21,7 @@ import (
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"mc/internal/camera"
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"mc/internal/config"
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"mc/internal/engine"
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"mc/internal/font"
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"mc/internal/game"
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"mc/internal/inventory"
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"mc/internal/item"
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@@ -28,6 +30,7 @@ import (
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"mc/internal/physics"
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"mc/internal/recipe"
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"mc/internal/render"
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"mc/internal/ui"
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"mc/internal/world"
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"mc/internal/worldgen"
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)
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@@ -40,6 +43,8 @@ type clientApp struct {
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rend *render.Renderer
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reg *block.Registry
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in *inputState
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uiR *ui.Renderer
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hud *ui.HUD
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meshBuilder *mesh.Builder
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@@ -101,6 +106,10 @@ func (a *clientApp) Render() {
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a.rend.BeginFrame()
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chunks := a.sess.World.ActiveChunks()
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a.rend.DrawChunks(func(i int) (int32, int32) { return chunks[i].CX, chunks[i].CZ }, len(chunks))
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// UI pass(UI与输入.md §2:3D 之后、状态隔离)
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a.uiR.Begin()
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a.hud.Draw(a.uiR)
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a.uiR.Flush()
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a.rend.EndFrame()
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}
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@@ -152,6 +161,22 @@ func main() {
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return u0, v0, u1, v1, true
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}
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// items 图集(HUD 热键栏图标,UI还原.md §7)
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itemKeys, err := am.ExpandAtlas("items")
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if err != nil {
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log.Warnf("items 图集展开失败: %v", err)
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}
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itemImg, itemUVs, err := atlas.Build(am.ResolveTexture, itemKeys, 16)
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if err != nil {
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log.Warnf("items 图集构建失败: %v", err)
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}
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// 字体(UI还原.md §4:素材包位图字体)
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fontAtlas, err := font.Build(am, "default")
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if err != nil {
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log.Warnf("字体构建失败: %v", err)
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}
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// 2) 注册表(设计.md §6.1/§6.2 数据驱动)
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reg, err := block.Load("assets/config/blocks.json")
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if err != nil {
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@@ -192,6 +217,29 @@ func main() {
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rend.SetAtlas(atlasImg)
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rend.SetCursorMode(true)
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// UI 层(UI还原.md §3.1:427×240 基准 × 3 缩放 = 1280×720)
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guiScale := float32(3)
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uiR, err := ui.New(cfg.Client.WindowWidth, cfg.Client.WindowHeight, guiScale)
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if err != nil {
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panic(err)
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}
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if fontAtlas != nil {
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uiR.SetFont(fontAtlas)
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}
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hud := ui.NewHUD(sess, items, 427, 240, guiScale)
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if itemImg != nil {
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itemTex := uiR.UploadImage(itemImg)
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itemUV := make(map[string][4]float32, len(itemUVs))
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for k, rect := range itemUVs {
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W, H := float32(itemImg.Bounds().Dx()), float32(itemImg.Bounds().Dy())
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itemUV[k] = [4]float32{
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float32(rect.Min.X) / W, float32(rect.Min.Y) / H,
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float32(rect.Max.X) / W, float32(rect.Max.Y) / H,
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}
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}
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hud.SetItemAtlas(itemTex, itemUV)
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}
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// 6) 输入(鼠标捕获 + 键鼠回调)
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in := newInputState(rend.Window())
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@@ -200,6 +248,8 @@ func main() {
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rend: rend,
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reg: reg,
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in: in,
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uiR: uiR,
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hud: hud,
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meshBuilder: mesh.NewBuilder(reg, uvFn),
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winW: cfg.Client.WindowWidth,
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winH: cfg.Client.WindowHeight,
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@@ -31,15 +31,21 @@ type Session struct {
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breaking bool
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breakProg float64
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// 玩家生命(僵尸/摔落伤害后置接入,实体系统.md §6)
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Health int
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// 创造模式(跳过进度直接破坏)
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Creative bool
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}
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// NewSession 创建会话。
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func NewSession(w *world.World, reg *block.Registry, items *item.Registry, recipes *recipe.Registry, p *physics.Player, inv *inventory.Inventory, cam *camera.Camera) *Session {
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return &Session{World: w, Reg: reg, Items: items, Recipes: recipes, Player: p, Inv: inv, Cam: cam}
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return &Session{World: w, Reg: reg, Items: items, Recipes: recipes, Player: p, Inv: inv, Cam: cam, Health: 20}
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}
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// PlayerHealth 玩家当前生命(HUD 用)。
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func (s *Session) PlayerHealth() int { return s.Health }
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// Tick 每 tick(20Hz)会话逻辑(架构.md §3.2)。
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func (s *Session) Tick(dt float64) {
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// 物理积分(速度由输入层写入 Player.Vel)
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155
internal/netclient/netclient.go
Normal file
155
internal/netclient/netclient.go
Normal file
@@ -0,0 +1,155 @@
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// Package netclient 客户端网络层:连接服务器、登录、接收区块/方块变更、发送移动(多人同步.md §2)。
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//
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// 线程模型(架构.md §4):1 读 + 1 写 goroutine;业务回调经 Handler 在主逻辑线程消费。
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package netclient
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import (
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"fmt"
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"net"
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"sync"
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"sync/atomic"
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"time"
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"mc/internal/netproto"
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)
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// 读写超时(网络协议.md §7)。
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const ioTimeout = 30 * time.Second
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// Handler 客户端业务回调。
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type Handler interface {
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// OnLogin 登录结果(0 成功)。
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OnLogin(code uint8)
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// OnChunk 收到区块数据(save.EncodeChunk 格式,调用方 DecodeChunk)。
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OnChunk(data []byte)
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// OnBlockChange 方块变更。
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OnBlockChange(m netproto.BlockChange)
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}
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// Client TCP 客户端。
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type Client struct {
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conn net.Conn
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send chan []byte
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done chan struct{}
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closed atomic.Bool
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closeOnce sync.Once
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handler Handler
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mu sync.Mutex
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recvBuf []byte
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}
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// Dial 连接服务器并发送握手。
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func Dial(addr string, hs netproto.Handshake, h Handler) (*Client, error) {
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conn, err := net.DialTimeout("tcp", addr, 5*time.Second)
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if err != nil {
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return nil, fmt.Errorf("netclient.Dial %s: %w", addr, err)
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}
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c := &Client{
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conn: conn,
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send: make(chan []byte, 64),
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done: make(chan struct{}),
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handler: h,
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}
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if _, err := conn.Write(netproto.EncodeFrame(netproto.Frame{MsgID: netproto.MsgHandshake, Payload: hs.Encode()})); err != nil {
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_ = conn.Close()
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return nil, fmt.Errorf("netclient.Dial 握手: %w", err)
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}
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go c.readLoop()
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go c.writeLoop()
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return c, nil
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}
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// readLoop 读循环:解帧分发(半包等待,协议错误断开)。
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func (c *Client) readLoop() {
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tmp := make([]byte, 64*1024)
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for {
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_ = c.conn.SetReadDeadline(time.Now().Add(ioTimeout))
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n, err := c.conn.Read(tmp)
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if err != nil {
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c.Close()
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return
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}
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c.mu.Lock()
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c.recvBuf = append(c.recvBuf, tmp[:n]...)
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for len(c.recvBuf) >= 4 {
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f, rest, err := netproto.DecodeFrame(c.recvBuf)
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if err != nil {
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break // 半包:等更多数据
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}
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c.recvBuf = rest
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c.dispatch(f)
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}
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c.mu.Unlock()
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}
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}
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// dispatch 消息分发。
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func (c *Client) dispatch(f netproto.Frame) {
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switch f.MsgID {
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case netproto.MsgLoginResponse:
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var code uint8
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if len(f.Payload) > 0 {
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code = f.Payload[0]
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}
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c.handler.OnLogin(code)
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case netproto.MsgChunkData:
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c.handler.OnChunk(f.Payload)
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case netproto.MsgBlockChange:
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if m, err := netproto.DecodeBlockChange(f.Payload); err == nil {
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c.handler.OnBlockChange(m)
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}
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case netproto.MsgDisconnect:
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c.Close()
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}
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}
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// writeLoop 写循环。
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func (c *Client) writeLoop() {
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for {
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select {
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case <-c.done:
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return
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case data := <-c.send:
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_ = c.conn.SetWriteDeadline(time.Now().Add(ioTimeout))
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if _, err := c.conn.Write(data); err != nil {
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c.Close()
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return
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}
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}
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}
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}
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// SendMove 发送玩家移动(20Hz,多人同步.md §3)。
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func (c *Client) SendMove(m netproto.PlayerMove) {
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c.sendFrame(netproto.Frame{MsgID: netproto.MsgPlayerMove, Payload: m.Encode()})
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}
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// SendHeartbeat 发送心跳(网络协议.md §7)。
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func (c *Client) SendHeartbeat(seq uint8) {
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c.sendFrame(netproto.Frame{MsgID: netproto.MsgHeartbeat, Payload: []byte{seq}})
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}
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// sendFrame 入队发送(非阻塞,队列满丢弃)。
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func (c *Client) sendFrame(f netproto.Frame) {
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if c.closed.Load() {
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return
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}
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select {
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case c.send <- netproto.EncodeFrame(f):
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default:
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}
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}
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// Close 关闭连接(幂等)。
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func (c *Client) Close() {
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c.closeOnce.Do(func() {
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c.closed.Store(true)
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close(c.done)
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_ = c.conn.Close()
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})
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}
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// Closed 是否已关闭。
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func (c *Client) Closed() bool { return c.closed.Load() }
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85
internal/netclient/netclient_test.go
Normal file
85
internal/netclient/netclient_test.go
Normal file
@@ -0,0 +1,85 @@
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package netclient
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import (
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"context"
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||||
"testing"
|
||||
"time"
|
||||
|
||||
"mc/internal/logx"
|
||||
"mc/internal/netproto"
|
||||
"mc/internal/netserver"
|
||||
)
|
||||
|
||||
// testServer 测试服务器:登录后发一个方块变更。
|
||||
type testServer struct {
|
||||
t *testing.T
|
||||
sent chan struct{}
|
||||
}
|
||||
|
||||
func (s *testServer) OnConnect(c *netserver.Conn) {}
|
||||
func (s *testServer) OnHandshake(c *netserver.Conn, hs netproto.Handshake) uint8 {
|
||||
if hs.ProtocolVersion != 1 {
|
||||
return 1
|
||||
}
|
||||
return 0
|
||||
}
|
||||
func (s *testServer) OnMove(c *netserver.Conn, m netproto.PlayerMove) {
|
||||
// 收到移动后回发一个方块变更(验证客户端接收链路)
|
||||
c.Send(netproto.Frame{MsgID: netproto.MsgBlockChange, Payload: netproto.BlockChange{
|
||||
X: 1, Y: 2, Z: 3, BlockID: 5, Meta: 0,
|
||||
}.Encode()})
|
||||
s.sent <- struct{}{}
|
||||
}
|
||||
func (s *testServer) OnDisconnect(c *netserver.Conn) {}
|
||||
|
||||
// testHandler 客户端回调记录。
|
||||
type testHandler struct {
|
||||
login chan uint8
|
||||
blocks chan netproto.BlockChange
|
||||
}
|
||||
|
||||
func newTestHandler() *testHandler {
|
||||
return &testHandler{login: make(chan uint8, 1), blocks: make(chan netproto.BlockChange, 4)}
|
||||
}
|
||||
func (h *testHandler) OnLogin(code uint8) { h.login <- code }
|
||||
func (h *testHandler) OnChunk(data []byte) {}
|
||||
func (h *testHandler) OnBlockChange(m netproto.BlockChange) { h.blocks <- m }
|
||||
|
||||
// TestClientRoundtrip 客户端登录 → 发移动 → 收方块变更全链路(多人同步.md §2)。
|
||||
func TestClientRoundtrip(t *testing.T) {
|
||||
log, _ := logx.New("", logx.LevelError)
|
||||
sh := &testServer{t: t, sent: make(chan struct{}, 1)}
|
||||
srv := netserver.New("127.0.0.1:0", log, sh)
|
||||
ctx, cancel := context.WithCancel(context.Background())
|
||||
defer cancel()
|
||||
if err := srv.Listen(ctx); err != nil {
|
||||
t.Fatalf("监听失败: %v", err)
|
||||
}
|
||||
|
||||
h := newTestHandler()
|
||||
c, err := Dial(srv.Addr(), netproto.Handshake{ProtocolVersion: 1, ClientID: "测试"}, h)
|
||||
if err != nil {
|
||||
t.Fatalf("拨号失败: %v", err)
|
||||
}
|
||||
defer c.Close()
|
||||
|
||||
select {
|
||||
case code := <-h.login:
|
||||
if code != 0 {
|
||||
t.Fatalf("登录结果期望 0,实际 %d", code)
|
||||
}
|
||||
case <-time.After(3 * time.Second):
|
||||
t.Fatal("未收到登录结果")
|
||||
}
|
||||
|
||||
// 发送移动 → 服务器回方块变更
|
||||
c.SendMove(netproto.PlayerMove{X: 1, Y: 64, Z: 2})
|
||||
select {
|
||||
case m := <-h.blocks:
|
||||
if m.X != 1 || m.Y != 2 || m.Z != 3 || m.BlockID != 5 {
|
||||
t.Fatalf("方块变更内容异常: %+v", m)
|
||||
}
|
||||
case <-time.After(3 * time.Second):
|
||||
t.Fatal("未收到方块变更")
|
||||
}
|
||||
}
|
||||
107
internal/ui/hud.go
Normal file
107
internal/ui/hud.go
Normal file
@@ -0,0 +1,107 @@
|
||||
//go:build gl
|
||||
|
||||
// HUD 抬头显示:准星、热键栏、生命/饥饿、破坏进度(UI还原.md §2、§3.4 规格)。
|
||||
package ui
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"mc/internal/game"
|
||||
"mc/internal/item"
|
||||
)
|
||||
|
||||
// HUD 游戏内 HUD。
|
||||
type HUD struct {
|
||||
sess *game.Session
|
||||
items *item.Registry
|
||||
|
||||
// 物品图标:items 图集纹理与 UV
|
||||
itemTex uint32
|
||||
itemUV map[string][4]float32
|
||||
|
||||
// 逻辑分辨率与缩放(UI还原.md §3.1:427×240 基准 × 整数缩放)
|
||||
baseW, baseH float32
|
||||
scale float32
|
||||
}
|
||||
|
||||
// NewHUD 创建 HUD。
|
||||
func NewHUD(sess *game.Session, items *item.Registry, baseW, baseH, scale float32) *HUD {
|
||||
return &HUD{sess: sess, items: items, itemUV: map[string][4]float32{}, baseW: baseW, baseH: baseH, scale: scale}
|
||||
}
|
||||
|
||||
// SetItemAtlas 设置物品图标纹理与 UV 表(items 图集)。
|
||||
func (h *HUD) SetItemAtlas(tex uint32, uv map[string][4]float32) {
|
||||
h.itemTex = tex
|
||||
h.itemUV = uv
|
||||
}
|
||||
|
||||
// Draw 每帧绘制 HUD(调用方已 Begin)。
|
||||
func (h *HUD) Draw(r *Renderer) {
|
||||
w, hgt := float32(r.w), float32(r.h)
|
||||
s := h.scale
|
||||
white := [4]float32{1, 1, 1, 1}
|
||||
|
||||
// 准星(UI还原.md §3.4:屏幕正中 15×15 十字)
|
||||
cx, cy := w/2, hgt/2
|
||||
r.DrawRect(cx-1*s, cy-8*s, 2*s, 16*s, white)
|
||||
r.DrawRect(cx-8*s, cy-1*s, 16*s, 2*s, white)
|
||||
|
||||
// 热键栏(UI还原.md §3.4:182×22,底部居中)
|
||||
barW, barH := 182*s, 22*s
|
||||
bx, by := cx-barW/2, hgt-barH
|
||||
r.DrawRect(bx, by, barW, barH, [4]float32{0, 0, 0, 0.5})
|
||||
for i := 0; i < 9; i++ {
|
||||
sx := bx + float32(i)*20*s + 1*s
|
||||
sy := by + 3*s
|
||||
if i == h.sess.Inv.Selected {
|
||||
r.DrawRect(sx-2*s, sy-2*s, 20*s, 20*s, [4]float32{1, 1, 1, 0.9}) // 选中高亮框
|
||||
}
|
||||
h.drawItemIcon(r, h.sess.Inv.Slots[i], sx, sy)
|
||||
}
|
||||
|
||||
// 生命:10 心(每心 9×9,屏幕左下,UI还原.md §3.4)
|
||||
hearts := int(20 / 2)
|
||||
hp := h.sess.PlayerHealth()
|
||||
hx, hy := w/2-91*s, hgt-30*s
|
||||
for i := 0; i < hearts; i++ {
|
||||
color := [4]float32{0.2, 0.2, 0.2, 0.6} // 空
|
||||
if i < hp/2 {
|
||||
color = [4]float32{1, 0.1, 0.1, 1} // 满
|
||||
}
|
||||
r.DrawRect(hx+float32(i%10)*8*s, hy+float32(i/10)*9*s, 7*s, 7*s, color)
|
||||
}
|
||||
|
||||
// 饥饿:10 鸡腿(右侧偏移)
|
||||
for i := 0; i < 10; i++ {
|
||||
r.DrawRect(w/2-91*s+100*s+float32(i%10)*8*s, hy+float32(i/10)*9*s, 7*s, 7*s, [4]float32{0.6, 0.4, 0.15, 1})
|
||||
}
|
||||
|
||||
// 破坏进度(方块交互与动画.md §4:HUD 中央进度)
|
||||
if prog := h.sess.BreakProgress(); prog > 0 {
|
||||
r.DrawRect(cx-40*s, cy+20*s, 80*s, 4*s, [4]float32{0, 0, 0, 0.7})
|
||||
r.DrawRect(cx-40*s, cy+20*s, 80*s*float32(prog), 4*s, [4]float32{1, 1, 1, 0.9})
|
||||
}
|
||||
|
||||
// 坐标调试(后置移除)
|
||||
r.DrawText(w/2, hgt-40*s, fmt.Sprintf("XYZ %.1f / %.1f / %.1f", h.sess.Player.Pos[0], h.sess.Player.Pos[1], h.sess.Player.Pos[2]), 1*s, white)
|
||||
}
|
||||
|
||||
// drawItemIcon 在槽位绘制物品图标 + 数量。
|
||||
func (h *HUD) drawItemIcon(r *Renderer, stack item.Stack, x, y float32) {
|
||||
s := h.scale
|
||||
if stack.Empty() {
|
||||
return
|
||||
}
|
||||
def, ok := h.items.Get(stack.Name)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
if uv, found := h.itemUV[def.Texture]; found && h.itemTex != 0 {
|
||||
r.pushQuad(quad{x: x + 2*s, y: y + 2*s, w: 16 * s, h: 16 * s,
|
||||
u0: uv[0], v0: uv[1], u1: uv[2], v1: uv[3],
|
||||
r: 1, g: 1, b: 1, a: 1, tex: h.itemTex})
|
||||
}
|
||||
if stack.Count > 1 {
|
||||
r.DrawText(x+10*s, y+8*s, fmt.Sprintf("%d", stack.Count), 1*s, [4]float32{1, 1, 1, 1})
|
||||
}
|
||||
}
|
||||
322
internal/ui/ui.go
Normal file
322
internal/ui/ui.go
Normal file
@@ -0,0 +1,322 @@
|
||||
//go:build gl
|
||||
|
||||
// Package ui 2D UI 渲染器:正交投影、四边形批处理、位图字体文本、九宫格(UI还原.md §3)。
|
||||
//
|
||||
// 与 3D 渲染共用 GL 上下文但状态隔离(UI与输入.md §2):每帧 3D 之后调用,
|
||||
// 内部保存/恢复必要状态。
|
||||
package ui
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"image"
|
||||
"strings"
|
||||
|
||||
"mc/internal/font"
|
||||
"mc/internal/textr"
|
||||
|
||||
"github.com/go-gl/gl/v3.3-core/gl"
|
||||
)
|
||||
|
||||
// quad 一个四边形(屏幕像素坐标,y 轴向下)。
|
||||
type quad struct {
|
||||
x, y, w, h float32
|
||||
u0, v0, u1, v1 float32
|
||||
r, g, b, a float32
|
||||
tex uint32
|
||||
}
|
||||
|
||||
// Renderer UI 渲染器。
|
||||
type Renderer struct {
|
||||
prog uint32
|
||||
vao, vbo uint32
|
||||
texWhite uint32
|
||||
fontTex uint32
|
||||
fontAtlas *font.Atlas
|
||||
texCache map[string]uint32 // 长文本光栅化纹理缓存
|
||||
quads []quad
|
||||
w, h int32
|
||||
scale float32 // 像素缩放(guiScale)
|
||||
}
|
||||
|
||||
// New 创建 UI 渲染器(窗口逻辑分辨率 × 缩放)。
|
||||
func New(winW, winH int, scale float32) (*Renderer, error) {
|
||||
r := &Renderer{w: int32(winW), h: int32(winH), scale: scale, texCache: make(map[string]uint32)}
|
||||
vs, err := compileShader(gl.VERTEX_SHADER, uiVertSrc)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("ui.New 顶点着色器: %w", err)
|
||||
}
|
||||
fs, err := compileShader(gl.FRAGMENT_SHADER, uiFragSrc)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("ui.New 片元着色器: %w", err)
|
||||
}
|
||||
prog := gl.CreateProgram()
|
||||
gl.AttachShader(prog, vs)
|
||||
gl.AttachShader(prog, fs)
|
||||
gl.LinkProgram(prog)
|
||||
var ok int32
|
||||
gl.GetProgramiv(prog, gl.LINK_STATUS, &ok)
|
||||
if ok == 0 {
|
||||
return nil, fmt.Errorf("ui.New: 着色器链接失败")
|
||||
}
|
||||
gl.DeleteShader(vs)
|
||||
gl.DeleteShader(fs)
|
||||
r.prog = prog
|
||||
|
||||
gl.GenVertexArrays(1, &r.vao)
|
||||
gl.GenBuffers(1, &r.vbo)
|
||||
// 白色占位纹理
|
||||
gl.GenTextures(1, &r.texWhite)
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.texWhite)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr([]uint8{255, 255, 255, 255}))
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
return r, nil
|
||||
}
|
||||
|
||||
// SetFont 设置位图字体(UI还原.md §4:上传字形图集纹理)。
|
||||
func (r *Renderer) SetFont(at *font.Atlas) {
|
||||
r.fontAtlas = at
|
||||
if at.Image == nil {
|
||||
return
|
||||
}
|
||||
if r.fontTex == 0 {
|
||||
gl.GenTextures(1, &r.fontTex)
|
||||
}
|
||||
gl.BindTexture(gl.TEXTURE_2D, r.fontTex)
|
||||
b := at.Image.Bounds()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, int32(b.Dx()), int32(b.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, imageBytesUI(at.Image))
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||
}
|
||||
|
||||
// DrawRect 绘制纯色矩形。
|
||||
func (r *Renderer) DrawRect(x, y, w, h float32, rgba [4]float32) {
|
||||
r.pushQuad(quad{x: x, y: y, w: w, h: h, u0: 0, v0: 0, u1: 1, v1: 1,
|
||||
r: rgba[0], g: rgba[1], b: rgba[2], a: rgba[3], tex: r.texWhite})
|
||||
}
|
||||
|
||||
// DrawText 绘制文本(ASCII 位图字形,含 1px 阴影,UI还原.md §4)。
|
||||
func (r *Renderer) DrawText(x, y float32, s string, scale float32, rgba [4]float32) {
|
||||
if r.fontAtlas == nil {
|
||||
return
|
||||
}
|
||||
s = strings.ReplaceAll(s, "§", "") // MVP:忽略颜色码(后置支持)
|
||||
cx := x
|
||||
for _, ch := range s {
|
||||
g, ok := r.fontAtlas.Glyphs[ch]
|
||||
if !ok {
|
||||
g = r.fontAtlas.Missing()
|
||||
}
|
||||
px := float32(g.X) / float32(r.fontAtlas.Image.Bounds().Dx())
|
||||
py := float32(g.Y) / float32(r.fontAtlas.Image.Bounds().Dy())
|
||||
pw := float32(g.W) / float32(r.fontAtlas.Image.Bounds().Dx())
|
||||
ph := float32(g.H) / float32(r.fontAtlas.Image.Bounds().Dy())
|
||||
gw := float32(g.W) * scale
|
||||
gh := float32(g.H) * scale
|
||||
// 阴影(黑色,偏移 1px)
|
||||
r.pushQuad(quad{x: cx + 1*scale, y: y + 1*scale, w: gw, h: gh, u0: px, v0: py, u1: px + pw, v1: py + ph,
|
||||
r: 0.1, g: 0.1, b: 0.1, a: rgba[3] * 0.8, tex: r.fontTex})
|
||||
r.pushQuad(quad{x: cx, y: y, w: gw, h: gh, u0: px, v0: py, u1: px + pw, v1: py + ph,
|
||||
r: rgba[0], g: rgba[1], b: rgba[2], a: rgba[3], tex: r.fontTex})
|
||||
cx += float32(g.Width) * scale
|
||||
}
|
||||
}
|
||||
|
||||
// TextWidth 文本像素宽度(布局用)。
|
||||
func (r *Renderer) TextWidth(s string, scale float32) float32 {
|
||||
if r.fontAtlas == nil {
|
||||
return float32(len(s)) * 8 * scale
|
||||
}
|
||||
return float32(textrWidth(r.fontAtlas, s)) * scale
|
||||
}
|
||||
|
||||
// textrWidth 计算文本宽度(复用 textr 逻辑的轻量版)。
|
||||
func textrWidth(at *font.Atlas, s string) int {
|
||||
w := 0
|
||||
for _, ch := range s {
|
||||
if g, ok := at.Glyphs[ch]; ok {
|
||||
w += g.Width
|
||||
} else {
|
||||
w += 8
|
||||
}
|
||||
}
|
||||
return w
|
||||
}
|
||||
|
||||
// DrawTexImage 上传一张图像为纹理并绘制(长文本/图标用),返回纹理 ID 供缓存。
|
||||
func (r *Renderer) DrawTexImage(x, y float32, img image.Image, scale float32) {
|
||||
var tex uint32
|
||||
gl.GenTextures(1, &tex)
|
||||
gl.BindTexture(gl.TEXTURE_2D, tex)
|
||||
b := img.Bounds()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, int32(b.Dx()), int32(b.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, imageBytesUI(img))
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
r.pushQuad(quad{x: x, y: y, w: float32(b.Dx()) * scale, h: float32(b.Dy()) * scale,
|
||||
u0: 0, v0: 0, u1: 1, v1: 1, r: 1, g: 1, b: 1, a: 1, tex: tex})
|
||||
}
|
||||
|
||||
// UploadImage 上传图像为纹理并返回 ID(物品图标/长文本用)。
|
||||
func (r *Renderer) UploadImage(img image.Image) uint32 {
|
||||
var tex uint32
|
||||
gl.GenTextures(1, &tex)
|
||||
gl.BindTexture(gl.TEXTURE_2D, tex)
|
||||
b := img.Bounds()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, int32(b.Dx()), int32(b.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, imageBytesUI(img))
|
||||
gl.GenerateMipmap(gl.TEXTURE_2D)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||
return tex
|
||||
}
|
||||
|
||||
// Begin 开始一帧 UI 绘制(清空批次)。
|
||||
func (r *Renderer) Begin() { r.quads = r.quads[:0] }
|
||||
|
||||
// Flush 提交批次(切换投影 → 绘制 → 恢复状态)。
|
||||
func (r *Renderer) Flush() {
|
||||
if len(r.quads) == 0 {
|
||||
return
|
||||
}
|
||||
// 保存 3D 状态
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
gl.UseProgram(r.prog)
|
||||
|
||||
// 正交投影(像素坐标,y 向下)
|
||||
var proj [16]float32
|
||||
ortho2D(&proj, 0, float32(r.w), float32(r.h), 0)
|
||||
projLoc := gl.GetUniformLocation(r.prog, gl.Str("uProj\x00"))
|
||||
gl.UniformMatrix4fv(projLoc, 1, false, &proj[0])
|
||||
sampLoc := gl.GetUniformLocation(r.prog, gl.Str("uTex\x00"))
|
||||
gl.Uniform1i(sampLoc, 0)
|
||||
|
||||
// 批处理:合并为顶点数组(每 quad 6 顶点,含纹理 ID 通过多次绘制分组)
|
||||
gl.BindVertexArray(r.vao)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, r.vbo)
|
||||
gl.EnableVertexAttribArray(0) // pos
|
||||
gl.EnableVertexAttribArray(1) // uv
|
||||
gl.EnableVertexAttribArray(2) // color
|
||||
stride := int32(9 * 4)
|
||||
|
||||
currentTex := uint32(0xFFFFFFFF)
|
||||
flushBatch := func(tex uint32, verts []float32) {
|
||||
if len(verts) == 0 {
|
||||
return
|
||||
}
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, tex)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, len(verts)*4, gl.Ptr(verts), gl.STREAM_DRAW)
|
||||
gl.VertexAttribPointer(0, 2, gl.FLOAT, false, stride, gl.PtrOffset(0))
|
||||
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, stride, gl.PtrOffset(2*4))
|
||||
gl.VertexAttribPointer(2, 4, gl.FLOAT, false, stride, gl.PtrOffset(4*4))
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(verts)/9))
|
||||
}
|
||||
var batch []float32
|
||||
for _, q := range r.quads {
|
||||
if q.tex != currentTex {
|
||||
flushBatch(currentTex, batch)
|
||||
batch = batch[:0]
|
||||
currentTex = q.tex
|
||||
}
|
||||
batch = append(batch, quadVertices(q)...)
|
||||
}
|
||||
flushBatch(currentTex, batch)
|
||||
|
||||
gl.BindVertexArray(0)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
r.quads = r.quads[:0]
|
||||
}
|
||||
|
||||
// pushQuad 入批。
|
||||
func (r *Renderer) pushQuad(q quad) { r.quads = append(r.quads, q) }
|
||||
|
||||
// quadVertices 四边形 → 6 顶点(2 三角形)。
|
||||
func quadVertices(q quad) []float32 {
|
||||
x0, y0 := q.x, q.y
|
||||
x1, y1 := q.x+q.w, q.y+q.h
|
||||
return []float32{
|
||||
x0, y0, q.u0, q.v0, q.r, q.g, q.b, q.a, 0,
|
||||
x1, y0, q.u1, q.v0, q.r, q.g, q.b, q.a, 0,
|
||||
x1, y1, q.u1, q.v1, q.r, q.g, q.b, q.a, 0,
|
||||
x0, y0, q.u0, q.v0, q.r, q.g, q.b, q.a, 0,
|
||||
x1, y1, q.u1, q.v1, q.r, q.g, q.b, q.a, 0,
|
||||
x0, y1, q.u0, q.v1, q.r, q.g, q.b, q.a, 0,
|
||||
}
|
||||
}
|
||||
|
||||
// ortho2D 正交投影矩阵(列主序,近 -1 远 1)。
|
||||
func ortho2D(m *[16]float32, l, r, b, t float32) {
|
||||
*m = [16]float32{}
|
||||
m[0] = 2 / (r - l)
|
||||
m[5] = 2 / (t - b)
|
||||
m[10] = -1
|
||||
m[12] = -(r + l) / (r - l)
|
||||
m[13] = -(t + b) / (t - b)
|
||||
m[15] = 1
|
||||
}
|
||||
|
||||
// imageBytesUI image.Image → RGBA 字节流。
|
||||
func imageBytesUI(img image.Image) []byte {
|
||||
b := img.Bounds()
|
||||
out := make([]byte, 0, b.Dx()*b.Dy()*4)
|
||||
for y := b.Min.Y; y < b.Max.Y; y++ {
|
||||
for x := b.Min.X; x < b.Max.X; x++ {
|
||||
cr, cg, cb, ca := img.At(x, y).RGBA()
|
||||
out = append(out, byte(cr>>8), byte(cg>>8), byte(cb>>8), byte(ca>>8))
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// uiVertSrc UI 顶点着色器。
|
||||
const uiVertSrc = `
|
||||
#version 330 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
uniform mat4 uProj;
|
||||
out vec2 vUV;
|
||||
out vec4 vColor;
|
||||
void main() {
|
||||
gl_Position = uProj * vec4(aPos, 0.0, 1.0);
|
||||
vUV = aUV;
|
||||
vColor = aColor;
|
||||
}
|
||||
`
|
||||
|
||||
// uiFragSrc UI 片元着色器(纹理 × 颜色,alpha 混合)。
|
||||
const uiFragSrc = `
|
||||
#version 330 core
|
||||
in vec2 vUV;
|
||||
in vec4 vColor;
|
||||
uniform sampler2D uTex;
|
||||
out vec4 fragColor;
|
||||
void main() {
|
||||
vec4 t = texture(uTex, vUV);
|
||||
fragColor = vec4(vColor.rgb, vColor.a) * vec4(1.0, 1.0, 1.0, t.a);
|
||||
}
|
||||
`
|
||||
|
||||
// 编译着色器(与 render 包一致的简化版)。
|
||||
func compileShader(kind uint32, src string) (uint32, error) {
|
||||
s := gl.CreateShader(kind)
|
||||
cs, free := gl.Strs(src + "\x00")
|
||||
gl.ShaderSource(s, 1, cs, nil)
|
||||
free()
|
||||
gl.CompileShader(s)
|
||||
var ok int32
|
||||
gl.GetShaderiv(s, gl.COMPILE_STATUS, &ok)
|
||||
if ok == 0 {
|
||||
var logLen int32
|
||||
gl.GetShaderiv(s, gl.INFO_LOG_LENGTH, &logLen)
|
||||
log := strings.Repeat(" ", int(logLen))
|
||||
gl.GetShaderInfoLog(s, logLen, nil, gl.Str(log))
|
||||
return 0, fmt.Errorf("着色器编译失败: %s", log)
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
var _ = textr.New // 保持引用(长文本光栅化路径后置启用)
|
||||
95
scripts/installer.nsi
Normal file
95
scripts/installer.nsi
Normal file
@@ -0,0 +1,95 @@
|
||||
; 年糕历险记 —— Windows 安装脚本(NSIS 3,简体中文)
|
||||
; 用法:makensis /DVERSION=1.0.0 scripts/installer.nsi
|
||||
; 产物:年糕历险记-Setup-v1.0.0.exe(构建与发布.md §8)
|
||||
|
||||
Unicode true
|
||||
!include "MUI2.nsh"
|
||||
|
||||
; ---- 产品信息(构建与发布.md §8:名称统一为 年糕历险记)----
|
||||
!ifndef VERSION
|
||||
!define VERSION "0.1.0"
|
||||
!endif
|
||||
!define PRODUCT_NAME "年糕历险记"
|
||||
!define PRODUCT_NAME_EN "NianGao Adventure"
|
||||
!define PRODUCT_PUBLISHER "NianGao Studio"
|
||||
!define PRODUCT_EXE "mc-client.exe"
|
||||
!define INSTALLER_NAME "${PRODUCT_NAME}-Setup-v${VERSION}.exe"
|
||||
!define UNINSTALL_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_NAME_EN}"
|
||||
|
||||
Name "${PRODUCT_NAME}"
|
||||
OutFile "dist\${INSTALLER_NAME}"
|
||||
InstallDir "$PROGRAMFILES64\${PRODUCT_NAME_EN}"
|
||||
InstallDirRegKey HKLM "${UNINSTALL_KEY}" "InstallLocation"
|
||||
RequestExecutionLevel admin
|
||||
SetCompressor /SOLID lzma
|
||||
|
||||
!define MUI_ABORTWARNING
|
||||
!define MUI_ICON "..\resourcepacks\texture-pack-default1.20.5-26.2\pack.png"
|
||||
!define MUI_UNICON "..\resourcepacks\texture-pack-default1.20.5-26.2\pack.png"
|
||||
|
||||
; ---- 页面(全中文)----
|
||||
!insertmacro MUI_PAGE_WELCOME
|
||||
!insertmacro MUI_PAGE_DIRECTORY
|
||||
!insertmacro MUI_PAGE_INSTFILES
|
||||
!insertmacro MUI_PAGE_FINISH
|
||||
|
||||
!insertmacro MUI_UNPAGE_CONFIRM
|
||||
!insertmacro MUI_UNPAGE_INSTFILES
|
||||
|
||||
!insertmacro MUI_LANGUAGE "SimpChinese"
|
||||
|
||||
; ---- 安装内容(构建与发布.md §8)----
|
||||
Section "主程序" SEC01
|
||||
SetOutPath "$INSTDIR"
|
||||
File "..\bin\mc-client.exe"
|
||||
File "..\bin\mc-server.exe"
|
||||
|
||||
; 配置与语言
|
||||
SetOutPath "$INSTDIR\config"
|
||||
File "..\config\client.yaml"
|
||||
File "..\config\server.yaml"
|
||||
|
||||
; 默认素材包
|
||||
SetOutPath "$INSTDIR\resourcepacks\texture-pack-default1.20.5-26.2"
|
||||
File /r "..\resourcepacks\texture-pack-default1.20.5-26.2\*.*"
|
||||
|
||||
; 内容包投放目录与说明
|
||||
SetOutPath "$INSTDIR\mods"
|
||||
File "..\mods\README.md"
|
||||
|
||||
; 世界存档目录
|
||||
CreateDirectory "$INSTDIR\worlds"
|
||||
CreateDirectory "$INSTDIR\logs"
|
||||
|
||||
; 注册卸载信息
|
||||
WriteRegStr HKLM "${UNINSTALL_KEY}" "DisplayName" "${PRODUCT_NAME}"
|
||||
WriteRegStr HKLM "${UNINSTALL_KEY}" "DisplayVersion" "${VERSION}"
|
||||
WriteRegStr HKLM "${UNINSTALL_KEY}" "Publisher" "${PRODUCT_PUBLISHER}"
|
||||
WriteRegStr HKLM "${UNINSTALL_KEY}" "DisplayIcon" "$INSTDIR\${PRODUCT_EXE}"
|
||||
WriteRegStr HKLM "${UNINSTALL_KEY}" "InstallLocation" "$INSTDIR"
|
||||
WriteRegStr HKLM "${UNINSTALL_KEY}" "UninstallString" '"$INSTDIR\uninstall.exe"'
|
||||
WriteRegDWORD HKLM "${UNINSTALL_KEY}" "NoModify" 1
|
||||
WriteRegDWORD HKLM "${UNINSTALL_KEY}" "NoRepair" 1
|
||||
|
||||
WriteUninstaller "$INSTDIR\uninstall.exe"
|
||||
|
||||
; 快捷方式(桌面 + 开始菜单,中文名)
|
||||
CreateShortCut "$DESKTOP\${PRODUCT_NAME}.lnk" "$INSTDIR\${PRODUCT_EXE}"
|
||||
CreateDirectory "$SMPROGRAMS\${PRODUCT_NAME}"
|
||||
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\${PRODUCT_NAME}.lnk" "$INSTDIR\${PRODUCT_EXE}"
|
||||
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\卸载${PRODUCT_NAME}.lnk" "$INSTDIR\uninstall.exe"
|
||||
SectionEnd
|
||||
|
||||
; ---- 卸载 ----
|
||||
Section "Uninstall"
|
||||
Delete "$DESKTOP\${PRODUCT_NAME}.lnk"
|
||||
RMDir /r "$SMPROGRAMS\${PRODUCT_NAME}"
|
||||
Delete "$INSTDIR\${PRODUCT_EXE}"
|
||||
Delete "$INSTDIR\mc-server.exe"
|
||||
Delete "$INSTDIR\uninstall.exe"
|
||||
RMDir /r "$INSTDIR\config"
|
||||
RMDir /r "$INSTDIR\resourcepacks"
|
||||
RMDir /r "$INSTDIR\mods"
|
||||
; 保留用户存档(worlds/)与日志,不删除
|
||||
DeleteRegKey HKLM "${UNINSTALL_KEY}"
|
||||
SectionEnd
|
||||
BIN
tools/zig.zip
BIN
tools/zig.zip
Binary file not shown.
Reference in New Issue
Block a user