amélioration de l'UI de l'inventaire et ajout de la récompense d'amélioration de taille d'inventaire #52
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@@ -3,6 +3,7 @@ class_name Player
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const MAX_REACH = 100
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const HOLDING_ITEM_SPRITE_SIZE = 20.
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const DEFAULT_INVENTORY_SIZE = 2
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signal player_updated(player: Player)
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signal upgraded
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@@ -25,7 +26,7 @@ var energy : int = max_energy :
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energy = v
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player_updated.emit(self)
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@onready var inventory : Inventory = Inventory.new()
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@onready var inventory : Inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
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@onready var preview_zone : Area2D = null
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@onready var action_zone : Area2D = null
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@@ -123,13 +124,9 @@ func try_move(move_to : Vector2):
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instruction = MoveInstruction.new(move_to)
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func pick_item(item : Item) -> Item:
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var itemAdded = inventory.add_item(item)
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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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@@ -174,6 +171,11 @@ func upgrade_max_energy(amount = 1):
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upgraded.emit()
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player_updated.emit(self)
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func upgrade_inventory_size(amount = 1):
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inventory.size += amount
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upgraded.emit()
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player_updated.emit(self)
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func recharge(amount : int = max_energy):
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energy = energy + amount
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upgraded.emit()
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