import { SLOT_SIZE } from "$/common/constants.ts"; import { AssetManager } from "$/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"; const PADDING = 10; const CROSSHAIR_SIZE = 8; // what's drawn over the world while playing, like minecraft's Gui: hotbar, crosshair and chat export class Hud { render(client: Client) { this.#render_hotbar(client.player.inventories); this.#render_crosshair(); client.chat.render(false); } #render_hotbar(inventories: ClientInventories) { const ui = AssetManager.instance.get("bworld:ui"); const hotbar_width = PADDING * 2 + SLOT_SIZE * 9; const hotbar_height = PADDING * 2 + SLOT_SIZE; const x = canvas.width / 2 - hotbar_width / 2; const y = canvas.height - hotbar_height; draw_nine_slice(ui, 160, 0, 16, 16, 4, 4, 4, 4, x, y, hotbar_width, hotbar_height); for (let index = 0; index < 9; index += 1) { const selected = inventories.hotbar_selected === index; draw_nine_slice( ui, selected ? 19 * 16 : 160 + 32, selected ? 16 : 0, 16, 16, 4, 4, 4, 4, x + PADDING + index * SLOT_SIZE, y + PADDING, SLOT_SIZE, SLOT_SIZE, ); } for (let index = 0; index < 9; index += 1) { const item = inventories.inventory.get_item(index); if (item) { draw_item(item, x + PADDING + index * SLOT_SIZE, y + PADDING); } } } #render_crosshair() { draw_rect_stroke( (canvas.width - CROSSHAIR_SIZE) / 2, (canvas.height - CROSSHAIR_SIZE) / 2, CROSSHAIR_SIZE, CROSSHAIR_SIZE, [0, 0, 0, 0.6], ); } }