diff options
Diffstat (limited to 'src/LivingVillage.Desktop/Game.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/Game.fs | 8 |
1 files changed, 3 insertions, 5 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs index a4f994b..c6408aa 100644 --- a/src/LivingVillage.Desktop/Game.fs +++ b/src/LivingVillage.Desktop/Game.fs @@ -3405,17 +3405,14 @@ type LivingVillageGame() as this = /// 顶部窄信息条:时段/时间/倍速/体力/钱币,半透明渐变 + 强调线,绝非大黑块。 member private this.DrawHudBar() = - let viewport = this.GraphicsDevice.Viewport let profile = M6Presentation.profileAtTick world.Tick let palette = HudLayout.palette profile.Mode let placed = HudLayout.layout (HudLayout.segments world simulationControl) let barHeight = HudLayout.barHeight let textY = (barHeight - 8 * HudLayout.textScale) / 2 spriteBatch.Begin() - // 竖向渐变:上半略亮、下半压暗,避免整条纯色。 - spriteBatch.Draw(pixel, Rectangle(0, 0, viewport.Width, barHeight / 2), palette.BarTop) - spriteBatch.Draw(pixel, Rectangle(0, barHeight / 2, viewport.Width, barHeight - barHeight / 2), palette.BarBottom) - spriteBatch.Draw(pixel, Rectangle(0, barHeight, viewport.Width, HudLayout.accentHeight), palette.Accent) + // P75:去掉整宽深色渐变带(palette 的 BarTop/BarBottom alpha=0),信息只靠各段的 + // 半透明药丸承载——紧凑的图标+数值并排、留白充足,HUD 区域黑块面积大幅下降。 // 图标用 pixel 贴图按 7x7 点阵绘制(无外部素材),先描边后填充,保证昼夜可读。 let drawIcon (iconX: int) (iconY: int) (color: Color) (icon: HudLayout.HudIcon) = HudLayout.iconRows icon @@ -3434,6 +3431,7 @@ type LivingVillageGame() as this = let iconY = (barHeight - HudLayout.iconHeight) / 2 for (x, width, segment) in placed do spriteBatch.Draw(pixel, HudLayout.segmentBackdrop x width, palette.SegmentBackdrop) + spriteBatch.Draw(pixel, HudLayout.pillHairline x width, palette.Accent) let textX = HudLayout.textOrigin x let labelAdvanced = FloatingPrompt.measureWidth (segment.Label + " ") HudLayout.textScale let isEnergy = segment.Icon = HudLayout.EnergyIcon |
