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-rw-r--r--src/LivingVillage.Desktop/ChineseText.fs6
-rw-r--r--src/LivingVillage.Desktop/Game.fs94
-rw-r--r--src/LivingVillage.Desktop/HudLayout.fs68
-rw-r--r--src/LivingVillage.Desktop/Interaction.fs9
-rw-r--r--src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj1
-rw-r--r--src/LivingVillage.Desktop/M6Presentation.fs22
6 files changed, 158 insertions, 42 deletions
diff --git a/src/LivingVillage.Desktop/ChineseText.fs b/src/LivingVillage.Desktop/ChineseText.fs
index 0d988fe..52e124d 100644
--- a/src/LivingVillage.Desktop/ChineseText.fs
+++ b/src/LivingVillage.Desktop/ChineseText.fs
@@ -124,6 +124,12 @@ module ChineseText =
"E 进屋"
"E 交谈"
"时间"
+ "时段"
+ "倍速"
+ "体力"
+ "钱币"
+ "清晨"
+ "黄昏"
"互动已记录"
"1倍速"
"2倍速"
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs
index 8402a72..3bb43f8 100644
--- a/src/LivingVillage.Desktop/Game.fs
+++ b/src/LivingVillage.Desktop/Game.fs
@@ -864,52 +864,72 @@ type LivingVillageGame() as this =
this.DrawM5Overlay()
member private this.DrawM5Overlay() =
+ this.DrawHudBar()
+ if m5View.Panel = WorldPanel then
+ this.DrawTransientStatus()
+ else
+ this.DrawPanel()
+
+ /// 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 textScale = 2
- let lineHeight = 18
let profile = M6Presentation.profileAtTick world.Tick
- let timeLine = sprintf "时间 %s %s" (M6Presentation.dayNightLabel profile.Mode) (M6Presentation.clockLabel simulationControl)
- let persistentLines =
- timeLine :: (m5View.Prompt |> Option.toList)
- let dialogueLines =
- match m5View.Panel, m5View.Menu with
- | DialoguePanel, Some menu ->
- menu.Options
- |> List.mapi (fun index intent -> sprintf "%d %s" (index + 1) (M5Interaction.intentLine intent))
- |> fun options -> [ sprintf "互动:村民 %d" (M5Interaction.menuNpcNumber menu) ] @ options
- | _ -> []
+ 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)
+ for (x, _, segment) in placed do
+ PixelText.draw spriteBatch pixel cjkAtlas x textY HudLayout.textScale palette.Label segment.Label
+ let labelAdvanced = FloatingPrompt.measureWidth (segment.Label + " ") HudLayout.textScale
+ PixelText.draw spriteBatch pixel cjkAtlas (x + labelAdvanced) textY HudLayout.textScale palette.Value segment.Value
+ spriteBatch.End()
+
+ /// 常驻情境状态:顶部条下方的小药丸,仅 WorldPanel 且瞬态未过期时出现。
+ member private this.DrawTransientStatus() =
+ let viewport = this.GraphicsDevice.Viewport
let statusView = { m5View with StatusTick = Some hudStatusAt }
- let statusLine = M5Interaction.transientStatusLine hudClock statusView |> Option.toList
- let allLines = persistentLines @ dialogueLines @ statusLine
- let cornerLines = M5Interaction.cornerStatusLines world
- let panelWidth = min 360 (max 1 (viewport.Width - 32))
- let maxLines = max 1 ((viewport.Height - 48) / lineHeight)
- let lines = allLines |> List.truncate maxLines
- let panelHeight = lines.Length * lineHeight + 24
+ match M5Interaction.transientStatusLine hudClock statusView with
+ | None -> ()
+ | Some line ->
+ let scale = 2
+ let width = FloatingPrompt.measureWidth line scale
+ let x = 16
+ let y = HudLayout.barHeight + HudLayout.accentHeight + 8
+ spriteBatch.Begin()
+ spriteBatch.Draw(pixel, Rectangle(x - 8, y - 6, width + 16, 8 * scale + 12), Color(16, 26, 32, 200))
+ spriteBatch.Draw(pixel, Rectangle(x - 8, y - 6, 2, 8 * scale + 12), Color(92, 180, 190))
+ PixelText.draw spriteBatch pixel cjkAtlas x y scale (Color(232, 242, 232)) line
+ spriteBatch.End()
+
+ /// 打开的面板(对话/需求/观察/年鉴/任务):底部左侧轻量渐变板,沿用既有 panelLines。
+ member private this.DrawPanel() =
+ let viewport = this.GraphicsDevice.Viewport
+ let textScale = 2
+ let lineHeight = 18
+ let lines = M5Interaction.panelLines world m5View
+ let panelWidth = min 380 (max 1 (viewport.Width - 32))
+ let maxLines = max 1 ((viewport.Height - HudLayout.barHeight - 48) / lineHeight)
+ let visibleLines = lines |> List.truncate maxLines
+ let panelHeight = visibleLines.Length * lineHeight + 26
let panelX = 16
- let panelY = max 16 (viewport.Height - panelHeight - 16)
- let panel = Rectangle(panelX, panelY, panelWidth, panelHeight)
+ let panelY = max (HudLayout.barHeight + 12) (viewport.Height - panelHeight - 16)
let innerX = panelX + 12
let innerWidth = max 1 (panelWidth - 24)
let maxChars = max 1 (innerWidth / (6 * textScale))
spriteBatch.Begin()
- spriteBatch.Draw(pixel, panel, Color(15, 19, 25, 160))
+ // 竖向渐变板(半透明,非纯黑),顶部与左侧各一条强调线。
+ spriteBatch.Draw(pixel, Rectangle(panelX, panelY, panelWidth, panelHeight / 2), Color(30, 44, 52, 190))
+ spriteBatch.Draw(pixel, Rectangle(panelX, panelY + panelHeight / 2, panelWidth, panelHeight - panelHeight / 2), Color(16, 24, 30, 190))
spriteBatch.Draw(pixel, Rectangle(panelX, panelY, panelWidth, 3), Color(92, 180, 190))
- lines
- |> List.iteri (fun index line ->
- let visible = if line.Length > maxChars then line.Substring(0, maxChars) else line
- let color = if index = 0 then Color(220, 235, 220) else Color(190, 205, 210)
- PixelText.draw spriteBatch pixel cjkAtlas innerX (panelY + 12 + index * lineHeight) textScale color visible)
-
- // Minimal top-right status strip: day counter + real money/energy values.
- let cornerWidth = 232
- let cornerHeight = List.length cornerLines * lineHeight + 20
- let cornerX = viewport.Width - cornerWidth - 16
- let cornerY = 16
- spriteBatch.Draw(pixel, Rectangle(cornerX, cornerY, cornerWidth, cornerHeight), Color(15, 19, 25, 150))
- spriteBatch.Draw(pixel, Rectangle(cornerX, cornerY, cornerWidth, 3), Color(92, 180, 190))
- cornerLines
+ spriteBatch.Draw(pixel, Rectangle(panelX, panelY, 2, panelHeight), Color(92, 180, 190, 160))
+ visibleLines
|> List.iteri (fun index line ->
let visible = if line.Length > maxChars then line.Substring(0, maxChars) else line
- PixelText.draw spriteBatch pixel cjkAtlas (cornerX + 10) (cornerY + 10 + index * lineHeight) textScale (Color(220, 235, 220)) visible)
+ let color = if index = 0 then Color(226, 238, 226) else Color(192, 208, 212)
+ PixelText.draw spriteBatch pixel cjkAtlas innerX (panelY + 13 + index * lineHeight) textScale color visible)
spriteBatch.End()
diff --git a/src/LivingVillage.Desktop/HudLayout.fs b/src/LivingVillage.Desktop/HudLayout.fs
new file mode 100644
index 0000000..d943cec
--- /dev/null
+++ b/src/LivingVillage.Desktop/HudLayout.fs
@@ -0,0 +1,68 @@
+namespace LivingVillage.Desktop
+
+open Microsoft.Xna.Framework
+open LivingVillage.Kernel
+open LivingVillage.Kernel.Sim
+
+/// 顶部窄信息条 HUD 的纯布局/配色模型:只做确定性计算,实际绘制在 Game.fs。
+/// 常驻状态(时段/时间/倍速/体力/钱币)压进一条窄带,绝不用整屏纯色或大黑块。
+module HudLayout =
+
+ let barHeight = 36
+ let accentHeight = 3
+ let paddingX = 16
+ let segmentGap = 20
+ let textScale = 2
+
+ type Segment =
+ { Label: string
+ Value: string }
+
+ let segmentText (segment: Segment) : string = sprintf "%s %s" segment.Label segment.Value
+
+ /// 常驻状态片段,数值全部取自世界真实状态,绝不编造。
+ let segments (world: World) (control: SimulationControl) : Segment list =
+ let needs = world.Avatar.Mind.Needs
+ [ { Label = "时段"; Value = M6Presentation.timePeriodLabel world.Tick }
+ { Label = "时间"; Value = M6Presentation.clockTimeLabel world.Tick }
+ { Label = "倍速"; Value = M6Presentation.speedLabel control }
+ { Label = "体力"; Value = sprintf "%.0f" needs.Energy }
+ { Label = "钱币"; Value = sprintf "%.0f" needs.Money } ]
+
+ /// 段文本(含标签)的像素宽度。
+ let segmentWidth (segment: Segment) : int =
+ FloatingPrompt.measureWidth (segmentText segment) textScale
+
+ /// 左对齐排布,返回 (起点 x, 宽度, 分段);纯函数,便于布局回归断言。
+ let layout (segments: Segment list) : (int * int * Segment) list =
+ let _, placed =
+ segments
+ |> List.fold
+ (fun (x, acc) segment ->
+ let width = segmentWidth segment
+ x + width + segmentGap, (x, width, segment) :: acc)
+ (paddingX, [])
+ List.rev placed
+
+ type Palette =
+ { BarTop: Color
+ BarBottom: Color
+ Accent: Color
+ Label: Color
+ Value: Color }
+
+ /// 白天暖色 / 夜晚(冬夜)冷色微调;均为半透明渐变窄条,无大黑块。
+ let palette (mode: M6DayNight) : Palette =
+ match mode with
+ | Day ->
+ { BarTop = Color(40, 56, 62, 200)
+ BarBottom = Color(22, 34, 40, 200)
+ Accent = Color(212, 168, 96)
+ Label = Color(206, 220, 208)
+ Value = Color(242, 248, 234) }
+ | Night ->
+ { BarTop = Color(22, 30, 48, 205)
+ BarBottom = Color(13, 19, 33, 205)
+ Accent = Color(120, 168, 196)
+ Label = Color(176, 196, 214)
+ Value = Color(228, 238, 246) }
diff --git a/src/LivingVillage.Desktop/Interaction.fs b/src/LivingVillage.Desktop/Interaction.fs
index b29cf6b..dd372ef 100644
--- a/src/LivingVillage.Desktop/Interaction.fs
+++ b/src/LivingVillage.Desktop/Interaction.fs
@@ -161,11 +161,10 @@ module FloatingPrompt =
Width: int
Height: int }
- // HUD exclusion geometry shared with the Game.fs renderer: bottom-left lightweight
- // panel band and top-right corner status strip.
+ // HUD exclusion geometry shared with the Game.fs renderer: full-width top status bar
+ // and the bottom-left lightweight panel band.
+ let hudTopBarHeight = 39
let hudBottomBandHeight = 160
- let hudTopRightWidth = 248
- let hudTopRightHeight = 72
/// Width of text as PixelText.draw advances it (scale applied, CJK 8px, latin 6px, space 4px).
let measureWidth (text: string) (scale: int) : int =
@@ -194,7 +193,7 @@ module FloatingPrompt =
let x =
if width + margin * 2 > viewportWidth then margin
else max margin (min (viewportWidth - margin - width) screenX)
- let topSafe = if x + width >= viewportWidth - hudTopRightWidth then hudTopRightHeight + margin else margin
+ let topSafe = hudTopBarHeight + margin
let bottomSafe = viewportHeight - hudBottomBandHeight - height - margin
let y = max topSafe (min bottomSafe screenY)
{ X = x; Y = y; Width = width; Height = height }
diff --git a/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj b/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj
index 27e5da6..d57036b 100644
--- a/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj
+++ b/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj
@@ -17,6 +17,7 @@
<Compile Include="Interaction.fs" />
<Compile Include="SampleScript.fs" />
<Compile Include="M6Presentation.fs" />
+ <Compile Include="HudLayout.fs" />
<Compile Include="TitleScreen.fs" />
<Compile Include="Game.fs" />
diff --git a/src/LivingVillage.Desktop/M6Presentation.fs b/src/LivingVillage.Desktop/M6Presentation.fs
index ea8fd2f..65300f0 100644
--- a/src/LivingVillage.Desktop/M6Presentation.fs
+++ b/src/LivingVillage.Desktop/M6Presentation.fs
@@ -63,3 +63,25 @@ module M6Presentation =
| OneX -> "1倍速"
| TwoX -> "2倍速"
| FiveX -> "5倍速"
+
+ /// 倍速标签(语义别名,HUD 用)。
+ let speedLabel (control: SimulationControl) : string = clockLabel control
+
+ let private hourOf (tick: int64) : int =
+ int ((tick / (Sim.ticksPerDay / 24L)) % 24L)
+
+ /// 24 小时制的模拟时钟(HH:MM),由 tick 纯函数导出。
+ let clockTimeLabel (tick: int64) : string =
+ let hourTicks = Sim.ticksPerDay / 24L
+ let hour = hourOf tick
+ let minute = int ((tick % hourTicks) * 60L / hourTicks)
+ sprintf "%02d:%02d" hour minute
+
+ /// 时段标签:清晨/白天/黄昏/夜晚,与实际 tick 一致(纯函数)。
+ let timePeriodLabel (tick: int64) : string =
+ let hour = hourOf tick
+ if hour < 5 then "夜晚"
+ elif hour < 8 then "清晨"
+ elif hour < 17 then "白天"
+ elif hour < 20 then "黄昏"
+ else "夜晚"