#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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width="24"
height="24"
viewBox="0 0 24 24"
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stroke="#ffffff"
stroke-width="2"
stroke-linecap="round"
stroke-linejoin="round"
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After

Width:  |  Height:  |  Size: 1.4 KiB

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c1eiu5ag7lcp8"
path="res://.godot/imported/shadow.svg-3484c898461c709704cdbeef0cc1d3c3.ctex"
metadata={
"vram_texture": false
}
[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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compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
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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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[gd_scene load_steps=6 format=3 uid="uid://bcj812ox8xv2t"]
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tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
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tracks/2/loop_wrap = true
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tracks/0/type = "value"
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tracks/0/enabled = true
tracks/0/path = NodePath(".:position")
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tracks/0/loop_wrap = true
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tracks/2/enabled = true
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[node name="Shadow" type="Sprite2D" parent="."]
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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")
}
autoplay = "default"

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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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uid://dedg615xudpoq