#13 suite du developpement d'inventaire avec le rajout des ItemObjects, description sur le GUI, items d'exemple et corrections mineures

This commit was merged in pull request #35.
This commit is contained in:
2025-08-18 16:05:37 +02:00
parent d2742231e6
commit a91ca5f7f1
43 changed files with 755 additions and 90 deletions

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c1eiu5ag7lcp8"
path="res://.godot/imported/shadow.svg-3484c898461c709704cdbeef0cc1d3c3.ctex"
metadata={
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[deps]
source_file="res://entities/interactables/item_object/assets/sprites/shadow.svg"
dest_files=["res://.godot/imported/shadow.svg-3484c898461c709704cdbeef0cc1d3c3.ctex"]
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[gd_scene load_steps=2 format=3 uid="uid://cd3re3552pt7m"]
[ext_resource type="Script" uid="uid://dedg615xudpoq" path="res://entities/interactables/item_object/script/item_object.gd" id="1_hxea8"]
[node name="ItemObject" type="Area2D"]
script = ExtResource("1_hxea8")

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@@ -0,0 +1,106 @@
[gd_scene load_steps=6 format=3 uid="uid://bcj812ox8xv2t"]
[ext_resource type="Texture2D" uid="uid://bf6nw4onkhavr" path="res://common/inventory/assets/icons/shovel.svg" id="1_7u8ru"]
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"transitions": PackedFloat32Array(1, 1, 1),
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}
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tracks/1/interp = 2
tracks/1/loop_wrap = true
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"transitions": PackedFloat32Array(1, 1, 1),
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tracks/2/interp = 2
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[node name="Shadow" type="Sprite2D" parent="."]
modulate = Color(1, 1, 1, 0.227451)
z_index = -1
position = Vector2(0, 23)
scale = Vector2(0.875, 0.875)
texture = ExtResource("2_ng201")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_ng3e4")
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autoplay = "default"

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@@ -0,0 +1,48 @@
extends Interactable
class_name ItemObject
const ITEM_AREA_WIDTH = 10
const SPRITE_SCENE : PackedScene = preload("res://entities/interactables/item_object/item_object_sprite.tscn")
@export var item : Item :
set(_item):
item = _item
if sprite:
sprite.texture = item.icon
@onready var sprite : Sprite2D = generate_sprite()
func _init(_item = null):
if _item:
item = _item
func _ready():
generate_collision(10)
func interact(player : Player) -> bool:
if player.inventory.lenght() < player.inventory.max_items:
player.inventory.add_item(item)
pickup_animation(player)
else :
var swaped_item = player.inventory.swap_items(item)
item = swaped_item
return true
func pickup_animation(player : Player):
available = false
var tween : Tween = get_tree().create_tween()
tween.tween_property(self, "position", player.position, 0.2)
tween.tween_callback(
func():
queue_free()
)
func generate_sprite() -> Sprite2D:
var s = SPRITE_SCENE.instantiate() as Sprite2D
add_child(s)
s.texture = item.icon
return s

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@@ -0,0 +1 @@
uid://dedg615xudpoq

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@@ -1,7 +0,0 @@
[gd_resource type="Resource" script_class="GetSeedInteraction" load_steps=2 format=3 uid="uid://chmmu2jlo2eu0"]
[ext_resource type="Script" uid="uid://j5xvcabrspyb" path="res://entities/interactables/scripts/actions/get_seed.gd" id="1_ys78p"]
[resource]
script = ExtResource("1_ys78p")
metadata/_custom_type_script = "uid://j5xvcabrspyb"

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@@ -1,7 +0,0 @@
[gd_resource type="Resource" script_class="WaterPlantAction" load_steps=2 format=3 uid="uid://bk0kop0m75pjy"]
[ext_resource type="Script" uid="uid://bb38yqsd072ws" path="res://entities/interactables/scripts/actions/water_plant.gd" id="1_ghdb0"]
[resource]
script = ExtResource("1_ghdb0")
metadata/_custom_type_script = "uid://bb38yqsd072ws"

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@@ -1,8 +0,0 @@
extends InteractableAction
class_name GetSeedInteraction
func action(p: Player, i : Interactable):
if i is Plant:
p.inventory.add_item(i.seed_item)
else :
printerr("No plant selected or interactable is not a plant")

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@@ -1 +0,0 @@
uid://j5xvcabrspyb

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@@ -1,8 +0,0 @@
extends InteractableAction
class_name WaterPlantAction
func action(_p: Player, i : Interactable):
if i is Plant:
i.watered = true
else :
printerr("No plant selected or interactable is not a plant")

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@@ -1 +0,0 @@
uid://bb38yqsd072ws

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@@ -1,8 +1,19 @@
extends Area2D
class_name Interactable
@export var actions : Array[InteractableAction] = []
var available : bool = true
func interact(p : Player):
for a in actions:
a.action(p, self)
func _ready():
printerr("Abstract Interactable class used")
func interact(_p : Player) -> bool:
printerr("Interact function called on abstract Interactable class")
return false
func generate_collision(area_width : float):
var collision = CollisionShape2D.new()
var collision_shape = CircleShape2D.new()
collision_shape.radius = area_width
collision.shape = collision_shape
add_child(collision)

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@@ -1,6 +0,0 @@
# Classe abstraite permettant de développer diverses actions
extends Resource
class_name InteractableAction
func action(_p: Player, _i : Interactable):
printerr("Méthode action de la classe abstraite InteractableAction appelée")

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@@ -1 +0,0 @@
uid://yutflvdgdk04

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@@ -1,6 +1,8 @@
extends Resource
class_name PlantType
@export var name : String
@export var growing_time : int
@export var seed_texture : Texture

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@@ -13,16 +13,16 @@ radius = 40.0
script = ExtResource("1_abrql")
[node name="Sprite" type="Sprite2D" parent="."]
position = Vector2(2, -20)
position = Vector2(2, -55)
scale = Vector2(0.084375, 0.084375)
texture = ExtResource("1_symyc")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-2, 15)
position = Vector2(-2, -20)
shape = SubResource("CircleShape2D_sglur")
[node name="InteractArea2D" type="Area2D" parent="."]
position = Vector2(0, 21)
position = Vector2(0, -14)
[node name="CollisionShape2D" type="CollisionShape2D" parent="InteractArea2D"]
shape = SubResource("CircleShape2D_abrql")

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@@ -3,14 +3,26 @@ class_name Player
signal player_updated(player: Player)
var controlling_player : bool = true
var planet : Planet # mis à jour par la classe Planet
@export var speed = 400
@export var testPlantType : PlantType
@onready var inventory : Inventory = Inventory.new()
var max_energy : int = 10
var controlling_player : bool = true :
set(v):
controlling_player = v
velocity = Vector2.ZERO
var closest_interactable : Interactable = null :
set(v):
var old = closest_interactable
closest_interactable = v
if old != closest_interactable:
player_updated.emit(self)
var energy : int = max_energy :
set(v):
energy = v
@@ -29,6 +41,11 @@ func get_input():
if Input.is_action_just_pressed("action") and energy > 0:
action()
if Input.is_action_just_pressed("interact") and closest_interactable:
closest_interactable.interact(self)
if Input.is_action_just_pressed("drop") and inventory.lenght() > 0:
var item_to_drop = inventory.pop_item()
planet.drop_item(item_to_drop, global_position)
func calculate_direction():
var input_direction: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
@@ -46,9 +63,26 @@ func action():
func pass_day():
energy = max_energy
func _physics_process(_delta):
func detect_closest_interactable():
var in_range_interactables : Array[Interactable] = []
for area in $InteractArea2D.get_overlapping_areas():
if area is Interactable and area.available:
in_range_interactables.append(area)
in_range_interactables.sort_custom(
func(a : Node2D, b : Node2D) :
return a.global_position.distance_to(global_position) > b.global_position.distance_to(global_position)
)
if len(in_range_interactables) > 0:
closest_interactable = in_range_interactables[0]
else :
closest_interactable = null
func _process(_delta):
get_input()
move_and_slide()
detect_closest_interactable()
func _on_root_gui_day_pass_pressed():
controlling_player = false