tools separated in inv

This commit is contained in:
Altaezio
2026-02-15 19:32:21 +01:00
parent f1acb6e3e9
commit fadf0cb769
13 changed files with 171 additions and 80 deletions

View File

@@ -14,7 +14,7 @@ signal current_region_data_updated(p : RegionData)
@export var last_game_scene : Scene = null
func start_run():
player_data.inventory.clear()
player_data.inventory.clear_items()
current_run = RunData.new()
current_run.current_run_point_changed.connect(
func(rp : RunPoint):

BIN
common/icons/bar.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 427 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dw80a4c5iekir"
path="res://.godot/imported/bar.png-623df5fbea38f9d862a997485a02d36c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://common/icons/bar.png"
dest_files=["res://.godot/imported/bar.png-623df5fbea38f9d862a997485a02d36c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -41,13 +41,13 @@ func card_info() -> CardInfo:
return item.card_info()
func interact(player : Player) -> bool:
await pickup_animation(player)
queue_free()
if player.can_pick_item(item):
await pickup_animation(player)
queue_free()
player.pick_item(item)
return true
player.pick_item(item)
return true
return false
func pickup_animation(player : Player):
available = false

View File

@@ -4,23 +4,37 @@ class_name Inventory
signal updated(inventory: Inventory)
@export var items: Array[Item] = []
@export var current_item_ind: int = 0
@export var size = 0 :
set(s):
size = s
items.resize(size)
updated.emit(self)
@export var current_item_ind: int = 0 # over both tools and items
@export var n_tools: int = 0
func _init(inventory_size: int = 1):
size = inventory_size
set_size(inventory_size)
func get_n_item_slots() -> int:
return items.size() - n_tools
func set_size(new_size: int):
if new_size >= 0:
items.resize(n_tools + new_size)
updated.emit(self )
func change_size(size_mod: int):
set_size(items.size() - n_tools + size_mod)
func current_is_tool() -> bool:
return current_item_ind >= 0 && current_item_ind < n_tools
func get_best_available_slot_ind():
if items[current_item_ind] == null:
if !current_is_tool() && items[current_item_ind] == null:
return current_item_ind
for i in items.size():
for i in range(n_tools, items.size()):
if items[i] == null:
return i
return current_item_ind
# it's full
if !current_is_tool():
return current_item_ind
else:
return n_tools
func set_current_item(new_ind: int):
if new_ind >= items.size():
@@ -28,7 +42,7 @@ func set_current_item(new_ind: int):
if new_ind != current_item_ind:
current_item_ind = new_ind
updated.emit(self)
updated.emit(self )
func change_current_item(ind_mod: int):
if items.size() == 0:
@@ -40,11 +54,16 @@ func change_current_item(ind_mod: int):
new_ind += items.size()
set_current_item(new_ind)
func add_item(item: Item):
var best_ind = get_best_available_slot_ind()
if best_ind != current_item_ind:
set_item(item, best_ind)
updated.emit(self)
func add_item(item: Item) -> bool:
if item.type != Item.ItemType.TOOL_ITEM:
var best_ind = get_best_available_slot_ind()
return set_item(item, best_ind)
elif item.type == Item.ItemType.TOOL_ITEM && !items.has(item):
items.insert(n_tools, item)
if current_item_ind >= n_tools:
current_item_ind += 1
n_tools += 1
updated.emit(self )
return true
else:
return false
@@ -52,51 +71,61 @@ func add_item(item: Item):
func set_item(item: Item, ind: int = 0) -> bool:
if ind < 0 || ind >= items.size():
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
updated.emit(self)
updated.emit(self )
return true
func get_item(ind: int = current_item_ind) -> Item:
if ind < 0 || items.size() <= ind:
if ind < 0 || ind > items.size():
return null
return items[ind]
func has_item(item: Item) -> bool:
return item in items
return items.has(item)
func remove_item(item: Item):
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self)
if item.type == Item.ItemType.TOOL_ITEM:
printerr("trying to remove a tool")
else:
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self )
func remove_item_at(ind: int = current_item_ind):
if items.size() <= ind:
if ind < 0 || ind > items.size():
return
if ind < n_tools:
printerr("trying to remove a tool")
return
items[ind] = null
updated.emit(self)
updated.emit(self )
func remove_current_item():
remove_item_at()
func pop_item(ind: int = current_item_ind) -> Item:
if items.size() == 0:
if ind < 0 || ind > items.size():
return
if ind < n_tools:
printerr("trying to remove a tool")
return
var item_removed: Item = items[ind]
items[ind] = null
updated.emit(self)
updated.emit(self )
return item_removed
func is_full():
for i in items:
if i == null : return false
for i in range(n_tools, items.size()):
if items[i] == null:
return false
return true
func clear():
for i in range(len(items)):
func clear_items():
for i in range(n_tools, items.size()):
items[i] = null
updated.emit(self)
updated.emit(self )

View File

@@ -6,7 +6,10 @@ const ACTION_ICON = preload("res://common/icons/swipe-down.svg")
const ENERGY_ICON = preload("res://common/icons/bolt.svg")
const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
enum ItemType {TOOL_ITEM, CONSUMABLE_ITEM}
@export var name: String : get = get_item_name
@export var type: ItemType : get = get_item_type
@export var description: String : get = get_description
@export var icon: Texture2D : get = get_icon
@export var usage_zone_radius: int = 5 : get = get_usage_zone_radius
@@ -15,6 +18,9 @@ const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
func get_item_name() -> String:
return name
func get_item_type() -> ItemType:
return type
func get_description() -> String:
return description

View File

@@ -12,6 +12,9 @@ func _init(_scene : PackedScene = null):
func get_item_name() -> String:
return package_name
func get_item_type() -> ItemType:
return Item.ItemType.CONSUMABLE_ITEM
func get_description() -> String:
return package_description

View File

@@ -47,6 +47,9 @@ static func generate_random() -> Seed:
func get_item_name() -> String:
return tr("%s_SEED") % plant_name
func get_item_type() -> ItemType:
return Item.ItemType.CONSUMABLE_ITEM
func get_description() -> String:
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_name

View File

@@ -6,6 +6,9 @@ const TROWEL_ZONE_RADIUS = 50
func get_item_name() -> String:
return tr("TROWEL")
func get_item_type() -> ItemType:
return Item.ItemType.TOOL_ITEM
func get_description() -> String:
return tr("TROWEL_DESC_TEXT")

View File

@@ -123,37 +123,33 @@ func try_interact(interactable : Interactable):
func try_move(move_to : Vector2):
instruction = MoveInstruction.new(move_to)
func pick_item(item : Item) -> Item:
AudioManager.play_sfx("PickUp")
if data.inventory.is_full():
func can_pick_item(item: Item):
return item.type == Item.ItemType.TOOL_ITEM || !data.inventory.is_full() || !data.inventory.current_is_tool()
func pick_item(item : Item):
if item.type != Item.ItemType.TOOL_ITEM && data.inventory.is_full():
await drop_item()
var current_item : Item = null
AudioManager.play_sfx("PickUp")
var available_slot_ind = data.inventory.get_best_available_slot_ind()
if (
available_slot_ind == data.inventory.current_item_ind
&& data.inventory.items[available_slot_ind] != null
):
current_item = data.inventory.get_item()
data.inventory.set_item(item, available_slot_ind)
else :
if data.inventory.set_item(item, available_slot_ind):
data.inventory.set_current_item(available_slot_ind);
data.inventory.add_item(item)
# Save after a timer to let the time to the item to disappear
get_tree().create_timer(0.1).timeout.connect(region.save)
return current_item
func drop_item():
var item_to_drop = data.inventory.pop_item()
func drop_item():
var ind_to_drop := data.inventory.current_item_ind
if data.inventory.current_is_tool():
ind_to_drop = data.inventory.n_tools
var item_to_drop = data.inventory.pop_item(ind_to_drop)
if item_to_drop:
terrain.drop_item(item_to_drop, global_position)
AudioManager.play_sfx("Drop")
region.save()
func delete_item(item: Item):
data.inventory.remove_item(item)
if !data.inventory.current_is_tool():
data.inventory.remove_item(item)
func try_use_item(item : Item, use_position : Vector2):
await setup_action_zone(use_position, item)
@@ -195,7 +191,7 @@ func upgrade_max_energy(amount = 1):
player_updated.emit(self)
func upgrade_inventory_size(amount = 1):
data.inventory.size += amount
data.inventory.change_size(amount)
upgraded.emit()
player_updated.emit(self)

View File

@@ -14,4 +14,4 @@ const DEFAULT_INVENTORY_SIZE = 3
set(v):
energy = v
updated.emit(self)
@export var inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
@export var inventory := Inventory.new(DEFAULT_INVENTORY_SIZE)

View File

@@ -1,9 +1,10 @@
[gd_scene load_steps=3 format=3 uid="uid://clicjf8ts51h8"]
[gd_scene format=3 uid="uid://clicjf8ts51h8"]
[ext_resource type="Script" uid="uid://dplbbs2dlq308" path="res://gui/game/inventory_gui/scripts/inventory_gui.gd" id="1_himlj"]
[ext_resource type="PackedScene" uid="uid://dadihouw8o3jx" path="res://gui/game/inventory_gui/inventory_item/inventory_gui_item.tscn" id="2_0vvyy"]
[ext_resource type="Texture2D" uid="uid://dw80a4c5iekir" path="res://common/icons/bar.png" id="3_hqvrf"]
[node name="Inventory" type="HBoxContainer"]
[node name="Inventory" type="HBoxContainer" unique_id=1144799110 node_paths=PackedStringArray("bar")]
custom_minimum_size = Vector2(48, 48)
offset_right = 156.0
offset_bottom = 153.0
@@ -11,3 +12,8 @@ size_flags_horizontal = 0
size_flags_vertical = 0
script = ExtResource("1_himlj")
inventory_item_scene = ExtResource("2_0vvyy")
bar = NodePath("Bar")
[node name="Bar" type="TextureRect" parent="." unique_id=60027067]
layout_mode = 2
texture = ExtResource("3_hqvrf")

View File

@@ -2,30 +2,35 @@ extends HBoxContainer
class_name InventoryGui
@export var inventory_item_scene: PackedScene
@export var bar: TextureRect
var inventory_item_objects: Array[InventoryGuiItem]
func _ready():
GameInfo.game_data.player_data.inventory.updated.connect(update)
update(GameInfo.game_data.player_data.inventory)
GameInfo.game_data.player_data.inventory.updated.connect(update)
update(GameInfo.game_data.player_data.inventory)
func update(inventory: Inventory):
if len(inventory_item_objects) == 0 or len(inventory_item_objects) != inventory.items.size():
for o in inventory_item_objects:
o.queue_free()
inventory_item_objects = generate_inventory_item_objects(inventory, inventory.items.size())
if len(inventory_item_objects) == 0 or len(inventory_item_objects) != inventory.items.size():
for o in inventory_item_objects:
o.queue_free()
inventory_item_objects = generate_inventory_item_objects(inventory, inventory.items.size())
for i in range(inventory.items.size()):
inventory_item_objects[i].update(inventory.get_item(i), i == inventory.current_item_ind)
for i in range(inventory.items.size()):
inventory_item_objects[i].update(inventory.get_item(i), i == inventory.current_item_ind)
move_child(bar, inventory.n_tools)
bar.visible = inventory.n_tools > 0 && inventory.items.size() > inventory.n_tools
func generate_inventory_item_objects(inventory: Inventory, nb: int = 1) -> Array[InventoryGuiItem]:
var objects: Array[InventoryGuiItem] = []
for i in range(nb):
var o = inventory_item_scene.instantiate() as InventoryGuiItem
add_child(o)
objects.append(o)
o.item_clicked.connect(func(): change_current_item_ind(inventory, i))
return objects
var objects: Array[InventoryGuiItem] = []
for i in range(nb):
var o = inventory_item_scene.instantiate() as InventoryGuiItem
add_child(o)
move_child(o, i)
objects.append(o)
o.item_clicked.connect(func(): change_current_item_ind(inventory, i))
return objects
func change_current_item_ind(inventory: Inventory, new_ind: int):
inventory.set_current_item(new_ind)
inventory.set_current_item(new_ind)