started with _de/players/hud.md

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---
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.

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@ -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