#13 inventaire fonctionnel

This commit is contained in:
Altaezio
2025-08-03 19:38:46 +02:00
parent 06519e9c7a
commit e76e51b4e2
20 changed files with 130 additions and 20 deletions

View File

@@ -1,10 +1,12 @@
[gd_scene load_steps=8 format=3 uid="uid://clpcqkdlj3d8e"]
[gd_scene load_steps=10 format=3 uid="uid://clpcqkdlj3d8e"]
[ext_resource type="Script" uid="uid://cega715smavh3" path="res://entities/interactables/plants/scripts/plant.gd" id="1_d8u7e"]
[ext_resource type="Resource" uid="uid://lrl2okkhyxmx" path="res://common/inventory/resources/items/default_seed.tres" id="2_5foug"]
[ext_resource type="Script" uid="uid://yutflvdgdk04" path="res://entities/interactables/scripts/interactable_action.gd" id="2_rs46h"]
[ext_resource type="Resource" uid="uid://bk0kop0m75pjy" path="res://entities/interactables/resources/actions/default_water_plant.tres" id="3_5foug"]
[ext_resource type="Texture2D" uid="uid://c6vby5r0pfni2" path="res://entities/interactables/plants/assets/sprites/default_plant.png" id="4_dq24f"]
[ext_resource type="Texture2D" uid="uid://b3wom2xu26g43" path="res://entities/interactables/plants/assets/sprites/default_plant_glowing.png" id="5_2gcie"]
[ext_resource type="Resource" uid="uid://chmmu2jlo2eu0" path="res://entities/interactables/resources/actions/default_get_seed.tres" id="5_5foug"]
[sub_resource type="CircleShape2D" id="CircleShape2D_cdbrd"]
@@ -29,7 +31,8 @@ animations = [{
[node name="DefaultPlant" type="Area2D"]
script = ExtResource("1_d8u7e")
actions = Array[ExtResource("2_rs46h")]([ExtResource("3_5foug")])
seed_item = ExtResource("2_5foug")
actions = Array[ExtResource("2_rs46h")]([ExtResource("3_5foug"), ExtResource("5_5foug")])
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2(4.01154, 4.01154)

View File

@@ -1,7 +1,9 @@
extends Interactable
class_name Plant
var watered : bool = false : set = set_watered
@export var seed_item : GenericItem
var watered: bool = false: set = set_watered
func set_watered(_watered):
watered = _watered

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@@ -0,0 +1,7 @@
[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"

View File

@@ -0,0 +1,8 @@
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")

View File

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

View File

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

View File

@@ -1,7 +1,7 @@
extends Area2D
class_name Interactable
@export var actions : Array[InteractableAction] = [];
@export var actions : Array[InteractableAction] = []
func interact(p : Player):
for a in actions:

View File

@@ -1,17 +1,23 @@
extends CharacterBody2D
class_name Player
signal player_stats_updated(player : Player)
signal player_updated(player: Player)
@export var speed = 400
var energy : int = 10 :
@onready var inventory: Inventory = Inventory.new()
var energy: int = 10:
set(v):
energy = v
emit_signal("player_stats_updated", self)
emit_signal("player_updated", self)
func _ready():
emit_signal("player_stats_updated", self)
emit_signal("player_updated", self)
inventory.inventory_changed.connect(_on_inventory_updated)
func _on_inventory_updated(_inventory: Inventory):
emit_signal("player_updated", self)
func get_input():
calculate_direction()
@@ -20,13 +26,13 @@ func get_input():
try_interact()
func calculate_direction():
var input_direction : Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var input_direction: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input_direction * speed
if input_direction.x:
$Sprite.flip_h = (input_direction.x < 0)
func try_interact():
var interactables : Array[Interactable]
var interactables: Array[Interactable]
for area2D in $InteractArea2D.get_overlapping_areas():
if area2D is Interactable:
@@ -36,7 +42,7 @@ func try_interact():
if len(interactables) > 1:
# Sort them to the closer
interactables.sort_custom(
func (el1 : Interactable, el2 : Interactable):
func(el1: Interactable, el2: Interactable):
return el1.global_position.distance_to(global_position) > el2.global_position.distance_to(global_position)
)