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| author | Somhairle H. Marisol <[email protected]> | 2026-09-29 06:12:57 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-29 06:12:57 +0800 |
| commit | ec49a835361fd0f6d92a41204dcc9547073b46ee (patch) | |
| tree | e487c692e327484bfc813db2f65cb6a43a13b4cc /src/LivingVillage.Desktop/VillageArt.fs | |
| parent | 166fbeb4efd1c36c5c8289defdf480c89835d540 (diff) | |
| download | living-village-ec49a835361fd0f6d92a41204dcc9547073b46ee.tar.gz | |
p64: 整改桥梁栏杆可辨(深墨栏体/亮扶手/望柱)与内景四角布局(Hermes vision 复核)
Diffstat (limited to 'src/LivingVillage.Desktop/VillageArt.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/VillageArt.fs | 65 |
1 files changed, 34 insertions, 31 deletions
diff --git a/src/LivingVillage.Desktop/VillageArt.fs b/src/LivingVillage.Desktop/VillageArt.fs index 031b577..76abc4a 100644 --- a/src/LivingVillage.Desktop/VillageArt.fs +++ b/src/LivingVillage.Desktop/VillageArt.fs @@ -278,16 +278,17 @@ module VillageArt = renderProp FlowerBush 2 3 renderProp FlowerBush 6 1 ] Interior = + // P64 整改:家具改排至全屋四角/沿墙(左上窗、右上床、右墙屏风、左中桌+椅、 + // 桌旁壶、左下凳),两两不重叠且不压角色进场中央通道。 { Elements = - [ interiorElement Window 2 2 - interiorElement Table 4 4 - interiorElement Bed 7 3 - interiorElement Screen 7 6 - // P64 内景下半部家具补件:椅/凳/床尾凳/柜旁壶。 - interiorElement BedFoot 5 4 - interiorElement Chair 2 5 - interiorElement Stool 6 5 - interiorElement Teapot 4 5 ] } } + [ interiorElement Window 18 1 + interiorElement Bed 33 2 + interiorElement BedFoot 33 5 + interiorElement Table 5 8 + interiorElement Chair 8 8 + interiorElement Teapot 9 8 + interiorElement Stool 5 11 + interiorElement Screen 34 11 ] } } let worldTile (plan: JiangnanRenderPlan) (localPosition: TilePosition) : TilePosition = { X = plan.Origin.X + localPosition.X @@ -1447,6 +1448,29 @@ module VillageArt = { PixelPosition.X = float32 (layout.RoomX + tileX * Sim.tilePixels + Sim.tilePixels / 2) Y = float32 (floorY + (tileY + 1) * Sim.tilePixels) } + /// P64 整改:内景单个元素在屏幕上的矩形(纯函数,供绘制与「不重叠/不挡道」回归共用)。 + let interiorElementScreenRect (layout: InteriorLayout) (element: InteriorElement) : Microsoft.Xna.Framework.Rectangle = + let floorY = interiorFloorY layout + let baseY = floorY + (element.Position.Y + 1) * Sim.tilePixels + match element.Kind with + | Window -> + XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, layout.RoomY + 24, 48, 40) + | Table -> + XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 16, baseY - 48, 64, 48) + | Bed -> + XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 96, 48, 96) + | Screen -> + XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels, baseY - 96, 32, 96) + // P64 补件按其像素体量落位(低矮家具贴近地面线)。 + | Chair -> + XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 44, 28, 44) + | Stool -> + XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 22, 24, 22) + | BedFoot -> + XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 16, baseY - 14, 56, 18) + | Teapot -> + XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 16, 20, 16) + let drawInterior (spriteBatch: SpriteBatch) (pixel: Texture2D) @@ -1481,29 +1505,8 @@ module VillageArt = let rugY = floorY + 96 spriteBatch.Draw(textures.InteriorAtlas, XnaRectangle(rugX, rugY, 96, 64), rugSource, tint) - let elementDestination (element: InteriorElement) : XnaRectangle = - let baseY = floorY + (element.Position.Y + 1) * Sim.tilePixels - match element.Kind with - | Window -> - XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, layout.RoomY + 24, 48, 40) - | Table -> - XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 16, baseY - 48, 64, 48) - | Bed -> - XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 96, 48, 96) - | Screen -> - XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels, baseY - 96, 32, 96) - // P64 补件按其像素体量落位(低矮家具贴近地面线)。 - | Chair -> - XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 44, 28, 44) - | Stool -> - XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 22, 24, 22) - | BedFoot -> - XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 16, baseY - 14, 56, 18) - | Teapot -> - XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 16, 20, 16) - for element in plan.Elements |> List.sortBy (fun element -> element.Position.Y, element.Position.X) do - spriteBatch.Draw(textures.InteriorAtlas, elementDestination element, interiorSourceRectangle element.Kind, tint) + spriteBatch.Draw(textures.InteriorAtlas, interiorElementScreenRect layout element, interiorSourceRectangle element.Kind, tint) let chestX = layout.RoomX + layout.RoomWidth - 44 let chestY = layout.RoomY + layout.RoomHeight - 36 |
