Starting item and inventory tools, sketched spear animation templates.
This commit is contained in:
@@ -25,9 +25,14 @@ var armor : Armor
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var accessory : Accessory
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var inventory : Dictionary[Vector2, Item] = {}
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var inventory_size : Vector2i = Vector2i(6,1)
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var inventory_count : int = 0
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var quest_sprite : QuestSprite
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signal changed()
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signal levelled()
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signal died()
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func _init() -> void:
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stats = StatBlock.new()
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@@ -45,10 +50,12 @@ func generate() -> void:
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max_energy = stats.INT * 10 + stats.FAI * 10
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life = max_life
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energy = max_energy
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changed.emit()
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func assign_quest(quest : Quest) -> void:
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self.quest = quest
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quest.initiate(self)
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changed.emit()
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func full_name() -> String:
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return given_name + " " + surname
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@@ -57,18 +64,65 @@ func gain_level() -> void:
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level += 1
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#TODO: Make stats improve based on job
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Game.notice("%s has reached level %d!" % [full_name(), level])
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#TODO: Make Sideview display level up
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changed.emit()
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levelled.emit()
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func gain_exp(amount : int) -> void:
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exp += amount
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while exp >= get_tnl():
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exp -= get_tnl()
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gain_level()
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changed.emit()
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func gain_gold(amount :int) -> void:
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gold += amount
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changed.emit()
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func get_tnl() -> int:
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if job:
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return job.get_tnl(level)
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else:
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return level * 10
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func find_open_inventory_slot(item : Item) -> Vector2:
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var first_open : Vector2 = Vector2(-1,-1)
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for j in range(inventory_size.y):
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for i in range(inventory_size.x):
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var curr_slot : Item = inventory.get(Vector2(i,j))
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if curr_slot != null:
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#TODO: Figure out how to handle split stacking later?
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if curr_slot.name == item.name and curr_slot.max_quantity < curr_slot.quantity + item.quantity:
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return Vector2(i,j)
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elif first_open == Vector2(-1,-1):
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first_open = Vector2(i,j)
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return first_open
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func try_pickup_item(item : Item) -> bool:
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if inventory_count >= inventory_size.x * inventory_size.y:
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return false
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pickup_item(item)
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return true
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func pickup_item(item : Item) -> void:
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var open_slot = find_open_inventory_slot(item)
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if inventory.has(open_slot):
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inventory[open_slot].quantity += item.quantity
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else:
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if inventory_count >= inventory_size.x * inventory_size.y:
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printerr("Cannot fit additional item!")
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inventory[open_slot] = item
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inventory_count+=1
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changed.emit()
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func move_item(from : Vector2, to: Vector2) -> void:
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if !inventory.has(from):
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printerr("Cannot move item from %s to %s, %s is empty!" % [from, to, from])
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var itm = inventory[from]
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if inventory.has(to):
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var itm2 = inventory[to]
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inventory[from] = itm2
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else:
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inventory.erase(from)
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inventory[to] = itm
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changed.emit()
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@@ -15,9 +15,19 @@ var data : Adventurer
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@onready var faiLabel :Label = %FAILabel
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@onready var lukLabel :Label = %LUKLabel
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var item_slots : Array[ItemSlot]
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func setup(adv : Adventurer) -> void:
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data = adv
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data.changed.connect(_on_data_changed)
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update_stats()
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item_slots = []
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for child : ItemSlot in %InventoryGrid.get_children():
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item_slots.append(child)
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#TODO: Show equipment
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update_items()
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func update_stats() -> void:
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nameLabel.text = data.full_name()
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if data.job:
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jobLabel.text = data.job.name
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@@ -33,8 +43,21 @@ func setup(adv : Adventurer) -> void:
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chaLabel.text = str(data.stats.CHA)
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faiLabel.text = str(data.stats.FAI)
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lukLabel.text = str(data.stats.LUK)
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#TODO: Show equipment
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populate_items()
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func populate_items() -> void:
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pass
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func update_items() -> void:
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var isize = data.inventory_size.x * data.inventory_size.y
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var islots = len(item_slots)
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%InventoryGrid.columns = data.inventory_size.x
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for crd in data.inventory.keys():
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var idx = crd.y * data.inventory_size.x + crd.x
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var item = data.inventory[crd]
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item_slots[idx].update(item)
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item_slots[idx].visible = true
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for idx in range(isize, islots):
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item_slots[idx].visible = false
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func _on_data_changed() -> void:
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update_stats()
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update_items()
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1
scripts/item_display_window.gd
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1
scripts/item_display_window.gd
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@@ -0,0 +1 @@
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extends Window
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1
scripts/item_display_window.gd.uid
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1
scripts/item_display_window.gd.uid
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@@ -0,0 +1 @@
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uid://cpiucydmov1qj
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@@ -7,14 +7,25 @@ var item : Item
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@onready var item_sprite : TextureRect = $Item
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func assign(itm : Item) -> void:
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item = item
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item_sprite.texture = item.image
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item = itm
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if item.image != null:
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item_sprite.texture = item.image
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func swap(item_slot : ItemSlot) -> void:
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var itm = item
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assign(itm)
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item_slot.assign(itm)
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func update(itm : Item) -> void:
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if itm == null:
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clear()
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elif itm != item:
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assign(itm)
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func clear() -> void:
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item = null
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item_sprite.texture = null
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func _on_gui_input(event: InputEvent) -> void:
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var mmevt = event as InputEventMouseMotion
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var mbevt = event as InputEventMouseButton
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@@ -12,6 +12,7 @@ var data : Adventurer
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func _ready() -> void:
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Game.player = self
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data = Adventurer.new()
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data.inventory_size = Vector2(4,2)
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data.name = "Player"
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setup.call_deferred()
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@@ -1,6 +1,6 @@
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extends Node2D
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var test_adv = preload("res://templates/test_adventurer.tscn")
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var test_item = preload("res://data/items/pitchfork.tres")
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@onready var door_player : AudioStreamPlayer = $AudioStreamPlayer
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func _ready() -> void:
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#var adv : Adventurer = test_adv.instantiate() as Adventurer
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@@ -13,6 +13,9 @@ func _ready() -> void:
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quest.events.append(evt)
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Guild.add_quest(quest)
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Guild.assign_quest(Game.player.data, quest)
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var itm = test_item.duplicate()
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Game.player.data.pickup_item(itm)
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Game.player.data.move_item(Vector2(0,0), Vector2(1,0))
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#Game.end_shift()
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#var tween = create_tween()
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#tween.tween_interval(3)
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