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en:yaml:hud [2026/08/30 21:20] – maj 4.14 : dialogues, videos hebergees, mise en page, doc EN completee cyrilfiestaen:yaml:hud [2026/11/04 22:41] (Version actuelle) – Documentation 4.17 : objets, evenements et mise en page verifies cyrilfiesta
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 **Language / Langue :** [[fr:yaml:hud|FR]] | **EN** **Language / Langue :** [[fr:yaml:hud|FR]] | **EN**
  
-====== HUD - Persistent Panels (YAML) ======+====== HUD - Panels (YAML) ======
  
 HUD panels (''hud:'') display persistent information on the player screen: HP, score, mini-map, countdown, and so on. HUD panels (''hud:'') display persistent information on the player screen: HP, score, mini-map, countdown, and so on.
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 ===== Size ===== ===== Size =====
  
-''size:'' sets the height as a percentage of the game area. ''width:'' and ''height:'' give explicit percentages when you need full control.+^ Key ^ Effect ^ 
 +| ''size: 30'' | 30% of the game area along the main axis: height for top/bottom, width for left/right and corners. | 
 +| ''width: 25'' | Explicit width as a percentage. | 
 +| ''height: 15'' | Explicit height as a percentage. | 
 + 
 +''width:'' and ''height:'' are independent; either can be used alone. Defaults depend on the position. 
 + 
 +On mobile, side panels become top/bottom panels, so their size controls the height.
  
 ===== Style ===== ===== Style =====
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 <code yaml> <code yaml>
 +vars: {hp: 10, hpmax: 10}
 hud: hud:
   position: top-right   position: top-right
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 ===== Split ===== ===== Split =====
  
-''[[split]]'' divides the panel into two zones.+''%%[[split]]%%'' divides the panel into two zones.
  
 <code yaml> <code yaml>
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 <code yaml> <code yaml>
-encadre:+hud:
   - position: top-left   - position: top-left
-    texte: "❤️ v_hp_v HP"+    text: "❤️ v_hp_v HP"
   - position: top-right   - position: top-right
-    texte: "⭐ v_score_v pts"+    text: "⭐ v_score_v pts"
   - position: bottom-right   - position: bottom-right
-    texte: "📍 Area: v_area_v"+    text: "📍 Area: v_area_v"
 </code> </code>
  
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 <code yaml> <code yaml>
 +# On a room, choice or event:
 clear-hud: clear-hud:
   - all   - all
 +</code>
 +
 +To clear only one corner:
 +
 +<code yaml>
 +clear-hud:
   - top-right   - top-right
 </code> </code>
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 <code yaml> <code yaml>
-encadre:+hud:
   position: top   position: top
-  texte:+  text:
     - "((loop;muted:https://example.com/video.mp4))"     - "((loop;muted:https://example.com/video.mp4))"
 </code> </code>
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 A hosted video works here too. See [[en:yaml:medias|Sounds, images and videos]]. A hosted video works here too. See [[en:yaml:medias|Sounds, images and videos]].
  
-**Find us on the [[https://discord.gg/Z63DtVV|Make&Play Discord]]**+===== Room scope (4.17) ===== 
 + 
 +**Panels remain persistent by default**, until explicitly replaced or cleared. Add ''scope: room'' to clear a panel when leaving the room where it was placed: 
 + 
 +<code yaml> 
 +hud: 
 +  position: top-left 
 +  scope: room 
 +  text: The map of this room. 
 +</code> 
 + 
 +This works on rooms, actions, choices and events, including global interactions: ownership is assigned to the room where the panel is actually placed. An action without movement, a refresh or navigation to the same room does not clear it. Moving, using the phone's Back button or ending the game removes it. Other persistent panels remain visible. 
 + 
 +A panel declared on the room is placed again on each entry. An interaction-created panel waits for that interaction to run again. Replaced panels are not automatically restored. Saves preserve scope and room ownership; older panels without scope retain their persistent behaviour. 
 + 
 +In the editor, tick **Clear when leaving the room** on the panel. The box is unchecked by default. Scope is optional in [[en:yaml:modeles|inline models]] too; ''grille_2d'' requests it explicitly. French syntax: ''portee: salle''. 
 + 
 +===== Percentage and alignment in a panel ===== 
 + 
 +Alongside ''%%[[split]]%%'', ''%%[[split:40]]%%'' gives 40% to the previous zone. The split follows the panel axis. Blocks such as ''%%[[align:center]]text[[/align]]%%'' also accept ''left'' / ''right'', ''gauche'' / ''centre'' / ''droite'', or a text variable ''t_cote_t''. 
 + 
 +<code yaml> 
 +title: 'Wiki 4.17: HUD' 
 +vars: 
 +  pv: 10 
 +rooms: 
 +- id: atelier 
 +  text: A chest. 
 +  hud: 
 +    position: top 
 +    text: | 
 +      [[align:center]]Map.[[/align]] 
 +      [[split:40]] 
 +      HP: v_pv_v 
 +  choices: 
 +  - command: rester 
 +    button: Stay 
 +    to: atelier 
 +</code>
  
en/yaml/hud.1788117643.txt.gz · Dernière modification : de cyrilfiesta