diff --git a/en/chapters/hud.md b/en/chapters/hud.md index de93856..d48c4e0 100644 --- a/en/chapters/hud.md +++ b/en/chapters/hud.md @@ -8,24 +8,24 @@ root: ../../ Heads Up Display (HUD) elements allow you to show text, images, and other graphical elements. -HUD doesn't accept user input. For that, you should use a [Formspec](formspecs.html). +The HUD doesn't accept user input. For that, you should use a [Formspec](formspecs.html). -* Basic Interface -* Positioning -* Text Elements -* Image Elements -* Other Elements +* [Basic Interface](#basic-interface) +* [Positioning](#positioning) +* [Text Elements](#text-elements) +* [Image Elements](#image-elements) +* [Other Elements](#other-elements) ## Basic Interface HUD elements are created using a player object. -You can get the player object from a username like this: +You can get the player object from a username: {% highlight lua %} local player = minetest.get_player_by_name("username") {% endhighlight %} -Once you have the player object, you can create an element: +Once you have the player object, you can create a HUD element: {% highlight lua %} local idx = player:hud_add({ @@ -37,13 +37,13 @@ local idx = player:hud_add({ }) {% endhighlight %} -This attributes in the above table and what they do vary depending on +The attributes in the HUD element table and what they do vary depending on the `hud_elem_type`.\\ -A number is returned by the hud_add function which is needed to identify the HUD element -at a later time, if you wanted to change or delete it. +The `hud_add` function returns a number which is needed to identify the HUD element +if you wanted to change or delete it. -You can change an attribute after creating a HUD element, such as what the text -says: +You can change an attribute after creating a HUD element. For example, you can change +the text: {% highlight lua %} player:hud_change(idx, "text", "New Text") @@ -57,38 +57,39 @@ player:hud_remove(idx) ## Positioning -Screens come in different sizes, and HUD elements need to work well on all sizes. +Screens come in different sizes, and HUD elements need to work well on all screens. You locate an element using a combination of a position and an offset. The position is a co-ordinate between (0, 0) and (1, 1) which determines where, -relative to the screen width and height, the element goes. +relative to the screen width and height, the element is located. For example, an element with a position of (0.5, 0.5) will be in the center of the screen. The offset applies a pixel offset to the position.\\ -An element with a position of (0, 0) and an offset of (10, 10) will end up at the screen +For example, an element with a position of (0, 0) and an offset of (10, 10) will be at the screen co-ordinates (0 * width + 10, 0 * height + 10). Please note that offset scales to DPI and a user defined factor. ## Text Elements -A text element is the simplest form of a HUD element.\\ -Here is our earlier example, but with comments to explain each part: +A text element is the simplest type of HUD element.\\ +Here is the earlier example, but with comments to explain each part: {% highlight lua %} local idx = player:hud_add({ hud_elem_type = "text", -- This is a text element position = {x = 1, y = 0}, offset = {x=-100, y = 20}, - scale = {x = 100, y = 100}, -- Maximum size of text, crops off any out of these bounds + scale = {x = 100, y = 100}, -- Maximum size of text, text outside these bounds is cropped text = "My Text" -- The actual text shown }) {% endhighlight %} ### Colors -You can apply colors to the text, using the `number` attribute. +Use the `number` attribute to apply colors to the text. Colors are in [Hexadecimal form](http://www.colorpicker.com/). +For example: {% highlight lua %} local idx = player:hud_add({ @@ -103,13 +104,13 @@ local idx = player:hud_add({ ## Image Elements -Displays an image on the HUD. +Image elements display an image on the HUD. The X co-ordinate of the `scale` attribute is the scale of the image, with 1 being the original texture size. -Negative values represent that percentage of the screen it should take; e.g. x=-100 means 100% (width). +Negative values represent the percentage of the screen the image should use. For example, x=-100 means 100% (width). Use `text` to specify the name of the texture. ## Other Elements -Have a look at [lua_api.txt]({{ page.root }}lua_api.html#hud-element-types) for a complete list of HUD elements. +Read [lua_api.txt]({{ page.root }}lua_api.html#hud-element-types) for a complete list of HUD elements.