Files
ngzz-mc/cmd/client/input.go
NianGao Dev d52bf1126f feat(client): 植被染色、破坏裂纹叠加、手持方块与实体广告牌渲染;原版 HUD 精灵
- 植被染色(渲染.md §4.1):blocks.json 增 tint 标记,图集构建后按
  colormap/grass|foliage 中心色乘色——原版材质包草顶/树叶为灰度图,不染色全灰
- 破坏裂纹(方块交互与动画.md §4):destroy_stage_0..9 裂纹盒叠加破坏目标方块
- 第一人称手持方块(渲染.md §5.2):选中槽放置方块六面 UV 视图空间立方体
- 实体广告牌(渲染.md §5.3):僵尸/村民/动物按贴图渲染,动物按 ID 轮换外观
- HUD 换原版精灵:crosshair/hotbar/hotbar_selection/heart/food(UI还原.md §3.4)
- 主菜单标题/按钮标签按请求字号光栅化(修复 24px 固定字号);版本角标 CJK
- 恢复背面剔除(相机修复后 '脚下黑块' 误诊解除);ESC 光标请求原子化防竞态
- dev 测试参数:-give/-crackstage/-spawntest/-esctest
2026-08-16 10:08:40 +08:00

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//go:build gl
// 客户端输入处理:键鼠状态采集(UI与输入.md §6)。
//
// 设计:回调只更新状态,游戏逻辑在 tick 里消费状态(主循环解耦)。
package main
import (
"math"
"mc/internal/game"
"mc/internal/physics"
"github.com/go-gl/glfw/v3.3/glfw"
)
// inputState 键鼠输入状态。
type inputState struct {
win *glfw.Window
// 按键状态
forward, back, left, right, jump, sneak, sprint bool
// 鼠标
lastX, lastY float64
firstMouse bool
dyaw, dpitch float64 // 累计角度增量(弧度,tick 消费)
// 按键事件(tick 消费)
breakDown bool
breakHeld bool
placeDown bool
selectSlot int // -1 无
// 鼠标与 UI 事件(UI与输入.md §6 屏幕交互)
cursorX, cursorY float64
clickX, clickY float32
clicked bool
escPressed bool
}
// newInputState 创建输入状态并注册回调。
func newInputState(win *glfw.Window) *inputState {
in := &inputState{win: win, firstMouse: true, selectSlot: -1}
win.SetKeyCallback(in.keyCallback)
win.SetMouseButtonCallback(in.mouseButtonCallback)
win.SetCursorPosCallback(in.cursorCallback)
win.SetScrollCallback(in.scrollCallback)
return in
}
// 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) {
down := action != glfw.Release
switch key {
case glfw.KeyW:
in.forward = down
case glfw.KeyS:
in.back = down
case glfw.KeyA:
in.left = down
case glfw.KeyD:
in.right = down
case glfw.KeySpace:
in.jump = down
case glfw.KeyLeftShift:
in.sneak = down
case glfw.KeyLeftControl:
in.sprint = down
case glfw.KeyEscape:
if action == glfw.Press {
in.escPressed = true // 暂停/继续由屏幕状态机处理
}
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)
}
}
}
// 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 {
case glfw.MouseButtonLeft:
if action == glfw.Press {
in.breakDown = true
in.clicked = true
in.clickX = float32(in.cursorX)
in.clickY = float32(in.cursorY)
}
in.breakHeld = action != glfw.Release
case glfw.MouseButtonRight:
if action == glfw.Press {
in.placeDown = true
}
}
}
// cursorCallback 鼠标移动:yaw/pitch 累积(渲染.md §2 主线程消费)。
func (in *inputState) cursorCallback(_ *glfw.Window, x, y float64) {
in.cursorX, in.cursorY = x, y
if in.firstMouse {
in.lastX, in.lastY = x, y
in.firstMouse = false
return
}
dx, dy := x-in.lastX, y-in.lastY
in.lastX, in.lastY = x, y
const sens = 0.0025
in.dyaw += dx * sens
in.dpitch -= dy * sens
}
// scrollCallback 滚轮切热键栏(UI与输入.md §6)。
func (in *inputState) scrollCallback(_ *glfw.Window, _, yoff float64) {
if yoff > 0 {
in.selectSlot = -2 // 上滚
} else if yoff < 0 {
in.selectSlot = -3 // 下滚
}
}
// apply 每 tick 把输入状态转成玩家动作(game.Session 驱动)。
func (in *inputState) apply(s *game.Session) {
cam := s.Cam
p := s.Player
// 视角(俯仰钳制在相机上,而非增量上——旧实现钳增量,抬头可翻转超过 ±90°)
if in.dyaw != 0 || in.dpitch != 0 {
cam.Yaw += in.dyaw
cam.Pitch += in.dpitch
in.dyaw, in.dpitch = 0, 0
const maxPitch = math.Pi/2 - 0.01
if cam.Pitch > maxPitch {
cam.Pitch = maxPitch
}
if cam.Pitch < -maxPitch {
cam.Pitch = -maxPitch
}
}
// 游戏中左键=破坏,不是 UI 点击:清除遗留点击状态,防止暂停菜单收到过期点击
in.clicked = false
// 水平移动(物理与碰撞.md §3:走/冲刺/潜行)
f := cam.Forward()
r := cam.Right()
wish := [2]float64{}
if in.forward {
wish[0] += f[0]
wish[1] += f[2]
}
if in.back {
wish[0] -= f[0]
wish[1] -= f[2]
}
if in.right {
wish[0] += r[0]
wish[1] += r[2]
}
if in.left {
wish[0] -= r[0]
wish[1] -= r[2]
}
speed := 4.3
if in.sprint {
speed *= 1.3
}
if in.sneak {
speed *= 0.3
}
l := math.Sqrt(wish[0]*wish[0] + wish[1]*wish[1])
if l > 0 {
p.Vel[0] = wish[0] / l * speed
p.Vel[2] = wish[1] / l * speed
} else {
p.Vel[0] = 0
p.Vel[2] = 0
}
// 跳跃
if in.jump && p.OnGround {
p.Jump()
}
// 热键栏切换
switch in.selectSlot {
case -2:
s.Inv.Selected = (s.Inv.Selected + 1) % 9
case -3:
s.Inv.Selected = (s.Inv.Selected + 8) % 9
default:
if in.selectSlot >= 0 && in.selectSlot < 9 {
s.Inv.Selected = in.selectSlot
}
}
in.selectSlot = -1
// 破坏(按住累积,方块交互与动画.md §3)
if in.breakDown {
s.BeginBreak()
in.breakDown = false
}
if !in.breakHeld && s.BreakProgress() != 0 {
s.EndBreak()
}
// 放置
if in.placeDown {
s.PlaceSelected()
in.placeDown = false
}
}
var _ = physics.Player{} // 保持引用(后续输入扩展用)