inventaire de 3 items #52
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@@ -34,6 +34,15 @@ func _ready():
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inventory.inventory_changed.connect(_on_inventory_updated)
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Pointer.player = self
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func _input(_event) -> void:
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if Input.is_action_pressed("change_item_left"):
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inventory.change_current_item(1)
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if Input.is_action_pressed("change_item_right"):
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inventory.change_current_item(-1)
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for i in range(1, 10):
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if Input.is_action_pressed("item_" + str(i)):
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inventory.set_current_item(i - 1)
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# Méthode déclenchée par la classe planet
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func _start_pass_day():
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controlling_player = false
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@@ -67,16 +76,17 @@ func _process(_delta):
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move_and_slide()
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func _on_inventory_updated(_inventory: Inventory):
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if inventory.get_item():
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setup_preview_zone(inventory.get_item().usage_zone_radius)
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var item_texture = inventory.get_item().icon
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var item : Item = inventory.get_item()
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if item:
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setup_preview_zone(item.usage_zone_radius)
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var item_texture = item.icon
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%ItemSprite.texture = item_texture
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%ItemSprite.scale = Vector2(
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1./(item_texture.get_width()/HOLDING_ITEM_SPRITE_SIZE),
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1./(item_texture.get_height()/HOLDING_ITEM_SPRITE_SIZE)
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)
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%HideEyes.visible = inventory.get_item() != null
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%ItemSprite.visible = inventory.get_item() != null
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%HideEyes.visible = item != null
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%ItemSprite.visible = item != null
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emit_signal("player_updated", self)
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@@ -112,9 +122,18 @@ func try_interact(interactable : Interactable):
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func try_move(move_to : Vector2):
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instruction = MoveInstruction.new(move_to)
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func get_item(item : Item):
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inventory.set_item(item)
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func pick_item(item : Item) -> Item:
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var itemAdded = inventory.add_item(item)
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var currentItem : Item = inventory.get_item()
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var itemSwapped : bool = false
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if itemAdded:
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inventory.set_current_item(inventory.length() - 1)
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else:
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itemSwapped = inventory.set_item(item, inventory.current_item_ind)
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play_sfx("pick")
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if !itemSwapped:
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currentItem = null
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return currentItem
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func drop_item():
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var item_to_drop = inventory.pop_item()
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@@ -148,7 +167,7 @@ func use_item(item : Item):
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if is_item_used:
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energy -= item.energy_usage
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if item.is_one_time_use():
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delete_item(item)
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inventory.remove_current_item()
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func upgrade_max_energy(amount = 1):
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max_energy += amount
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