This commit is contained in:
2026-09-26 18:06:05 -03:00
parent 01a81b926e
commit e22f12c0b6
12 changed files with 215 additions and 35 deletions
+36 -1
View File
@@ -3,15 +3,26 @@ import { AssetManager } from "$/client/assets.ts";
import type { Client } from "$/client/client.ts";
import type { ClientInventories } from "$/client/inventory.ts";
import { draw_item, draw_nine_slice } from "$/client/rendering/render_utils.ts";
import { canvas, draw_rect_stroke, Texture } from "$/client/renderer/mod.ts";
import { canvas, draw_rect_stroke, draw_text, measure_text, Texture } from "$/client/renderer/mod.ts";
import { display_name } from "$/common/utils.ts";
import { TEXT_HEIGHT, TEXT_SCALE } from "./widgets.ts";
const PADDING = 10;
const CROSSHAIR_SIZE = 8;
// how long the held item's name shows above the hotbar after it changes, and the last part of that it fades out in
const HELD_NAME_MS = 2000;
const HELD_NAME_FADE_MS = 500;
const HELD_NAME_GAP = 12;
// what's drawn over the world while playing, like minecraft's Gui: hotbar, crosshair and chat
export class Hud {
// what was held last frame, as slot and item id, and when the held item last changed
#held = "";
#held_since = -Infinity;
render(client: Client) {
this.#render_hotbar(client.player.inventories);
this.#render_held_name(client.player.inventories);
this.#render_crosshair();
client.chat.render(false);
}
@@ -54,6 +65,30 @@ export class Hud {
}
}
// like minecraft: switching slots, or a different item ending up in the selected one, shows its name for a bit
#render_held_name(inventories: ClientInventories) {
const item = inventories.inventory.get_item(inventories.hotbar_selected);
const held = item ? `${inventories.hotbar_selected} ${item.type_id}` : "";
const now = performance.now();
if (held !== this.#held) {
this.#held = held;
this.#held_since = item ? now : -Infinity;
}
const shown_for = now - this.#held_since;
if (!item || shown_for > HELD_NAME_MS) {
return;
}
const alpha = Math.min(1, (HELD_NAME_MS - shown_for) / HELD_NAME_FADE_MS);
const name = display_name(item.type_id);
const hotbar_top = canvas.height - (PADDING * 2 + SLOT_SIZE);
const x = (canvas.width - measure_text(name, TEXT_SCALE)) / 2;
const y = hotbar_top - HELD_NAME_GAP - TEXT_HEIGHT * TEXT_SCALE;
// a shadow so it reads over bright sky and snow
draw_text(name, x + TEXT_SCALE, y + TEXT_SCALE, TEXT_SCALE, [0.15, 0.15, 0.15, alpha]);
draw_text(name, x, y, TEXT_SCALE, [1, 1, 1, alpha]);
}
#render_crosshair() {
draw_rect_stroke(
(canvas.width - CROSSHAIR_SIZE) / 2,