started with _de/players/hud.md
This commit is contained in:
parent
d52ac03d5d
commit
912c615016
294
_de/players/hud.md
Normal file
294
_de/players/hud.md
Normal file
@ -0,0 +1,294 @@
|
||||
---
|
||||
title: HUD
|
||||
layout: default
|
||||
root: ../..
|
||||
idx: 4.6
|
||||
description: Lernen Sie, wie man HUD-Elemente anzeigt
|
||||
redirect_from: /de/chapters/hud.html
|
||||
---
|
||||
|
||||
## Introduction <!-- omit in toc -->
|
||||
|
||||
Heads Up Display (HUD) Elemente ermöglichen es Ihnen, Text, Bilder und andere grafische Elemente anzuzeigen.
|
||||
|
||||
Das HUD akzeptiert keine Benutzereingaben; dafür sollten Sie eine [formspec](formspecs.html) verwenden.
|
||||
|
||||
- [Positionierung](#positionierung)
|
||||
- [Position und Versatz](#position-und-versatz)
|
||||
- [Alignment](#alignment)
|
||||
- [Scoreboard](#scoreboard)
|
||||
- [Text Elements](#text-elements)
|
||||
- [Parameters](#parameters)
|
||||
- [Our Example](#our-example)
|
||||
- [Image Elements](#image-elements)
|
||||
- [Parameters](#parameters-1)
|
||||
- [Scale](#scale)
|
||||
- [Changing an Element](#changing-an-element)
|
||||
- [Storing IDs](#storing-ids)
|
||||
- [Other Elements](#other-elements)
|
||||
|
||||
## Positionierung
|
||||
|
||||
### Position und Versatz
|
||||
|
||||
<figure class="right_image">
|
||||
<img
|
||||
width="300"
|
||||
src="{{ page.root }}//static/hud_diagram_center.svg"
|
||||
alt="Diagramm mit einem zentrierten Textelement">
|
||||
</figure>
|
||||
|
||||
Bildschirme gibt es in verschiedenen Größen und Auflösungen, und
|
||||
das HUD muss auf allen Bildschirmtypen gut funktionieren.
|
||||
|
||||
Die Lösung von Minetest besteht darin, die Position eines Elements sowohl durch
|
||||
einer prozentualen Position und einem Versatz.
|
||||
Die prozentuale Position bezieht sich auf die Bildschirmgröße, d. h. um ein Element
|
||||
in der Mitte des Bildschirms zu platzieren, müssen Sie eine prozentuale Position von der Hälfte
|
||||
des Bildschirms, z. B. (50%, 50%), und einen Versatz von (0, 0) angeben.
|
||||
|
||||
Der Versatz wird dann verwendet, um ein Element relativ zur Prozentposition zu verschieben.
|
||||
|
||||
<div style="clear:both;"></div>
|
||||
|
||||
### Alignment
|
||||
|
||||
Die Ausrichtung gibt an, wo das Ergebnis von Position und Versatz auf dem Element liegt -
|
||||
zum Beispiel, `{x = -1.0, y = 0.0}` lässt das Ergebnis von Position und Versatz
|
||||
auf die linke Seite der Elementbegrenzung. Dies ist besonders nützlich, wenn Sie
|
||||
ein Textelement links-, mittel- oder rechtsbündig auszurichten.
|
||||
|
||||
<figure>
|
||||
<img
|
||||
width="500"
|
||||
src="{{ page.root }}//static/hud_diagram_alignment.svg"
|
||||
alt="Diagramm zur Ausrichtung">
|
||||
</figure>
|
||||
|
||||
Das obige Diagramm zeigt 3 Fenster (blau), jedes mit einem einzelnen HUD-Element (gelb)
|
||||
und jeweils einer anderen Ausrichtung. Der Pfeil ist das Ergebnis der Berechnung von Position
|
||||
und Versatzberechnung.
|
||||
|
||||
### Scoreboard
|
||||
|
||||
For the purposes of this chapter, you will learn how to position and update a
|
||||
score panel like so:
|
||||
|
||||
<figure>
|
||||
<img
|
||||
src="{{ page.root }}//static/hud_final.png"
|
||||
alt="screenshot of the HUD we're aiming for">
|
||||
</figure>
|
||||
|
||||
In the above screenshot, all the elements have the same percentage position
|
||||
(100%, 50%) - but different offsets. This allows the whole thing to be anchored
|
||||
to the right of the window, but to resize without breaking.
|
||||
|
||||
## Text Elements
|
||||
|
||||
You can create a HUD element once you have a copy of the player object:
|
||||
|
||||
```lua
|
||||
local player = minetest.get_player_by_name("username")
|
||||
local idx = player:hud_add({
|
||||
hud_elem_type = "text",
|
||||
position = {x = 0.5, y = 0.5},
|
||||
offset = {x = 0, y = 0},
|
||||
text = "Hello world!",
|
||||
alignment = {x = 0, y = 0}, -- center aligned
|
||||
scale = {x = 100, y = 100}, -- covered later
|
||||
})
|
||||
```
|
||||
|
||||
The `hud_add` function returns an element ID - this can be used later to modify
|
||||
or remove a HUD element.
|
||||
|
||||
### Parameters
|
||||
|
||||
The element's type is given using the `hud_elem_type` property in the definition
|
||||
table. The meaning of other properties varies based on this type.
|
||||
|
||||
`scale` is the maximum bounds of text; text outside these bounds is cropped, e.g.: `{x=100, y=100}`.
|
||||
|
||||
`number` is the text's colour, and is in [hexadecimal form](http://www.colorpicker.com/), e.g.: `0xFF0000`.
|
||||
|
||||
|
||||
### Our Example
|
||||
|
||||
Let's go ahead and place all the text in our score panel:
|
||||
|
||||
```lua
|
||||
-- Get the dig and place count from storage, or default to 0
|
||||
local meta = player:get_meta()
|
||||
local digs_text = "Digs: " .. meta:get_int("score:digs")
|
||||
local places_text = "Places: " .. meta:get_int("score:places")
|
||||
|
||||
player:hud_add({
|
||||
hud_elem_type = "text",
|
||||
position = {x = 1, y = 0.5},
|
||||
offset = {x = -120, y = -25},
|
||||
text = "Stats",
|
||||
alignment = 0,
|
||||
scale = { x = 100, y = 30},
|
||||
number = 0xFFFFFF,
|
||||
})
|
||||
|
||||
player:hud_add({
|
||||
hud_elem_type = "text",
|
||||
position = {x = 1, y = 0.5},
|
||||
offset = {x = -180, y = 0},
|
||||
text = digs_text,
|
||||
alignment = -1,
|
||||
scale = { x = 50, y = 10},
|
||||
number = 0xFFFFFF,
|
||||
})
|
||||
|
||||
player:hud_add({
|
||||
hud_elem_type = "text",
|
||||
position = {x = 1, y = 0.5},
|
||||
offset = {x = -70, y = 0},
|
||||
text = places_text,
|
||||
alignment = -1,
|
||||
scale = { x = 50, y = 10},
|
||||
number = 0xFFFFFF,
|
||||
})
|
||||
```
|
||||
|
||||
This results in the following:
|
||||
|
||||
<figure>
|
||||
<img
|
||||
src="{{ page.root }}//static/hud_text.png"
|
||||
alt="screenshot of the HUD we're aiming for">
|
||||
</figure>
|
||||
|
||||
|
||||
## Image Elements
|
||||
|
||||
Image elements are created in a very similar way to text elements:
|
||||
|
||||
```lua
|
||||
player:hud_add({
|
||||
hud_elem_type = "image",
|
||||
position = {x = 1, y = 0.5},
|
||||
offset = {x = -220, y = 0},
|
||||
text = "score_background.png",
|
||||
scale = { x = 1, y = 1},
|
||||
alignment = { x = 1, y = 0 },
|
||||
})
|
||||
```
|
||||
|
||||
You will now have this:
|
||||
|
||||
<figure>
|
||||
<img
|
||||
src="{{ page.root }}//static/hud_background_img.png"
|
||||
alt="screenshot of the HUD so far">
|
||||
</figure>
|
||||
|
||||
### Parameters
|
||||
|
||||
The `text` field is used to provide the image name.
|
||||
|
||||
If a co-ordinate is positive, then it is a scale factor with 1 being the
|
||||
original image size, 2 being double the size, and so on.
|
||||
However, if a co-ordinate is negative, it is a percentage of the screen size.
|
||||
For example, `x=-100` is 100% of the width.
|
||||
|
||||
### Scale
|
||||
|
||||
Let's make the progress bar for our score panel as an example of scale:
|
||||
|
||||
```lua
|
||||
local percent = tonumber(meta:get("score:score") or 0.2)
|
||||
|
||||
player:hud_add({
|
||||
hud_elem_type = "image",
|
||||
position = {x = 1, y = 0.5},
|
||||
offset = {x = -215, y = 23},
|
||||
text = "score_bar_empty.png",
|
||||
scale = { x = 1, y = 1},
|
||||
alignment = { x = 1, y = 0 },
|
||||
})
|
||||
|
||||
player:hud_add({
|
||||
hud_elem_type = "image",
|
||||
position = {x = 1, y = 0.5},
|
||||
offset = {x = -215, y = 23},
|
||||
text = "score_bar_full.png",
|
||||
scale = { x = percent, y = 1},
|
||||
alignment = { x = 1, y = 0 },
|
||||
})
|
||||
```
|
||||
|
||||
We now have a HUD that looks like the one in the first post!
|
||||
There is one problem however, it won't update when the stats change.
|
||||
|
||||
## Changing an Element
|
||||
|
||||
You can use the ID returned by the `hud_add` method to update it or remove it later.
|
||||
|
||||
```lua
|
||||
local idx = player:hud_add({
|
||||
hud_elem_type = "text",
|
||||
text = "Hello world!",
|
||||
-- parameters removed for brevity
|
||||
})
|
||||
|
||||
player:hud_change(idx, "text", "New Text")
|
||||
player:hud_remove(idx)
|
||||
```
|
||||
|
||||
The `hud_change` method takes the element ID, the property to change, and the new
|
||||
value. The above call changes the `text` property from "Hello World" to "New text".
|
||||
|
||||
This means that doing the `hud_change` immediately after the `hud_add` is
|
||||
functionally equivalent to the following, in a rather inefficient way:
|
||||
|
||||
```lua
|
||||
local idx = player:hud_add({
|
||||
hud_elem_type = "text",
|
||||
text = "New Text",
|
||||
})
|
||||
```
|
||||
|
||||
## Storing IDs
|
||||
|
||||
```lua
|
||||
score = {}
|
||||
local saved_huds = {}
|
||||
|
||||
function score.update_hud(player)
|
||||
local player_name = player:get_player_name()
|
||||
|
||||
-- Get the dig and place count from storage, or default to 0
|
||||
local meta = player:get_meta()
|
||||
local digs_text = "Digs: " .. meta:get_int("score:digs")
|
||||
local places_text = "Places: " .. meta:get_int("score:places")
|
||||
local percent = tonumber(meta:get("score:score") or 0.2)
|
||||
|
||||
local ids = saved_huds[player_name]
|
||||
if ids then
|
||||
player:hud_change(ids["places"], "text", places_text)
|
||||
player:hud_change(ids["digs"], "text", digs_text)
|
||||
player:hud_change(ids["bar_foreground"],
|
||||
"scale", { x = percent, y = 1 })
|
||||
else
|
||||
ids = {}
|
||||
saved_huds[player_name] = ids
|
||||
|
||||
-- create HUD elements and set ids into `ids`
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_on_joinplayer(score.update_hud)
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
saved_huds[player:get_player_name()] = nil
|
||||
end)
|
||||
```
|
||||
|
||||
|
||||
## Other Elements
|
||||
|
||||
Read [lua_api.txt](https://minetest.gitlab.io/minetest/hud/) for a complete list of HUD elements.
|
@ -43,6 +43,7 @@ Health = Leben
|
||||
Health Points = Lebenspunkte
|
||||
HP = HP
|
||||
hud = hud
|
||||
HUD = HUD
|
||||
initial properties = Erst-Eigenschaften
|
||||
insecure environment = unsichere Umgebung
|
||||
Introduction = Einleitung
|
||||
@ -78,6 +79,7 @@ nodeboxes = Nodeboxen
|
||||
Node inventory = Blockinventar
|
||||
node timer = Blocktimer
|
||||
Object properties = Objekt-Eigenschaften
|
||||
offset = Versatz
|
||||
Overrides = Overrides
|
||||
path = Verzeichnis
|
||||
parent = Elternteil
|
||||
|
Loading…
Reference in New Issue
Block a user