381 lines
11 KiB
Go
381 lines
11 KiB
Go
//go:build gl
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// 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)。
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package ui
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import (
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"fmt"
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"math"
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"mc/internal/game"
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"mc/internal/item"
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"mc/internal/physics"
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)
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// HUD 游戏内 HUD。
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type HUD struct {
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sess *game.Session
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items *item.Registry
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// 物品图标:items 图集纹理与 UV(item/*);方块物品回退 blocks 图集(block/*)
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itemTex uint32
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itemUV map[string][4]float32
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blockTex uint32
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blockUV map[string][4]float32
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// 原版 HUD 精灵(UI还原.md §3.4:gui/sprites/hud/*)
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crossTex uint32 // crosshair.png 15×15
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hotbarTex uint32 // hotbar.png 182×22
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hotbarSel uint32 // hotbar_selection.png 24×24
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heartFull uint32 // heart/full.png 9×9
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heartHalf uint32 // heart/half.png
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heartCont uint32 // heart/container.png
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foodFull uint32 // food_full.png 9×9
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foodHalf uint32 // food_half.png
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airFull uint32 // air.png 9×9
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airBurst uint32 // air_bursting.png
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haveSprites bool
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// 准星识别条(左下角:图标+名称+暗底,UI还原.md §3.4)
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targetTex uint32
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targetW float32
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targetH float32
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targetBlock string
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// 附近音效字幕(识别条下方)
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captionTex []uint32
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captionW []float32
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captionH []float32
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// 小地图(左上角,UI还原.md §3.5)
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minimapTex uint32
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// 水下渲染(渲染.md §8 水体效果:蓝色叠加)
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underwater bool
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// 逻辑分辨率与缩放(UI还原.md §3.1:427×240 基准 × 整数缩放)
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baseW, baseH float32
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scale float32
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// OnlineCount 在线玩家数(联机时由调用方注入;nil 表示单机不显示)
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OnlineCount func() int
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punchT float32
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punchSlot int
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}
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// NewHUD 创建 HUD。
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func NewHUD(sess *game.Session, items *item.Registry, baseW, baseH, scale float32) *HUD {
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return &HUD{sess: sess, items: items, itemUV: map[string][4]float32{}, blockUV: map[string][4]float32{}, baseW: baseW, baseH: baseH, scale: scale}
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}
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// SetSession 切换存档后换会话。
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func (h *HUD) SetSession(sess *game.Session) { h.sess = sess }
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// SetItemAtlas 设置物品图标纹理与 UV 表(items 图集)。
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func (h *HUD) SetItemAtlas(tex uint32, uv map[string][4]float32) {
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h.itemTex = tex
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h.itemUV = uv
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}
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// SetBlockAtlas 设置方块图集(方块物品图标的回退来源,设计.md §1.3 原版
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// block/* 图标在 blocks 图集而非 items 图集)。
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func (h *HUD) SetBlockAtlas(tex uint32, uv map[string][4]float32) {
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h.blockTex = tex
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h.blockUV = uv
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}
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// SetSprites 设置原版 HUD 精灵纹理(跨 package 上传后注入)。
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func (h *HUD) SetSprites(cross, hotbar, hotbarSel, heartFull, heartHalf, heartCont, foodFull, foodHalf uint32) {
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h.crossTex, h.hotbarTex, h.hotbarSel = cross, hotbar, hotbarSel
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h.heartFull, h.heartHalf, h.heartCont = heartFull, heartHalf, heartCont
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h.foodFull, h.foodHalf = foodFull, foodHalf
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h.haveSprites = cross != 0
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}
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// SetAirSprites 呼吸气泡(UI还原.md §3.4)。
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func (h *HUD) SetAirSprites(full, burst uint32) {
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h.airFull, h.airBurst = full, burst
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}
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// SetTarget 设置准星识别条(名称纹理 + 方块注册名;tex=0 清除)。
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func (h *HUD) SetTarget(tex uint32, w, hgt float32, blockName string) {
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h.targetTex, h.targetW, h.targetH, h.targetBlock = tex, w, hgt, blockName
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}
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// SetCaptions 设置附近音效字幕行纹理(渲染线程注入)。
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func (h *HUD) SetCaptions(tex []uint32, w, hgt []float32) {
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h.captionTex, h.captionW, h.captionH = tex, w, hgt
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}
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// SetMinimap 设置小地图纹理(渲染线程注入;tex=0 清除)。
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func (h *HUD) SetMinimap(tex uint32) { h.minimapTex = tex }
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// SetUnderwater 设置水下状态(蓝色叠加与雾效)。
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func (h *HUD) SetUnderwater(b bool) { h.underwater = b }
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// SetScale 更新整数 guiScale(窗口缩放后,UI还原.md §3.1)。
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func (h *HUD) SetScale(scale float32) {
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if scale < 1 {
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scale = 1
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}
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h.scale = scale
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}
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// Punch 热键栏切槽弹出缩回(约 150ms,1.4× → 1.0×)。
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func (h *HUD) Punch(slot int) {
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h.punchSlot = slot
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h.punchT = 1
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}
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// TickAnims 衰减弹出。
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func (h *HUD) TickAnims(dt float32) {
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if h.punchT > 0 {
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h.punchT -= dt / 0.15
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if h.punchT < 0 {
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h.punchT = 0
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}
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}
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}
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// HotbarIconPos 热键栏槽中心(屏幕像素)。
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func (h *HUD) HotbarIconPos(slot int, screenW, screenH float32) (x, y float32) {
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s := h.scale
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barW, barH := 182*s, 22*s
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bx, by := screenW/2-barW/2, screenH-barH
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if slot < 0 {
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slot = 0
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}
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if slot > 8 {
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slot = 8
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}
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return bx + float32(slot)*20*s + 3*s + 8*s, by + 3*s + 8*s
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}
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// DrawIconAt 在任意位置画物品图标(拾取飞入)。
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func (h *HUD) DrawIconAt(r *Renderer, name string, x, y, size float32) {
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if name == "" || h.items == nil {
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return
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}
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def, ok := h.items.Get(name)
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if !ok {
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return
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}
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tex := h.itemTex
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uv, found := h.itemUV[def.Texture]
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if !found {
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uv, found = h.blockUV[def.Texture]
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tex = h.blockTex
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}
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if found && tex != 0 {
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r.pushQuad(quad{x: x - size/2, y: y - size/2, w: size, h: size,
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u0: uv[0], v0: uv[1], u1: uv[2], v1: uv[3],
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r: 1, g: 1, b: 1, a: 1, tex: tex})
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}
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}
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// Draw 每帧绘制 HUD(调用方已 Begin)。
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func (h *HUD) Draw(r *Renderer) {
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w, hgt := float32(r.w), float32(r.h)
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s := h.scale
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// 水下效果:蓝色叠加(渲染.md §8 水体)
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if h.underwater {
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r.DrawRect(0, 0, w, hgt, [4]float32{0.05, 0.2, 0.45, 0.42})
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}
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// 准星(原版 crosshair.png 15×15,UI还原.md §3.4)
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cx, cy := w/2, hgt/2
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if h.haveSprites {
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h.blit(r, h.crossTex, cx-7.5*s, cy-7.5*s, 15*s, 15*s)
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} else {
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white := [4]float32{1, 1, 1, 1}
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r.DrawRect(cx-1*s, cy-8*s, 2*s, 16*s, white)
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r.DrawRect(cx-8*s, cy-1*s, 16*s, 2*s, white)
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}
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// 热键栏(原版 hotbar.png 182×22,底部居中,UI还原.md §3.4)
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barW, barH := 182*s, 22*s
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bx, by := cx-barW/2, hgt-barH
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if h.haveSprites {
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h.blit(r, h.hotbarTex, bx, by, barW, barH)
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} else {
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r.DrawRect(bx, by, barW, barH, [4]float32{0, 0, 0, 0.5})
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}
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for i := 0; i < 9; i++ {
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if i == h.sess.Inv.Selected {
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if h.haveSprites {
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h.blit(r, h.hotbarSel, bx+float32(i)*20*s-2*s, by-1*s, 24*s, 24*s)
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} else {
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r.DrawRect(bx+float32(i)*20*s+1*s, by+3*s, 20*s, 20*s, [4]float32{1, 1, 1, 0.9})
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}
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}
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h.drawItemIcon(r, h.sess.Inv.Slots[i], bx+float32(i)*20*s+3*s, by+3*s, i)
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}
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// 生命:10 心(原版 9×9 图标,屏幕左下,UI还原.md §3.4 布局:
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// 饥饿行 y=h-39,生命行在其上 y=h-49)
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hp := h.sess.PlayerHealth()
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hx := w/2 - 91*s
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hy := hgt - 49*s
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for i := 0; i < 10; i++ {
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x := hx + float32(i)*8*s
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// 底:容器(空槽)
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if h.haveSprites {
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h.blit(r, h.heartCont, x, hy, 9*s, 9*s)
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}
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switch {
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case hp >= (i+1)*2: // 满心
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if h.haveSprites {
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h.blit(r, h.heartFull, x, hy, 9*s, 9*s)
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} else {
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r.DrawRect(x, hy, 7*s, 7*s, [4]float32{1, 0.1, 0.1, 1})
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}
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case hp == i*2+1: // 半心
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if h.haveSprites {
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h.blit(r, h.heartHalf, x, hy, 9*s, 9*s)
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} else {
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r.DrawRect(x, hy, 3.5*s, 7*s, [4]float32{1, 0.1, 0.1, 1})
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}
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default: // 空
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if !h.haveSprites {
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r.DrawRect(x, hy, 7*s, 7*s, [4]float32{0.2, 0.2, 0.2, 0.6})
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}
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}
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}
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// 饥饿:10 鸡腿(原版 food_full,屏幕**右下**——血条左、饥饿右的经典布局)
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food := h.sess.PlayerHunger()
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fy := hgt - 39*s
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fx := w/2 + 11*s // 与左侧生命行镜像对称(w/2+11 .. w/2+91)
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for i := 0; i < 10; i++ {
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x := fx + float32(i)*8*s
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switch {
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case food >= (i+1)*2:
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if h.haveSprites {
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h.blit(r, h.foodFull, x, fy, 9*s, 9*s)
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} else {
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r.DrawRect(x, fy, 7*s, 7*s, [4]float32{0.6, 0.4, 0.15, 1})
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}
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case food == i*2+1:
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if h.haveSprites {
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h.blit(r, h.foodHalf, x, fy, 9*s, 9*s)
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} else {
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r.DrawRect(x, fy, 3.5*s, 7*s, [4]float32{0.6, 0.4, 0.15, 1})
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}
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}
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}
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// 呼吸气泡:眼睛在水时画在饥饿行上方(UI还原.md §3.4)
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if h.sess.Player.EyeInWater || h.sess.PlayerAir() < physics.AirMax-0.01 {
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bubbles := int(math.Ceil(h.sess.PlayerAir() / 1.5)) // 15s / 10 格
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if bubbles > 10 {
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bubbles = 10
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}
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ay := hgt - 49*s
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for i := 0; i < 10; i++ {
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x := fx + float32(i)*8*s
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if i < bubbles {
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if h.haveSprites && h.airFull != 0 {
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h.blit(r, h.airFull, x, ay, 9*s, 9*s)
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} else {
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r.DrawRect(x, ay, 7*s, 7*s, [4]float32{0.7, 0.85, 1, 0.9})
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}
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} else if h.haveSprites && h.airBurst != 0 && i == bubbles {
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h.blit(r, h.airBurst, x, ay, 9*s, 9*s)
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}
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}
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}
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// 破坏进度(方块交互与动画.md §4:3D 裂纹由渲染层叠加,HUD 不画进度条)
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// 坐标调试(后置移除)
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r.DrawText(w/2, hgt-70*s, fmt.Sprintf("XYZ %.1f / %.1f / %.1f", h.sess.Player.Pos[0], h.sess.Player.Pos[1], h.sess.Player.Pos[2]), 1*s, [4]float32{1, 1, 1, 1})
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// 联机在线人数(多人同步.md §3)
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if h.OnlineCount != nil {
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r.DrawText(w/2, hgt-82*s, fmt.Sprintf("在线玩家: %d", h.OnlineCount()), 1*s, [4]float32{1, 1, 1, 1})
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}
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// 准星识别条 + 附近音效字幕(UI还原.md §3.4)
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baseY := hgt - 96*s
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if h.targetTex != 0 || h.targetBlock != "" {
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pad, icon, gap := 3*s, 16*s, 4*s
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barH := icon + pad*2
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if h.targetH+pad*2 > barH {
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barH = h.targetH + pad*2
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}
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barW := pad + icon + gap + h.targetW + pad
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if barW < 40*s {
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barW = 40 * s
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}
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r.DrawRect(2*s, baseY-barH, barW, barH, [4]float32{0, 0, 0, 0.62})
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h.drawItemIcon(r, item.Stack{Name: h.targetBlock, Count: 1}, 2*s+pad, baseY-barH+pad, -1)
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if h.targetTex != 0 {
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ty := baseY - barH + (barH-h.targetH)/2
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h.blit(r, h.targetTex, 2*s+pad+icon+gap, ty, h.targetW, h.targetH)
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}
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}
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capY := baseY + 1*s
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for i := range h.captionTex {
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if h.captionTex[i] == 0 {
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continue
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}
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cw, ch := h.captionW[i], h.captionH[i]
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r.DrawRect(2*s, capY, cw+6*s, ch+2*s, [4]float32{0, 0, 0, 0.45})
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h.blit(r, h.captionTex[i], 5*s, capY+1*s, cw, ch)
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capY += ch + 3*s
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}
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// 小地图(左上角 96×96 逻辑像素 + 边框;玩家标记已烘焙进地图图——
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// 覆盖层 quad 在批处理末尾存在颜色异常,见 updateMinimap drawMarker)
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if h.minimapTex != 0 {
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const m = 96.0
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h.blit(r, h.minimapTex, 2*s, 2*s, m*s, m*s)
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r.DrawRect(1.5*s, 1.5*s, (m+1)*s, 1*s, [4]float32{0, 0, 0, 0.7})
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r.DrawRect(1.5*s, (m+1.5)*s, (m+1)*s, 1*s, [4]float32{0, 0, 0, 0.7})
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r.DrawRect(1.5*s, 1.5*s, 1*s, (m+1)*s, [4]float32{0, 0, 0, 0.7})
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r.DrawRect((m+0.5)*s, 1.5*s, 1*s, (m+1)*s, [4]float32{0, 0, 0, 0.7})
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}
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}
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// blit 以纹理原比例绘制一个四边形(UI 精灵)。
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func (h *HUD) blit(r *Renderer, tex uint32, x, y, w, hgt float32) {
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if tex == 0 {
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return
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}
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r.pushQuad(quad{x: x, y: y, w: w, h: hgt, u0: 0, v0: 0, u1: 1, v1: 1,
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r: 1, g: 1, b: 1, a: 1, tex: tex})
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}
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// drawItemIcon 在槽位绘制物品图标 + 数量。
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func (h *HUD) drawItemIcon(r *Renderer, stack item.Stack, x, y float32, slot int) {
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s := h.scale
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if stack.Empty() {
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return
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}
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def, ok := h.items.Get(stack.Name)
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if !ok {
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return
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}
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sc := s
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if slot >= 0 && slot == h.punchSlot && h.punchT > 0 {
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sc = s * (1 + 0.4*h.punchT)
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x -= (16*sc - 16*s) / 2
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y -= (16*sc - 16*s) / 2
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}
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// 原版约定:block/* 图标在 blocks 图集,item/* 在 items 图集
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tex := h.itemTex
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uv, found := h.itemUV[def.Texture]
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if !found {
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uv, found = h.blockUV[def.Texture]
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tex = h.blockTex
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}
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if found && tex != 0 {
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r.pushQuad(quad{x: x, y: y, w: 16 * sc, h: 16 * sc,
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u0: uv[0], v0: uv[1], u1: uv[2], v1: uv[3],
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r: 1, g: 1, b: 1, a: 1, tex: tex})
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}
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if stack.Count > 1 {
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r.DrawText(x+10*sc, y+8*sc, fmt.Sprintf("%d", stack.Count), 1*s, [4]float32{1, 1, 1, 1})
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}
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drawDurabilityBar(r, stack, def, x, y, sc)
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}
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