#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

View File

@@ -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")

View File

@@ -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