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title | layout | root | idx | description | redirect_from |
---|---|---|---|---|---|
HUD | default | ../.. | 4.6 | Lernen Sie, wie man HUD-Elemente anzeigt | /de/chapters/hud.html |
Introduction
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 verwenden.
Positionierung
Position und Versatz
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.
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.
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:
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:
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, e.g.: 0xFF0000
.
Our Example
Let's go ahead and place all the text in our score panel:
-- 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:
Image Elements
Image elements are created in a very similar way to text elements:
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:
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:
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.
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:
local idx = player:hud_add({
hud_elem_type = "text",
text = "New Text",
})
Storing IDs
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 for a complete list of HUD elements.