drag & drop with inventory slots

This commit is contained in:
Altaezio
2026-06-08 12:17:37 +02:00
parent 52ebf0e7d5
commit 1e2563e328
7 changed files with 134 additions and 69 deletions

View File

@@ -13,6 +13,6 @@ func unlock_achievement(achivement_name : String):
if Steam.isSteamRunning():
var status = Steam.getAchievement(achivement_name)
print("Steam Achievement %s" %achivement_name)
if status.ret and not status.achieved:
if status.has("ret") and status.ret and not status.achieved:
Steam.setAchievement(achivement_name)
Steam.storeStats()

View File

@@ -14,8 +14,6 @@ const SPRITE_SCENE: PackedScene = preload("res://entities/interactables/item_obj
@onready var object_sprite: ItemObjectSprite = generate_sprite()
var dragging := false
func _init(_item = null):
if _item:
item = _item
@@ -26,15 +24,6 @@ func _ready():
object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
object_sprite.generate_particles(item.get_particles())
func _process(_delta):
if dragging:
global_position = get_global_mouse_position()
func _on_mouse_entered():
mouse_over = true
if not dragging:
Pointer.inspect(self)
func pointer_text() -> String:
var name_suffix = ""
@@ -60,12 +49,6 @@ func interact(player : Player) -> bool:
return false
func start_dragging():
dragging = true
func stop_dragging():
dragging = false
func pickup_animation(target_position: Vector2):
available = false
var tween: Tween = get_tree().create_tween()

View File

@@ -73,16 +73,34 @@ func update_seeds_size(size = seeds_size):
while len(seeds) > size and seeds.find(null) != -1:
seeds.pop_at(seeds.find(null))
func add_item_at(item: Item, item_ind: int) -> bool:
if item.type == Item.ItemType.CONSUMABLE_ITEM:
return add_seed_at(item, item_ind - tools.size())
else:
return false
func add_seed_at(s: Item, seed_ind: int) -> bool:
update_seeds_size()
if seeds[seed_ind]:
return false
else:
seeds[seed_ind] = s
updated.emit(self)
return true
func get_all_items_size() -> int:
return tools.size() + seeds.size()
func get_all_items() -> Array[Item]:
return tools + seeds
func get_item(ind: int = current_item_ind) -> Item:
if ind < 0 || ind > len(get_all_items()):
if ind < 0 || ind > get_all_items_size():
return null
return get_all_items()[ind]
func has_item(item: Item) -> bool:
return get_all_items().has(item)
return tools.has(item) || seeds.has(item)
func has_item_with_name(name: String) -> bool:
var id = get_all_items().find_custom(

View File

@@ -137,7 +137,11 @@ func take_surrounding_seeds():
if not data.inventory.is_full():
for area in overlapping_areas:
if area is ItemObject and not area in just_dropped_item_objects:
if (
area is ItemObject
and not area in just_dropped_item_objects
and not Pointer.dragging_inspected
):
area.interact(self)
return

View File

@@ -18,8 +18,8 @@ func _ready():
update(GameInfo.game_data.player_data.inventory)
func update(inventory: Inventory):
if last_inventory_size != len(inventory.get_all_items()) or last_n_tools != inventory.tools.size():
last_inventory_size = len(inventory.get_all_items())
if last_inventory_size != inventory.get_all_items_size() or last_n_tools != inventory.tools.size():
last_inventory_size = inventory.get_all_items_size()
last_n_tools = inventory.tools.size()
generate_inventory_mouse_detectors(last_inventory_size, last_n_tools)

View File

@@ -22,7 +22,7 @@ func _ready():
func card_info() -> CardInfo:
var inventory := GameInfo.game_data.player_data.inventory
if inventory and index < len(inventory.get_all_items()):
if inventory and index < inventory.get_all_items_size():
var item = GameInfo.game_data.player_data.inventory.get_all_items()[index]
if item:
return item.card_info()

View File

@@ -10,39 +10,43 @@ const ZONE_DEACTIVATED_COLOR = Color("#FF006E")
const CARD_VISUALISATION_TIME = 0.3
const CARD_UP_PADDING = 50
@export var default_cursor : Texture2D
@export var hover_cursor : Texture2D
const PRESS_TIME_DRAG := 0.15
var all_inspected : Array[Node]
var inspected : Node = null
var inspected_card_info : CardInfo = null
var player : Player # renseigné par Player
var can_interact : bool = false
var current_selected_item : Item = null
var have_energy_to_use_item : bool = false
var could_use_item : bool = false
var can_use_item : bool = false
@export var default_cursor: Texture2D
@export var hover_cursor: Texture2D
var all_inspected: Array[Node]
var inspected: Node = null
var inspected_card_info: CardInfo = null
var inspected_inventory_slot: InventoryGuiItemMouseDetector = null
var player: Player # renseigné par Player
var can_interact: bool = false
var current_selected_item: Item = null
var have_energy_to_use_item: bool = false
var could_use_item: bool = false
var can_use_item: bool = false
var press_time := 0.
var press_action_done := false
var dragging_inspected := false
var action_disabled := false
func get_current_inspected() -> Node:
if all_inspected.size() > 0:
var mouse_pos := player.get_global_mouse_position()
var closest_dist := INF
var closest_ind := -1
for i in all_inspected.size():
var node := all_inspected[i]
if not is_instance_valid(node):
all_inspected.remove_at(i)
elif node is Node2D:
var dist = node.global_position.distance_squared_to(mouse_pos)
if dist < closest_dist:
closest_dist = dist
if player:
var mouse_pos := player.get_global_mouse_position()
var closest_dist := INF
all_inspected = all_inspected.filter(func(node): return is_instance_valid(node))
for i in all_inspected.size():
var node := all_inspected[i]
if node is Node2D:
var dist = node.global_position.distance_squared_to(mouse_pos)
if dist < closest_dist:
closest_dist = dist
closest_ind = i
elif closest_ind < 0:
closest_ind = i
elif closest_ind < 0:
closest_ind = i
if all_inspected.size() > 0:
return all_inspected[closest_ind]
@@ -51,17 +55,18 @@ func get_current_inspected() -> Node:
func _ready():
Input.set_custom_mouse_cursor(default_cursor)
Input.set_custom_mouse_cursor(hover_cursor, Input.CURSOR_POINTING_HAND)
%Action.visible = false
%Action.visible = false
func _process(delta):
if player and not action_disabled:
process_player_actions(delta)
else :
else:
%ActionProgressBar.value = 0.
dragging_inspected = false
%Inspector.position = get_viewport().get_mouse_position()
if not action_disabled and current_selected_item and SceneManager.actual_scene.scene_id == "REGION":
if not action_disabled and not dragging_inspected and current_selected_item and SceneManager.actual_scene.scene_id == "REGION":
%ActionZone.radius = current_selected_item.usage_zone_radius * GameInfo.settings_data.zoom
%ActionZone.color = ZONE_ACTIVATED_COLOR if can_use_item else ZONE_DEACTIVATED_COLOR
else:
@@ -73,14 +78,17 @@ func _process(delta):
update_inspector(get_current_inspected())
func process_player_actions(delta : float):
if player and dragging_inspected:
inspected.global_position = player.get_global_mouse_position()
func process_player_actions(delta: float):
can_interact = (
inspected
and inspected is Interactable
and player.can_interact(inspected)
)
current_selected_item = player.data.inventory.get_item()
current_selected_item = player.data.inventory.get_item()
could_use_item = (
current_selected_item
@@ -101,6 +109,9 @@ func process_player_actions(delta : float):
if Input.is_action_just_pressed("drop"):
player.drop_item()
if Input.is_action_just_pressed("action"):
press_time = 0
press_time += delta
if (
Input.is_action_pressed("action")
@@ -112,8 +123,7 @@ func process_player_actions(delta : float):
and not can_interact
and not inspected is InventoryGuiItemMouseDetector
):
press_time += delta
%ActionProgressBar.value = press_time/current_selected_item.get_action_press_time() * 100
%ActionProgressBar.value = press_time / current_selected_item.get_action_press_time() * 100
if not %ActionProgressPlayer.playing:
%ActionProgressPlayer.play()
%ActionProgressPlayer.pitch_scale = 1. / (current_selected_item.get_action_press_time() / %ActionProgressPlayer.stream.get_length())
@@ -127,11 +137,43 @@ func process_player_actions(delta : float):
press_action_done = true
else:
press_action_done = false
press_time = 0
%ActionProgressPlayer.playing = false
%ActionProgressBar.value = 0.
if Input.is_action_just_pressed("action"):
if (
inspected and
(inspected is ItemObject
or (inspected is InventoryGuiItemMouseDetector
and GameInfo.game_data.player_data.inventory.get_item(inspected.index)
and press_time > PRESS_TIME_DRAG))
):
if Input.is_action_pressed("action"):
all_inspected.clear()
all_inspected.append(inspected)
dragging_inspected = true
can_interact = false
if inspected is ItemObject:
inspected.mouse_over = false
elif inspected is InventoryGuiItemMouseDetector:
var item_to_drop: Item = GameInfo.game_data.player_data.inventory.pop_item(inspected.index)
if item_to_drop and item_to_drop.type != Item.ItemType.TOOL_ITEM:
var dropped_item_object := player.terrain.drop_item(item_to_drop, player.get_global_mouse_position())
inspected = dropped_item_object
all_inspected.clear()
all_inspected.append(inspected)
player.region.save()
else:
dragging_inspected = false
else:
dragging_inspected = false
if inspected is ItemObject and inspected_inventory_slot is InventoryGuiItemMouseDetector:
# GameInfo.game_data.player_data.inventory.add_seed(inspected.item)
if GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index):
all_inspected.clear()
inspected.queue_free()
inspected = null
if Input.is_action_just_released("action") and press_time < PRESS_TIME_DRAG:
if inspected is InventoryGuiItemMouseDetector:
GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
elif can_interact:
@@ -144,21 +186,25 @@ func process_player_actions(delta : float):
)
func inspect(node: Node):
if not node in all_inspected:
if (
not node in all_inspected
and not dragging_inspected
):
all_inspected.append(node)
if node is InventoryGuiItemMouseDetector:
inspected_inventory_slot = node
func update_card():
if (
not inspected or inspected_card_info == null
or get_tree().paused
or action_disabled
or dragging_inspected
):
%CardVisualiser.hide()
elif inspected != null :
elif inspected != null:
if inspected_card_info != %CardVisualiser.card_info:
%CardVisualiser.card_info = inspected_card_info
%CardVisualiser.show()
var camera = get_viewport().get_camera_2d()
var screen_size = get_viewport().get_visible_rect().size # * get_viewport().get_camera_2d().zoom
@@ -168,24 +214,23 @@ func update_card():
(inspected.global_position - camera.global_position) * get_viewport().get_camera_2d().zoom
+ ((screen_size) / 2)
+ inspected.get_card_up_padding() * Vector2.UP
)
)
elif inspected is Control:
%CardPosition.position = inspected.global_position + inspected.size / 2 + CARD_UP_PADDING * Vector2.UP
elif inspected is Node3D:
elif inspected is Node3D:
%CardPosition.position = (
get_viewport().get_camera_3d().unproject_position(inspected.global_position)
+ CARD_UP_PADDING * Vector2.UP
)
# if %CardVisualiser.is_mouse_over():
# time_last_inspected = 0.
%CardVisualiser.show()
func update_inspector(current_inspected:Node):
func update_inspector(current_inspected: Node):
if current_inspected:
if inspected != current_inspected:
if inspected and inspected.has_method("inspect"):
print("Stop inspect")
inspected.inspect(false)
inspected = current_inspected
if inspected.has_method("card_info"):
@@ -195,6 +240,8 @@ func update_inspector(current_inspected:Node):
if inspected.has_method("inspect"):
inspected.inspect(true)
else:
if inspected and inspected.has_method("inspect"):
inspected.inspect(false)
inspected = null
if player and not action_disabled and (get_tree() and not get_tree().paused):
@@ -203,6 +250,16 @@ func update_inspector(current_inspected:Node):
%ActionText.text = inspected.interact_text()
%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
elif dragging_inspected:
%Action.visible = true
if inspected is ItemObject:
%ActionText.text = inspected.item.name
elif inspected is InventoryGuiItemMouseDetector:
var item = GameInfo.game_data.player_data.inventory.get_item(inspected.index)
if item:
%ActionText.text = item.name
else:
%Action.visible = false
elif current_selected_item and current_selected_item.use_text() != "":
%Action.visible = true
%ActionText.text = current_selected_item.use_text() + (tr("NO_ENERGY_LEFT") if not have_energy_to_use_item else "")
@@ -216,5 +273,8 @@ func update_inspector(current_inspected:Node):
else:
%Action.visible = false
func stop_inspect(node : Node = get_current_inspected()):
all_inspected.erase(node)
func stop_inspect(node: Node = get_current_inspected()):
if not dragging_inspected:
all_inspected.erase(node)
if node is InventoryGuiItemMouseDetector:
inspected_inventory_slot = null