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|
namespace LivingVillage.Desktop
open System
open Microsoft.Xna.Framework
open Microsoft.Xna.Framework.Graphics
open Microsoft.Xna.Framework.Input
open LivingVillage.Kernel
open LivingVillage.Kernel.Sim
open LivingVillage.Desktop.ChineseText
open LivingVillage.Desktop.VillagePresentation
module PixelText =
let private glyphs =
[ 'A', [| "01110"; "10001"; "10001"; "11111"; "10001"; "10001"; "10001" |]
'B', [| "11110"; "10001"; "10001"; "11110"; "10001"; "10001"; "11110" |]
'C', [| "01111"; "10000"; "10000"; "10000"; "10000"; "10000"; "01111" |]
'D', [| "11110"; "10001"; "10001"; "10001"; "10001"; "10001"; "11110" |]
'E', [| "11111"; "10000"; "10000"; "11110"; "10000"; "10000"; "11111" |]
'F', [| "11111"; "10000"; "10000"; "11110"; "10000"; "10000"; "10000" |]
'G', [| "01111"; "10000"; "10000"; "10111"; "10001"; "10001"; "01111" |]
'H', [| "10001"; "10001"; "10001"; "11111"; "10001"; "10001"; "10001" |]
'I', [| "11111"; "00100"; "00100"; "00100"; "00100"; "00100"; "11111" |]
'J', [| "00111"; "00010"; "00010"; "00010"; "00010"; "10010"; "01100" |]
'K', [| "10001"; "10010"; "10100"; "11000"; "10100"; "10010"; "10001" |]
'L', [| "10000"; "10000"; "10000"; "10000"; "10000"; "10000"; "11111" |]
'M', [| "10001"; "11011"; "10101"; "10101"; "10001"; "10001"; "10001" |]
'N', [| "10001"; "11001"; "10101"; "10011"; "10001"; "10001"; "10001" |]
'O', [| "01110"; "10001"; "10001"; "10001"; "10001"; "10001"; "01110" |]
'P', [| "11110"; "10001"; "10001"; "11110"; "10000"; "10000"; "10000" |]
'Q', [| "01110"; "10001"; "10001"; "10001"; "10101"; "10010"; "01101" |]
'R', [| "11110"; "10001"; "10001"; "11110"; "10100"; "10010"; "10001" |]
'S', [| "01111"; "10000"; "10000"; "01110"; "00001"; "00001"; "11110" |]
'T', [| "11111"; "00100"; "00100"; "00100"; "00100"; "00100"; "00100" |]
'U', [| "10001"; "10001"; "10001"; "10001"; "10001"; "10001"; "01110" |]
'V', [| "10001"; "10001"; "10001"; "10001"; "10001"; "01010"; "00100" |]
'W', [| "10001"; "10001"; "10001"; "10101"; "10101"; "11011"; "10001" |]
'X', [| "10001"; "10001"; "01010"; "00100"; "01010"; "10001"; "10001" |]
'Y', [| "10001"; "10001"; "01010"; "00100"; "00100"; "00100"; "00100" |]
'Z', [| "11111"; "00001"; "00010"; "00100"; "01000"; "10000"; "11111" |]
'0', [| "01110"; "10001"; "10011"; "10101"; "11001"; "10001"; "01110" |]
'1', [| "00100"; "01100"; "00100"; "00100"; "00100"; "00100"; "01110" |]
'2', [| "01110"; "10001"; "00001"; "00010"; "00100"; "01000"; "11111" |]
'3', [| "11110"; "00001"; "00001"; "01110"; "00001"; "00001"; "11110" |]
'4', [| "00010"; "00110"; "01010"; "10010"; "11111"; "00010"; "00010" |]
'5', [| "11111"; "10000"; "10000"; "11110"; "00001"; "00001"; "11110" |]
'6', [| "01110"; "10000"; "10000"; "11110"; "10001"; "10001"; "01110" |]
'7', [| "11111"; "00001"; "00010"; "00100"; "01000"; "01000"; "01000" |]
'8', [| "01110"; "10001"; "10001"; "01110"; "10001"; "10001"; "01110" |]
'9', [| "01110"; "10001"; "10001"; "01111"; "00001"; "00001"; "01110" |]
('-', [| "00000"; "00000"; "00000"; "11111"; "00000"; "00000"; "00000" |])
('.', [| "00000"; "00000"; "00000"; "00000"; "00000"; "00110"; "00110" |])
('=', [| "00000"; "11111"; "00000"; "00000"; "11111"; "00000"; "00000" |])
(':', [| "00000"; "00110"; "00110"; "00000"; "00110"; "00110"; "00000" |])
(';', [| "00000"; "00110"; "00110"; "00000"; "00110"; "00100"; "01000" |])
('/', [| "00001"; "00010"; "00010"; "00100"; "01000"; "01000"; "10000" |])
('>', [| "10000"; "01000"; "00100"; "00010"; "00100"; "01000"; "10000" |])
('?', [| "01110"; "10001"; "00001"; "00010"; "00100"; "00000"; "00100" |]) ]
|> Map.ofList
let isRenderable (text: string) : bool =
not (isNull text)
&& text
|> Seq.forall (fun character ->
character = ' '
|| Map.containsKey (Char.ToUpperInvariant character) glyphs
|| CjkGlyphAtlas.contains character)
let draw (spriteBatch: SpriteBatch) (pixel: Texture2D) (cjkAtlas: Texture2D) (x: int) (y: int) (scale: int) (color: Color) (text: string) =
let mutable cursor = x
for character in text.ToUpperInvariant() do
if character = ' ' then
cursor <- cursor + (4 * scale)
elif CjkGlyphAtlas.sourceRectangle character |> Option.isSome then
let source = CjkGlyphAtlas.sourceRectangle character |> Option.get
let glyphPixels = 8 * scale
spriteBatch.Draw(
cjkAtlas,
Rectangle(cursor, y, glyphPixels, glyphPixels),
Nullable<Rectangle>(source),
color)
cursor <- cursor + glyphPixels
else
match glyphs |> Map.tryFind character with
| Some rows ->
for row in 0 .. rows.Length - 1 do
for column in 0 .. rows.[row].Length - 1 do
if rows.[row].[column] = '1' then
spriteBatch.Draw(pixel, Rectangle(cursor + column * scale, y + row * scale, scale, scale), color)
cursor <- cursor + (6 * scale)
| None ->
// Unsupported characters are intentionally blank, never a fake glyph.
cursor <- cursor + (6 * scale)
type LivingVillageGame() as this =
inherit Game()
let autoplay = (Environment.GetEnvironmentVariable("LV_AUTOPLAY") = "1") || (Environment.GetEnvironmentVariable("LV_MAP_TOUR") = "1")
let autoplayFlow = Environment.GetEnvironmentVariable("LV_AUTOPLAY_FLOW") = "1"
let sampleMode = Environment.GetEnvironmentVariable("LV_AUTOPLAY_SAMPLE") = "1"
let menuShotMode = Environment.GetEnvironmentVariable("LV_AUTOPLAY_MENU_SHOT") = "1"
let daylightAutoplay = Environment.GetEnvironmentVariable("LV_AUTOPLAY_DAYLIGHT") = "1"
let automated = autoplay || autoplayFlow
let modeName =
if sampleMode then "sample"
elif autoplayFlow then "autoplay-flow"
elif autoplay then "autoplay"
else "keyboard"
let configuredStepsPerFrame =
match Environment.GetEnvironmentVariable("LV_STEPS_PER_FRAME") with
| null | "" -> 1
| s ->
match Int32.TryParse s with
| true, n when n > 0 -> n
| _ -> 1
let initialSimulationControl, initialLegacyStepsPerFrame =
SimulationControl.initialForConfiguredSteps configuredStepsPerFrame
let startSimulationControl =
if sampleMode then SimulationControl.setSpeed TwoX initialSimulationControl else initialSimulationControl
let savePath =
match Environment.GetEnvironmentVariable("LV_SAVE_PATH") with
| null | "" -> "living-village.save"
| path -> path
let graphics = new GraphicsDeviceManager(this)
let mutable spriteBatch = Unchecked.defaultof<SpriteBatch>
let mutable artTextures = Unchecked.defaultof<VillageArt.ArtTextures>
let mutable cjkAtlas = Unchecked.defaultof<Texture2D>
let mutable pixel = Unchecked.defaultof<Texture2D>
let renderPlan = VillageArt.sampleRenderPlan ()
// Evidence hook: pin the starting wall-clock hour (e.g. 20.75 for 黄昏), desktop-only.
let startHourOverride =
match Environment.GetEnvironmentVariable("LV_AUTOPLAY_START_HOUR") with
| null | "" -> None
| value ->
match Double.TryParse(value, Globalization.NumberStyles.Float, Globalization.CultureInfo.InvariantCulture) with
| true, hour -> Some hour
| _ -> None
// Single source of truth for the starting tick so the sample/autoplay path (which
// re-creates the world via StartNewGame) honours the evidence hour too.
let evidenceStartTick () =
M6Presentation.resolveStartTick startHourOverride daylightAutoplay
let withStartTick (world: World) : World =
let tick = evidenceStartTick ()
{ world with Tick = tick; Time = float tick * Sim.dtSeconds }
let createInitialWorld () =
WorldBootstrap.initialWorldForDaylight daylightAutoplay 42UL Sim.npcCount
|> withStartTick
let mutable world = createInitialWorld ()
let mutable camera = Vector2.Zero
let mutable avatarFacing = VillageArt.SouthFacing
let mutable avatarMoving = false
let mutable fpsFrames = 0
let mutable fpsSeconds = 0.0
let mutable prevKb = Unchecked.defaultof<KeyboardState>
let mutable relationView = false
let mutable relationSnapshot: float32[,] option = None
let mutable m5View = M5Interaction.initial
let mutable simulationControl = startSimulationControl
let mutable legacyStepsPerFrame = (if sampleMode then None else initialLegacyStepsPerFrame)
let mutable menu = MenuState.create startSimulationControl false
let mutable splashActive = true
let mutable splashFrame = 0L
let mutable menuEntranceFrame = 0L
let mutable menuShotFrame = 0L
let mutable autoplayFrames = 0
let mutable flowStep = 0
let mutable flowHold = 0
let mutable sampleState = SampleScript.initial
let mutable hudClock = 0L
let mutable hudStatus = ""
let mutable hudStatusAt = 0L
let mutable pauseHelpControl: SimulationControl option = None
let recordMode = Environment.GetEnvironmentVariable("LV_AUTOPLAY_RECORD") = "1"
let recordDirectory =
match Environment.GetEnvironmentVariable("LV_RECORD_DIR") with
| null | "" -> "/tmp/lv-p5-prompt"
| v -> v
let recordEvery = int (
match Environment.GetEnvironmentVariable("LV_RECORD_EVERY") with
| null | "" -> 25
| v -> match Int32.TryParse v with (true, value) -> max 1 value | _ -> 25)
let mutable recordIndex = 0
let mutable scale = int (
match Environment.GetEnvironmentVariable("LV_MAP_SCALE") with
| null | "" -> 1
| v -> match Int32.TryParse v with (true, value) -> max 1 value | _ -> 1)
let mapTourMode = Environment.GetEnvironmentVariable("LV_MAP_TOUR") = "1"
let mutable tourWaypoints =
[ (1, 1); (255, 191); (509, 381); (256, 60); (256, 300); (80, 200); (430, 300) ]
let mutable tourIndex = 0
let mutable tourFrame = 0
do
if scale > 1 then
Sim.configureBounds (64 * scale) (48 * scale)
ProceduralMap.activate (uint64 4242)
if mapTourMode then
tourWaypoints <-
[ (1, 1); (Sim.mapWidthTiles / 2, Sim.mapHeightTiles / 2); (Sim.mapWidthTiles - 3, Sim.mapHeightTiles - 3)
(Sim.mapWidthTiles / 2, 60); (Sim.mapWidthTiles / 2, Sim.mapHeightTiles - 60)
(80, 200); (430, 300) ]
graphics.PreferredBackBufferWidth <- 1280
graphics.PreferredBackBufferHeight <- 720
graphics.SynchronizeWithVerticalRetrace <- true
this.IsFixedTimeStep <- true
this.TargetElapsedTime <- TimeSpan.FromTicks(TimeSpan.TicksPerSecond / 60L)
this.Window.Title <- ChineseText.copy.SceneTitle
printfn $"mode={modeName} seed=42"
printfn "controls=WASD move E interact 1-6 choose Q observe Tab needs C chronicle L relations P pause F1/F2/F3 speed F6 save F7 load Esc close/exit"
member private this.CenterCamera() =
let viewport = this.GraphicsDevice.Viewport
let vw = float32 viewport.Width
let vh = float32 viewport.Height
let worldW = float32 (Sim.mapWidthTiles * Sim.tilePixels)
let worldH = float32 (Sim.mapHeightTiles * Sim.tilePixels)
let half = float32 Sim.tilePixels / 2.0f
let x = MathHelper.Clamp(world.Avatar.Pos.X + half - vw / 2.0f, 0.0f, max 0.0f (worldW - vw))
let y = MathHelper.Clamp(world.Avatar.Pos.Y + half - vh / 2.0f, 0.0f, max 0.0f (worldH - vh))
camera <- Vector2(x, y)
member private this.ResetWorldView() =
relationView <- false
relationSnapshot <- None
avatarFacing <- VillageArt.SouthFacing
avatarMoving <- false
m5View <- M5Interaction.refreshPrompt world M5Interaction.initial
this.CenterCamera()
member private this.StartNewGame (occupation: Occupation.Kind option) =
let startTick = evidenceStartTick ()
let state =
occupation
|> Option.map (fun kind -> WorldBootstrap.occupationStateFor 42UL kind startTick)
world <-
WorldBootstrap.initialWorldWithOccupation daylightAutoplay 42UL Sim.npcCount state
|> withStartTick
this.ResetWorldView()
m5View <- { m5View with Task = state }
menu <- menu |> MenuState.setCurrentWorld true |> MenuState.enterGame
let occupationName = occupation |> Option.map Occupation.nameOf |> Option.defaultValue "none"
printfn $"new-game=ok seed=42 npcs={Sim.npcCount} occupation={occupationName} tick={world.Tick}"
member private this.SaveWorld (prefix: string) : bool =
try
WorldSave.saveToFileWith m5View.Task savePath world
m5View <- { m5View with Status = "save succeeded"; StatusTick = Some world.Tick }
printfn $"{prefix}=ok path={savePath} tick={world.Tick}"
true
with
| ex ->
m5View <- { m5View with Status = "save failed"; StatusTick = Some world.Tick }
printfn $"{prefix}=error path={savePath} message={ex.Message}"
false
member private this.LoadWorld (prefix: string) : Result<int64, string> =
match WorldSave.loadFromFileWith savePath with
| Ok (nextWorld, occupation) ->
world <- nextWorld
this.ResetWorldView()
m5View <- { m5View with Task = occupation }
printfn $"{prefix}=ok path={savePath} tick={world.Tick}"
Ok world.Tick
| Error failure ->
printfn $"{prefix}=error path={savePath} message={failure}"
Error failure
member private this.OpenMainMenu() =
relationView <- false
relationSnapshot <- None
m5View <- M5Interaction.initial
menu <- menu |> MenuState.setCurrentWorld true |> MenuState.openMain
printfn $"menu=open tick={world.Tick}"
member private this.ApplyMenuCommand (command: MenuCommand) =
match command with
| NoCommand -> ()
| ContinueGame ->
menu <- menu |> MenuState.setCurrentWorld true |> MenuState.enterGame
printfn $"continue=ok tick={world.Tick}"
| StartNewGame ->
menu <- MenuState.openOccupationSelect menu
printfn "menu=occupation-select"
| StartNewGameWith occupation -> this.StartNewGame occupation
| LoadGame ->
match this.LoadWorld "load" with
| Ok _ ->
menu <- menu |> MenuState.setCurrentWorld true |> MenuState.enterGame
| Error failure ->
menu <- menu |> MenuState.showLoadError failure
| ApplySettings nextControl ->
simulationControl <- nextControl
legacyStepsPerFrame <- None
menu <- menu |> MenuState.setSettings nextControl
printfn $"simulation={M6Presentation.clockLabel simulationControl}"
| ExitGame ->
printfn "menu=exit"
this.Exit()
member private this.DispatchMenuInput (input: MenuInput) =
let nextMenu, command = MenuState.update input menu
menu <- nextMenu
this.ApplyMenuCommand command
member private this.UpdateMenu (pressed: Keys -> bool) =
let pressedAny (keys: Keys list) = keys |> List.exists pressed
let input =
if pressedAny [ Keys.Up; Keys.W ] then Some Up
elif pressedAny [ Keys.Down; Keys.S ] then Some Down
elif pressed Keys.Enter then Some Confirm
elif pressed Keys.Escape then Some Back
else None
match input with
| Some nextInput -> this.DispatchMenuInput nextInput
| None when (autoplay || sampleMode) && not autoplayFlow
&& (menu.Page = MainMenu || menu.Page = OccupationSelect)
&& not menu.HasCurrentWorld ->
autoplayFrames <- autoplayFrames + 1
if autoplayFrames >= 15 then
this.DispatchMenuInput Confirm
| None -> ()
member private this.RunSampleMode () =
let stageBefore = sampleState.Stage
let positionBefore = world.Avatar.Pos
let nextWorld, nextView, nextState = SampleScript.runFrame world m5View sampleState
if nextWorld.Avatar.Pos <> positionBefore then
avatarFacing <- VillageArt.facingAfterMovement positionBefore nextWorld.Avatar.Pos avatarFacing
avatarMoving <- nextWorld.Avatar.Pos <> positionBefore
world <- nextWorld
m5View <- nextView
sampleState <- nextState
this.CenterCamera()
if nextState.Stage <> stageBefore then
printfn $"sample stage={nextState.Stage} tick={nextWorld.Tick} pos=({nextWorld.Avatar.Pos.X:F0},{nextWorld.Avatar.Pos.Y:F0})"
if nextState.Stage = SampleScript.SampleComplete then
printfn (if nextState.TimedOut then "sample result=timeout" else "sample result=ok")
this.Exit()
/// P16-FIX:菜单截图模式。停在开始界面,按确定性帧表向下切到「读档」,帧表见 MenuShotScript。
member private this.RunMenuShot () =
menuShotFrame <- menuShotFrame + 1L
if menuShotFrame = MenuShotScript.downFrame then
this.DispatchMenuInput Down
member private this.RunMapTour () =
let (tileX, tileY) = tourWaypoints.[tourIndex % tourWaypoints.Length]
let position : Vec2 =
{ X = float32 (tileX * Sim.tilePixels + Sim.tilePixels / 2)
Y = float32 (tileY * Sim.tilePixels + Sim.tilePixels / 2) }
world <- { world with Avatar = { world.Avatar with Pos = position } }
// give NPCs active ticks so the town stays alive between waypoints
for _ in 0 .. 7 do
world <- Sim.step { Input = { MoveX = 0.0f; MoveY = 0.0f } } world
avatarFacing <- VillageArt.SouthFacing
avatarMoving <- false
m5View <- M5Interaction.refreshPrompt world m5View
this.CenterCamera()
tourFrame <- tourFrame + 1
if tourFrame >= 45 then
tourFrame <- 0
tourIndex <- tourIndex + 1
if tourIndex >= tourWaypoints.Length then
printfn "map tour=complete frames={recordIndex}"
this.Exit()
else
printfn $"map tour={tourIndex} at tile=({tileX},{tileY})"
member private this.UpdatePlaying (gameTime: GameTime) (kb: KeyboardState) (pressed: Keys -> bool) (pressedAny: Keys list -> bool) =
if mapTourMode then
this.RunMapTour()
elif sampleMode then
this.RunSampleMode()
else
this.UpdatePlayingManual gameTime kb pressed pressedAny
member private this.UpdatePlayingManual (gameTime: GameTime) (kb: KeyboardState) (pressed: Keys -> bool) (pressedAny: Keys list -> bool) =
let mutable loadFailed = false
let mutable leftGame = false
let lPressed = pressed Keys.L
let escapePressed = pressed Keys.Escape
if pressed Keys.P then
if m5View.Panel = WorldPanel then
let helpState, pausedControl = MenuState.enterPauseHelp simulationControl menu
menu <- helpState
pauseHelpControl <- Some simulationControl
simulationControl <- pausedControl
printfn $"help=pause-open simulation={M6Presentation.clockLabel simulationControl}"
if pressed Keys.F1 then
simulationControl <- SimulationControl.setSpeed OneX simulationControl
legacyStepsPerFrame <- None
menu <- MenuState.setSettings simulationControl menu
printfn $"simulation={M6Presentation.clockLabel simulationControl}"
if pressed Keys.F2 then
simulationControl <- SimulationControl.setSpeed TwoX simulationControl
legacyStepsPerFrame <- None
menu <- MenuState.setSettings simulationControl menu
printfn $"simulation={M6Presentation.clockLabel simulationControl}"
if pressed Keys.F3 then
simulationControl <- SimulationControl.setSpeed FiveX simulationControl
legacyStepsPerFrame <- None
menu <- MenuState.setSettings simulationControl menu
printfn $"simulation={M6Presentation.clockLabel simulationControl}"
if pressed Keys.F6 then
this.SaveWorld "save" |> ignore
if pressed Keys.F7 then
match this.LoadWorld "load" with
| Ok _ -> menu <- MenuState.setCurrentWorld true menu
| Error failure ->
menu <- menu |> MenuState.setCurrentWorld true |> MenuState.showLoadError failure
loadFailed <- true
if not loadFailed && escapePressed then
if m5View.Panel <> WorldPanel then
let nextWorld, nextView = M5Interaction.apply ClosePanel world m5View
world <- nextWorld
m5View <- nextView
printfn $"m5 panel={M5Interaction.panelName m5View} status={m5View.Status} tick={world.Tick}"
elif relationView then
relationView <- false
relationSnapshot <- None
printfn $"relation view=off tick={world.Tick}"
else
this.OpenMainMenu()
leftGame <- true
if not loadFailed && not leftGame then
if lPressed && M5Interaction.worldInputAllowed m5View then
relationView <- not relationView
if relationView then relationSnapshot <- Some(Sim.relationMatrix world)
let state = if relationView then "on" else "off"
printfn $"relation view={state} tick={world.Tick}"
let m5Command =
if M5Interaction.worldInputAllowed m5View && pressed Keys.E then Some Interact
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D1; Keys.NumPad1 ] then Some Intent1
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D2; Keys.NumPad2 ] then Some Intent2
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D3; Keys.NumPad3 ] then Some Intent3
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D4; Keys.NumPad4 ] then Some Intent4
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D5; Keys.NumPad5 ] then Some Intent5
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D6; Keys.NumPad6 ] then Some Intent6
elif pressed Keys.Q then Some Observe
elif pressed Keys.Tab then Some ToggleNeeds
elif pressed Keys.C then Some ShowChronicle
elif pressed Keys.T then Some ShowTaskPanel
else None
match m5Command with
| Some command ->
let nextWorld, nextView = M5Interaction.apply command world m5View
world <- nextWorld
m5View <- nextView
printfn $"m5 panel={M5Interaction.panelName m5View} status={m5View.Status} tick={world.Tick}"
| None -> ()
let panelOpen = m5View.Panel <> WorldPanel
if not relationView && not panelOpen then
let input =
if automated then
let t = float32 world.Tick
{ MoveX = MathF.Sin(t / 60.0f) * 0.8f
MoveY = MathF.Cos(t / 90.0f) * 0.6f }
else
{ MoveX =
(if kb.IsKeyDown(Keys.D) then 1.0f
elif kb.IsKeyDown(Keys.A) then -1.0f
else 0.0f)
MoveY =
(if kb.IsKeyDown(Keys.S) then 1.0f
elif kb.IsKeyDown(Keys.W) then -1.0f
else 0.0f) }
let ts = { Input = input }
let stepCount = SimulationControl.stepsPerFrameWithLegacy legacyStepsPerFrame simulationControl
if stepCount > 0 then
let mutable moved = false
for _ in 1 .. stepCount do
let previousPosition = world.Avatar.Pos
world <- Sim.step ts world
avatarFacing <- VillageArt.facingAfterMovement previousPosition world.Avatar.Pos avatarFacing
moved <- moved || world.Avatar.Pos <> previousPosition
avatarMoving <- moved
else
avatarMoving <- false
this.CenterCamera()
match m5View.Task with
| Some state ->
let refreshed = WorldBootstrap.refreshOccupationToday 42UL state world.Tick
if refreshed <> state then
m5View <- { m5View with Task = Some refreshed }
| None -> ()
m5View <- M5Interaction.refreshPrompt world m5View
member private this.RunAutoplayFlow() =
let moveDown count =
for _ in 1 .. count do
this.DispatchMenuInput Down
match flowStep with
| 0 ->
printfn "flow=main-menu"
flowStep <- 50
| 50 when menu.Page = MainMenu ->
flowHold <- flowHold + 1
if flowHold >= 60 then
flowHold <- 0
this.DispatchMenuInput Confirm
printfn "flow=new-game"
flowStep <- 1
| 50 ->
printfn "flow=new-game"
flowStep <- 1
| 1 when menu.Page = OccupationSelect ->
this.DispatchMenuInput Confirm
printfn "flow=occupation=none"
| 1 when menu.Page = Playing ->
this.OpenMainMenu()
printfn "flow=return-menu"
flowStep <- 2
| 2 when menu.Page = MainMenu ->
moveDown 1
this.DispatchMenuInput Confirm
printfn "flow=load"
flowStep <- 3
| 3 ->
this.DispatchMenuInput Back
printfn "flow=back"
flowStep <- 4
| 4 when menu.Page = MainMenu ->
this.SaveWorld "flow=save" |> ignore
flowStep <- 5
| 5 when menu.Page = MainMenu ->
moveDown 1
this.DispatchMenuInput Confirm
printfn "flow=load-again"
flowStep <- 6
| 6 ->
this.OpenMainMenu()
printfn "flow=exit"
this.Exit()
flowStep <- 7
| _ -> ()
override this.Initialize() =
base.Initialize()
prevKb <- Keyboard.GetState()
override _.LoadContent() =
spriteBatch <- new SpriteBatch(this.GraphicsDevice)
artTextures <- VillageArt.loadTextures this.GraphicsDevice
cjkAtlas <- CjkGlyphAtlas.load this.GraphicsDevice
pixel <- new Texture2D(this.GraphicsDevice, 1, 1)
pixel.SetData([| Color.White |])
override _.UnloadContent() =
if not (isNull artTextures.TileAtlas) then artTextures.TileAtlas.Dispose()
if not (isNull artTextures.CharacterAtlas) then artTextures.CharacterAtlas.Dispose()
if not (isNull artTextures.InteriorAtlas) then artTextures.InteriorAtlas.Dispose()
if not (isNull cjkAtlas) then cjkAtlas.Dispose()
if not (isNull pixel) then pixel.Dispose()
if not (isNull spriteBatch) then spriteBatch.Dispose()
override this.Update(gameTime: GameTime) =
let kb = Keyboard.GetState()
let pressed (key: Keys) = kb.IsKeyDown(key) && not (prevKb.IsKeyDown(key))
let pressedAny (keys: Keys list) = keys |> List.exists pressed
if splashActive then
splashFrame <- splashFrame + 1L
let skip = LaunchScreen.skipRequested (pressed Keys.Escape) (pressed Keys.Space)
if skip || LaunchScreen.isComplete splashFrame then
splashActive <- false
menuEntranceFrame <- 0L
printfn (if skip then "splash=skip frame=%d" else "splash=done frame=%d") splashFrame
else
if autoplayFlow then
this.RunAutoplayFlow()
elif menu.Page = Playing then
this.UpdatePlaying gameTime kb pressed pressedAny
elif menuShotMode then
this.RunMenuShot()
else
this.UpdateMenu pressed
if menu.Page <> Playing then
menuEntranceFrame <- menuEntranceFrame + 1L
match pauseHelpControl with
| Some original when menu.Page = Playing ->
let _, restoredControl = MenuState.exitPauseHelp original menu
simulationControl <- restoredControl
pauseHelpControl <- None
printfn $"help=pause-close simulation={M6Presentation.clockLabel simulationControl}"
| _ -> ()
hudClock <- hudClock + 1L
if m5View.Status <> hudStatus then
hudStatus <- m5View.Status
hudStatusAt <- hudClock
fpsFrames <- fpsFrames + 1
fpsSeconds <- fpsSeconds + gameTime.ElapsedGameTime.TotalSeconds
if fpsSeconds >= 1.0 then
let fps = float fpsFrames / fpsSeconds
fpsFrames <- 0
fpsSeconds <- 0.0
printfn $"fps={fps:F1} tick={world.Tick} pos=({world.Avatar.Pos.X:F0},{world.Avatar.Pos.Y:F0})"
prevKb <- kb
member private this.DrawLine (a: Vector2) (b: Vector2) (thickness: float32) (color: Color) =
let d = b - a
let len = d.Length()
if len > 1.0f then
let angle = MathF.Atan2(d.Y, d.X)
spriteBatch.Draw(pixel, a, System.Nullable(), color, angle, Vector2.Zero, Vector2(len, thickness), SpriteEffects.None, 0.0f)
member private this.DrawRelationView() =
let profile = M6Presentation.profileAtTick world.Tick
this.GraphicsDevice.Clear(profile.Background)
let viewport = this.GraphicsDevice.Viewport
let vw = float32 viewport.Width
let vh = float32 viewport.Height
let mapW = float32 (Sim.mapWidthTiles * Sim.tilePixels)
let mapH = float32 (Sim.mapHeightTiles * Sim.tilePixels)
let margin = 48.0f
let scale = min ((vw - 2.0f * margin) / mapW) ((vh - 2.0f * margin) / mapH)
let ox = (vw - mapW * scale) / 2.0f
let oy = (vh - mapH * scale) / 2.0f
let toScreen (p: Vec2) : Vector2 = Vector2(ox + p.X * scale, oy + p.Y * scale)
spriteBatch.Begin()
match relationSnapshot with
| Some m ->
let n = Array2D.length1 m
for i in 0 .. n - 1 do
for j in i + 1 .. n - 1 do
let r = m.[i, j]
if abs r > Sim.relationThreshold then
let a = toScreen world.Npcs.[i].Pos
let b = toScreen world.Npcs.[j].Pos
let color = if r > 0.0f then Color.LimeGreen else Color.IndianRed
let thickness = Sim.clamp (1.5f + 3.0f * abs r) 1.5f 12.0f
this.DrawLine a b thickness color
for npc in world.Npcs do
let p = toScreen npc.Pos
spriteBatch.Draw(pixel, Rectangle(int p.X - 5, int p.Y - 5, 10, 10), Color.Cyan)
| None -> ()
spriteBatch.End()
/// 将当前后台缓冲存为 PNG(取证用;record 与菜单截图共用)。
member private this.SaveBackBuffer (path: string) =
let width = this.GraphicsDevice.PresentationParameters.BackBufferWidth
let height = this.GraphicsDevice.PresentationParameters.BackBufferHeight
let buffer = Array.zeroCreate<Color> (width * height)
this.GraphicsDevice.GetBackBufferData<Color>(buffer)
use texture = new Texture2D(this.GraphicsDevice, width, height)
texture.SetData(buffer)
use stream = System.IO.File.Create(path)
texture.SaveAsPng(stream, width, height)
/// P16-FIX:按 MenuShotScript 帧表落菜单/启动画面截图,拍完即退出。
member private this.CaptureMenuShot () =
let save name =
System.IO.Directory.CreateDirectory recordDirectory |> ignore
this.SaveBackBuffer(sprintf "%s/%s.png" recordDirectory name)
if splashActive then
if splashFrame = MenuShotScript.splashMidFrame then
save MenuShotScript.splashMidName
elif menuShotFrame = MenuShotScript.initialFrame then
save MenuShotScript.initialName
elif menuShotFrame = MenuShotScript.loadFrame then
save MenuShotScript.loadName
elif menuShotFrame = MenuShotScript.exitFrame then
printfn "menu-shot=done frames=%d" menuShotFrame
this.Exit()
override this.Draw(gameTime: GameTime) =
if splashActive then
this.DrawSplash()
elif menu.Page <> Playing then
this.DrawMenu()
elif relationView then
this.DrawRelationView()
this.DrawM5Overlay()
else
this.DrawWorldView()
if recordMode && sampleMode then
recordIndex <- recordIndex + 1
if recordIndex % recordEvery = 0 then
System.IO.Directory.CreateDirectory recordDirectory |> ignore
this.SaveBackBuffer(sprintf "%s/rec-frame-%04d.png" recordDirectory recordIndex)
if menuShotMode then
this.CaptureMenuShot()
/// 启动画面:分层天色 + 屋脊/水面剪影 + 标题淡入上浮 + 跳过提示,全部为帧计数纯函数。
member private this.DrawSplash() =
let viewport = this.GraphicsDevice.Viewport
let width = viewport.Width
let height = viewport.Height
let layout = TitleScreen.layout width height
let reveal = LaunchScreen.revealProgress splashFrame
let veil = LaunchScreen.veilAlpha splashFrame
let alpha (value: int) = int (float32 value * reveal)
spriteBatch.Begin()
// 分层天色:沿用标题画面色带,绝不整屏纯色或大黑块。
let bandCount = List.length layout.SkyBands
let bandHeight = height / bandCount
List.iteri (fun index (band: TitleScreen.ColorRgb) ->
let y0 = index * bandHeight
let y1 = if index = bandCount - 1 then height else y0 + bandHeight
spriteBatch.Draw(pixel, Rectangle(0, y0, width, y1 - y0), Color(band.R, band.G, band.B))) layout.SkyBands
// 屋脊剪影随暗幕退场而上浮就位。
let drop = int (28.0f * veil)
for x in 0 .. Sim.tilePixels .. width - 1 do
spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, layout.RidgeY + drop, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle (fst TitleScreen.roofSlots), Color.White)
spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, layout.EaveY + drop, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle (snd TitleScreen.roofSlots), Color.White)
// 水面色带反射天色,随显现度提高而淡出。
let waterColor = Color(150, 170, 178, int (255.0f * (1.0f - reveal)))
for row in layout.WaterRows do
for x in 0 .. Sim.tilePixels .. width - 1 do
spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, row, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle TitleScreen.waterSlot, waterColor)
// 标题:淡入 + 上浮,先画深色投影再画亮面。
let titleRise = int (24.0f * (1.0f - reveal))
PixelText.draw spriteBatch pixel cjkAtlas (layout.TitleX + 4) (layout.TitleY + titleRise + 4) layout.TitleScale (Color(12, 20, 28, alpha 255)) LaunchScreen.title
PixelText.draw spriteBatch pixel cjkAtlas layout.TitleX (layout.TitleY + titleRise) layout.TitleScale (Color(235, 246, 232, alpha 255)) LaunchScreen.title
// 英文副标题保持同一 CJK/点阵字体路径。
let subtitleScale = 2
let subtitleWidth = FloatingPrompt.measureWidth LaunchScreen.subtitle subtitleScale
PixelText.draw spriteBatch pixel cjkAtlas ((width - subtitleWidth) / 2) (layout.TitleY + 78) subtitleScale (Color(180, 210, 214, alpha 255)) LaunchScreen.subtitle
// 跳过提示:轻微呼吸闪烁,落在底部独立窄条上(非整屏黑块)。
let blink = if (splashFrame / 20L) % 2L = 0L then 220 else 130
let hintScale = 2
let hintWidth = FloatingPrompt.measureWidth LaunchScreen.skipHint hintScale
let hintX = (width - hintWidth) / 2
let hintY = height - 56
spriteBatch.Draw(pixel, Rectangle(hintX - 10, hintY - 8, hintWidth + 20, 8 * hintScale + 16), Color(10, 16, 24, int (170.0f * (0.5f + 0.5f * reveal))))
spriteBatch.Draw(pixel, Rectangle(hintX - 10, hintY - 8, hintWidth + 20, 2), Color(92, 180, 190, alpha 220))
PixelText.draw spriteBatch pixel cjkAtlas hintX hintY hintScale (Color(220, 235, 225, alpha blink)) LaunchScreen.skipHint
spriteBatch.End()
member private this.DrawMenu() =
let viewport = this.GraphicsDevice.Viewport
let width = viewport.Width
let height = viewport.Height
let layout = TitleScreen.layout width height
let panelWidth = layout.PanelWidth
let panelX = layout.PanelX
let panelY = layout.PanelY
let contentRows =
match menu.Page with
| MainMenu -> MenuState.items menu |> List.length
| OccupationSelect -> MenuState.occupationOptions.Length
| Settings -> MenuState.settings.Length
| Controls -> MenuState.controlRows.Length
| LoadError -> 4
| Playing -> 0
let rowHeight = if menu.Page = Controls then 25 else layout.MenuLineHeight
let panelY =
if menu.Page = Controls then layout.ControlsPanelY else layout.PanelY
let panelHeight =
min (height - panelY - 16)
(max layout.PanelHeight (120 + contentRows * rowHeight + 48))
let innerX = layout.MenuX
let textScale = 2
let lineHeight = layout.MenuLineHeight
let selectedColor = Color(245, 222, 120)
let textColor = Color(210, 226, 220)
let mutedColor = Color(140, 170, 170)
let drawText (x: int) (y: int) (color: Color) (text: string) =
PixelText.draw spriteBatch pixel cjkAtlas x y textScale color text
let drawSelection (index: int) (label: string) (y: int) =
let selected = index = menu.Selected
let cursor, labelRect = TitleScreen.selectionRects layout index
if selected then
PixelText.draw spriteBatch pixel cjkAtlas cursor.X cursor.Y textScale selectedColor ">"
else
PixelText.draw spriteBatch pixel cjkAtlas cursor.X cursor.Y textScale mutedColor " "
PixelText.draw spriteBatch pixel cjkAtlas labelRect.X labelRect.Y textScale (if selected then selectedColor else textColor) label
spriteBatch.Begin()
// Layered dusk gradient: sky bands darken toward the horizon, never a flat block.
let bandCount = List.length layout.SkyBands
let bandHeight = height / bandCount
List.iteri (fun index (band: TitleScreen.ColorRgb) ->
let y0 = index * bandHeight
let y1 = if index = bandCount - 1 then height else y0 + bandHeight
spriteBatch.Draw(pixel, Rectangle(0, y0, width, y1 - y0), Color(band.R, band.G, band.B))) layout.SkyBands
// Deterministic 2s entrance: skyline settles from above as the progress unwinds.
let entrance = TitleScreen.entranceProgress menuEntranceFrame
let skylineDrop = int (36.0f * entrance)
List.iteri (fun column slot ->
let x = column * Sim.tilePixels
let source = VillageArt.atlasTileRectangle slot
if slot = fst TitleScreen.roofSlots then
spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, layout.RidgeY + skylineDrop, Sim.tilePixels, Sim.tilePixels), source, Color.White)
spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, layout.EaveY + skylineDrop, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle (snd TitleScreen.roofSlots), Color.White))
layout.RoofTileSlots
// Water band drawn from the atlas water tile, reflecting the skyline above.
let waterColor = Color(150, 170, 178, int (255.0f * (1.0f - entrance)))
for row in layout.WaterRows do
for x in 0 .. Sim.tilePixels .. width - 1 do
spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, row, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle TitleScreen.waterSlot, waterColor)
// Lantern glows along the water bank.
let lanternColor, lanternHalo = TitleScreen.lanternColors
for (lx, ly) in layout.Lanterns do
spriteBatch.Draw(pixel, Rectangle(lx - 8, ly - 8, 24, 24), Color(lanternHalo.R, lanternHalo.G, lanternHalo.B, 70))
spriteBatch.Draw(pixel, Rectangle(lx - 3, ly - 5, 8, 10), Color(lanternColor.R, lanternColor.G, lanternColor.B))
spriteBatch.Draw(pixel, Rectangle(lx - 1, ly - 7, 4, 2), Color(90, 60, 40))
spriteBatch.Draw(pixel, Rectangle(lx - 2, ly + 5, 6, 2), Color(90, 60, 40))
// Title rises into place as the entrance progress unwinds.
let titleLift = int (24.0f * entrance)
PixelText.draw spriteBatch pixel cjkAtlas (layout.TitleX + 4) (layout.TitleY + titleLift + 4) layout.TitleScale (Color(12, 20, 28)) layout.TitleText
PixelText.draw spriteBatch pixel cjkAtlas layout.TitleX (layout.TitleY + titleLift) layout.TitleScale (Color(235, 246, 232)) layout.TitleText
// Menu panel floats over the lower half; translucent so the scene layers stay visible.
spriteBatch.Draw(pixel, Rectangle(panelX, panelY, panelWidth, panelHeight), Color(11, 19, 27, 200))
spriteBatch.Draw(pixel, Rectangle(panelX, panelY, panelWidth, 4), Color(92, 180, 190))
let contentY = panelY + 60
let headingY = panelY + 20
match menu.Page with
| MainMenu ->
drawText innerX headingY mutedColor (ChineseText.menuHeading MainMenuHeading)
MenuState.items menu
|> List.iteri (fun index item -> drawSelection index (MenuState.itemLabel item) (contentY + index * lineHeight))
drawText innerX (panelY + panelHeight - 40) mutedColor "UP DOWN 选择 ENTER 确认"
| OccupationSelect ->
drawText innerX headingY mutedColor "选择职业"
MenuState.occupationOptions
|> List.iteri (fun index occupation ->
drawSelection index (MenuState.occupationLabel occupation) (contentY + index * lineHeight))
drawText innerX (panelY + panelHeight - 40) mutedColor "UP DOWN 选择 ENTER 确认 ESC 返回"
| Settings ->
drawText innerX headingY mutedColor (ChineseText.menuHeading SettingsHeading)
MenuState.settings
|> List.iteri (fun index setting -> drawSelection index (MenuState.settingsLabel setting) (contentY + index * lineHeight))
drawText innerX (panelY + panelHeight - 72) mutedColor (sprintf "当前 %s" (M6Presentation.clockLabel menu.Settings))
drawText innerX (panelY + panelHeight - 40) mutedColor "ENTER 应用 ESC 返回"
| Controls ->
drawText innerX headingY mutedColor (ChineseText.menuHeading ControlsHeading)
MenuState.controlRows
|> List.iteri (fun index row ->
let keyRect, actionRect = TitleScreen.controlRowRects layout index
PixelText.draw spriteBatch pixel cjkAtlas keyRect.X keyRect.Y textScale textColor row.Keys
PixelText.draw spriteBatch pixel cjkAtlas actionRect.X actionRect.Y textScale textColor row.Action)
drawText innerX (panelY + panelHeight - 40) mutedColor "ESC 返回"
| LoadError ->
drawText innerX headingY (Color(240, 130, 120)) "读取失败"
let message = menu.Error |> Option.defaultValue "暂无存档"
let visible = if message.Length > 24 then message.Substring(0, 24) else message
drawText innerX contentY textColor visible
drawText innerX (contentY + lineHeight * 2) mutedColor "ENTER ESC 返回"
| Playing -> ()
spriteBatch.End()
member private this.DrawWorldView() =
let profile = M6Presentation.profileAtTick world.Tick
let viewport = this.GraphicsDevice.Viewport
this.GraphicsDevice.Clear(profile.Background)
spriteBatch.Begin()
match m5View.HomeMode with
| Inside _ ->
VillageArt.drawInterior spriteBatch pixel artTextures viewport.Width viewport.Height renderPlan.Interior profile.WorldTint
let interiorAvatarSpec = VillageArt.avatarSpriteSpec avatarFacing avatarMoving world.Tick
VillageArt.drawInteriorCharacter spriteBatch artTextures viewport.Width viewport.Height world.Avatar.Pos interiorAvatarSpec profile.WorldTint
| Outside ->
VillageArt.drawWorld
spriteBatch
artTextures
camera
viewport.Width
viewport.Height
renderPlan
world.Tick
profile.WorldTint
// Warm lantern glows strengthen as night falls (pure function of tick phase).
// Concentric premultiplied circles fall off radially from each lantern tile, so
// the core stays a soft warm disc instead of saturating into a white block, and
// no glow is painted where there is no lantern entity.
if profile.LanternGlow > 0.3f then
let glow = profile.LanternGlow
let peakAlpha = int (140.0f * glow)
for prop in renderPlan.Props do
match prop.Kind with
| VillageArt.RenderPropKind.RiverLantern ->
let position = VillageArt.worldTile renderPlan prop.Position
let centerX = position.X * Sim.tilePixels - int camera.X + Sim.tilePixels / 2
let centerY = position.Y * Sim.tilePixels - int camera.Y + Sim.tilePixels / 2
for (rect, color) in VillageArt.lanternGlowLayers centerX centerY 44 6 255 214 150 peakAlpha do
spriteBatch.Draw(pixel, rect, color)
| _ -> ()
VillageArt.drawGroundShadow spriteBatch pixel camera world.Avatar.Pos
let avatarSpec = VillageArt.avatarSpriteSpec avatarFacing avatarMoving world.Tick
VillageArt.drawCharacter spriteBatch artTextures camera world.Avatar.Pos avatarSpec profile.WorldTint
for npc in world.Npcs do
VillageArt.drawGroundShadow spriteBatch pixel camera npc.Pos
let spec = VillageArt.npcSpriteSpecAtTarget npc.Id npc.Pos npc.Mind.Target world.Tick
VillageArt.drawCharacter spriteBatch artTextures camera npc.Pos spec profile.WorldTint
spriteBatch.End()
// Contextual floating prompt over the unique target; same CJK atlas font path as the HUD.
if m5View.Panel = M5Panel.WorldPanel && menu.Page = Playing then
match m5View.Prompt, m5View.PromptTargetPos with
| Some text, Some targetPos ->
let scale = 2
let rect = FloatingPrompt.layout viewport.Width viewport.Height targetPos.X targetPos.Y camera.X camera.Y scale text
spriteBatch.Begin()
spriteBatch.Draw(pixel, Rectangle(rect.X - 6, rect.Y - 5, rect.Width + 12, rect.Height + 8), Color(15, 19, 25, 200))
spriteBatch.Draw(pixel, Rectangle(rect.X - 6, rect.Y - 5, rect.Width + 12, 2), Color(92, 180, 190))
PixelText.draw spriteBatch pixel cjkAtlas rect.X rect.Y scale (Color(240, 250, 240)) text
spriteBatch.End()
| _ -> ()
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 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)
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 }
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 (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()
// 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))
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
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()
|