Added a logic to add items to the inventory
This commit is contained in:
parent
7ae1e86f9d
commit
2efdaf8aee
20
Global.gd
20
Global.gd
@ -6,10 +6,22 @@ var player_inventory_items = []
|
|||||||
var river_intersection_home_2 = preload("res://river_intersection_home2.tscn").instance()
|
var river_intersection_home_2 = preload("res://river_intersection_home2.tscn").instance()
|
||||||
var inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance()
|
var inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance()
|
||||||
var current_scene = null
|
var current_scene = null
|
||||||
#func _add_a_scene_manually():
|
|
||||||
# # This is like autoloading the scene, only
|
func AddInventoryItem(itemid, amount):
|
||||||
# # it happens after already loading the main scene.
|
for x in range(40):
|
||||||
# get_tree().get_root().add_child(simultaneous_scene)
|
if(player_inventory_items[x].item_id == itemid):
|
||||||
|
player_inventory_items[x].amount += amount
|
||||||
|
return
|
||||||
|
#if we reached here then no exisiting item is found and we iterate the array again
|
||||||
|
print("adding item")
|
||||||
|
for x in range(40):
|
||||||
|
if(player_inventory_items[x].item_id == 0):
|
||||||
|
player_inventory_items[x].id = x
|
||||||
|
player_inventory_items[x].item_name = "name"
|
||||||
|
player_inventory_items[x].shortdesc = "desc"
|
||||||
|
player_inventory_items[x].item_id = itemid
|
||||||
|
player_inventory_items[x].amount = amount
|
||||||
|
return
|
||||||
|
|
||||||
func GoToScene(scene):
|
func GoToScene(scene):
|
||||||
if current_scene != null:
|
if current_scene != null:
|
||||||
|
@ -32,18 +32,23 @@ func _physics_process(delta):
|
|||||||
# interaction.clear()
|
# interaction.clear()
|
||||||
# interaction.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), 0)
|
# interaction.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), 0)
|
||||||
|
|
||||||
#Handles interaction with the map
|
func InteractWithCell():
|
||||||
|
var plant_cell = plants_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
|
||||||
|
var background_cell = background_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
|
||||||
|
var interaction_cell = interaction.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
|
||||||
|
print(plant_cell)
|
||||||
|
if plant_cell == 1:
|
||||||
|
Global.AddInventoryItem(3, 1)
|
||||||
|
plants_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), 4)
|
||||||
|
# plants_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), 4)
|
||||||
|
|
||||||
func _interaction_process():
|
func _interaction_process():
|
||||||
if Input.is_action_pressed("map_interaction") or Input.is_key_pressed((KEY_SPACE)):
|
if Input.is_action_pressed("map_interaction") or Input.is_key_pressed((KEY_SPACE)):
|
||||||
var x = plants_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
|
InteractWithCell()
|
||||||
plants_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), 10)
|
# plants_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), 10)
|
||||||
|
|
||||||
func _input(event):
|
func _input(event):
|
||||||
# Mouse in viewport coordinates.
|
pass
|
||||||
if event is InputEventMouseButton:
|
|
||||||
var pos = event.position
|
|
||||||
if Input.is_action_pressed("map_interaction"):
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
Global.player_inventory_items = Database.GetInventoryItems()
|
Global.player_inventory_items = Database.GetInventoryItems()
|
||||||
|
@ -14,6 +14,7 @@ font_data = ExtResource( 4 )
|
|||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
[node name="loading_ring" type="Sprite" parent="."]
|
[node name="loading_ring" type="Sprite" parent="."]
|
||||||
|
visible = false
|
||||||
position = Vector2( 574.719, 228.63 )
|
position = Vector2( 574.719, 228.63 )
|
||||||
z_index = 1
|
z_index = 1
|
||||||
texture = ExtResource( 2 )
|
texture = ExtResource( 2 )
|
||||||
|
@ -11,3 +11,11 @@ func _ready():
|
|||||||
$TextureRect.texture = load("res://pictures/inventory_iconpictures/miscellaneous/magic_formulae.png")
|
$TextureRect.texture = load("res://pictures/inventory_iconpictures/miscellaneous/magic_formulae.png")
|
||||||
2:
|
2:
|
||||||
$TextureRect.texture = load("res://pictures/inventory_iconpictures/tools_and_weapons/tools/ploeg.png")
|
$TextureRect.texture = load("res://pictures/inventory_iconpictures/tools_and_weapons/tools/ploeg.png")
|
||||||
|
3:
|
||||||
|
$TextureRect.texture = load("res://pictures/inventory_iconpictures/food_items/herbs/saffron.png")
|
||||||
|
|
||||||
|
if Global.player_inventory_items[self.id].amount > 0:
|
||||||
|
var amountlbl = Label.new()
|
||||||
|
amountlbl.set_position(Vector2(self.position.x+102, self.position.y+102))
|
||||||
|
amountlbl.text = str(Global.player_inventory_items[self.id].amount)
|
||||||
|
add_child(amountlbl)
|
||||||
|
@ -27,6 +27,7 @@ func _ready():
|
|||||||
item = ItemClass.instance()
|
item = ItemClass.instance()
|
||||||
item.set("id", self.id)
|
item.set("id", self.id)
|
||||||
add_child(item)
|
add_child(item)
|
||||||
|
|
||||||
# refresh_style()
|
# refresh_style()
|
||||||
|
|
||||||
#func refresh_style():
|
#func refresh_style():
|
||||||
|
17
Plants.tres
17
Plants.tres
@ -1,7 +1,6 @@
|
|||||||
[gd_resource type="TileSet" load_steps=3 format=2]
|
[gd_resource type="TileSet" load_steps=2 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://Plants.png" type="Texture" id=1]
|
[ext_resource path="res://Plants.png" type="Texture" id=1]
|
||||||
[ext_resource path="res://pictures/gui/interaction/tile_interaction.png" type="Texture" id=2]
|
|
||||||
|
|
||||||
[resource]
|
[resource]
|
||||||
0/name = "Plants 0"
|
0/name = "Plants 0"
|
||||||
@ -179,17 +178,3 @@
|
|||||||
11/shape_one_way_margin = 0.0
|
11/shape_one_way_margin = 0.0
|
||||||
11/shapes = [ ]
|
11/shapes = [ ]
|
||||||
11/z_index = 0
|
11/z_index = 0
|
||||||
12/name = "tile_interaction.png 12"
|
|
||||||
12/texture = ExtResource( 2 )
|
|
||||||
12/tex_offset = Vector2( 0, 0 )
|
|
||||||
12/modulate = Color( 1, 1, 1, 1 )
|
|
||||||
12/region = Rect2( 0, 0, 32, 32 )
|
|
||||||
12/tile_mode = 0
|
|
||||||
12/occluder_offset = Vector2( 0, 0 )
|
|
||||||
12/navigation_offset = Vector2( 0, 0 )
|
|
||||||
12/shape_offset = Vector2( 0, 0 )
|
|
||||||
12/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
|
|
||||||
12/shape_one_way = false
|
|
||||||
12/shape_one_way_margin = 0.0
|
|
||||||
12/shapes = [ ]
|
|
||||||
12/z_index = 0
|
|
||||||
|
@ -1,18 +1,13 @@
|
|||||||
extends TileMap
|
extends TileMap
|
||||||
|
|
||||||
|
|
||||||
onready var player = get_node("/root/Map1/Player")
|
onready var player = get_node("/root/Map1/Player")
|
||||||
# Called when the node enters the scene tree for the first time.
|
|
||||||
func _ready():
|
|
||||||
|
|
||||||
|
func _ready():
|
||||||
pass # Replace with function body.
|
pass # Replace with function body.
|
||||||
|
|
||||||
func _get_cell_size():
|
func _get_cell_size():
|
||||||
return cell_size
|
return cell_size
|
||||||
|
|
||||||
# use unhandled_input so that...
|
|
||||||
# 1. You aren't executing this every frame, even when there is no input
|
|
||||||
# 2. You don't interrupt global / GUI related input callbacks
|
|
||||||
func _unhandled_input(event):
|
func _unhandled_input(event):
|
||||||
var pl_pos = player.position
|
var pl_pos = player.position
|
||||||
var pl_pos_tile = Vector2(pl_pos.x / cell_size.x, pl_pos.y / cell_size.y)
|
var pl_pos_tile = Vector2(pl_pos.x / cell_size.x, pl_pos.y / cell_size.y)
|
||||||
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user