A Minecraft style clone in Godot
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class_name Inventory
extends Control
@export var inventory_resource: InventoryResource
@export var item_rect_scene: PackedScene
@export var grid_container: GridContainer
@export var max_items: int = 40 # 4 rows of 10
@export var highlight_theme: Resource
var selected_item: int = 0
func _input(event: InputEvent) -> void:
if event.is_action_pressed("open_inventory"):
toggle_inventory()
func _ready() -> void:
InventoryManager.item_picked_up.connect(_on_item_picked_up)
InventoryManager.item_dropped.connect(_on_item_dropped)
InventoryManager.add_to_inventory.connect(_on_add_to_inventory)
InventoryManager.remove_from_inventory.connect(_on_remove_from_inventory)
generate_inventory_grid()
func add_item(item_resource: DBItemResource, amount: int = 1) -> void:
var item_rect: InventoryItemRect = find_item_rect(item_resource)
if item_rect != null:
if item_rect.item_resource.amount + item_resource.amount >= inventory_resource.max_stack_size:
item_rect.on_stack_full(true)
return
item_rect.item_resource.amount += item_resource.amount
item_rect.update_rect()
else:
item_rect = item_rect_scene.instantiate()
grid_container.add_child(item_rect)
item_rect.init(item_resource, highlight_theme)
func find_item_rect(item_resource: DBItemResource) -> InventoryItemRect:
var rect: InventoryItemRect = null
for container: InventoryItemRect in grid_container.get_children():
if container.item_resource.id == item_resource.id:
rect = container
break
return rect
func generate_inventory_grid() -> void:
for item: InventoryItemRect in grid_container.get_children():
item.queue_free()
# Add any items from the existing inventory resource
for item_resource: DBItemResource in inventory_resource.inventory:
InventoryManager.add_to_inventory.emit(item_resource.id, item_resource.amount)
var empty_cells: int = max_items - inventory_resource.inventory.size()
# Add empty item cells
for _i: int in range(empty_cells):
var item_rect: InventoryItemRect = item_rect_scene.instantiate()
grid_container.add_child(item_rect)
item_rect.clear_rect()
func subtract_item(item_resource: DBItemResource, amount: int =1) -> void:
var item_rect: InventoryItemRect = find_item_rect(item_resource)
if item_rect != null:
if item_rect.item_resource.amount >= inventory_resource.max_stack_size:
item_rect.on_stack_full(false)
item_rect.item_resource.amount -= amount
item_rect.update_rect()
if item_rect.item_resource.amount < 1: # Empty stack
item_rect.queue_free()
else:
push_error("Attempting to subtract amount (" + str(amount) + " from nonexistent inventory item (" + str(item_resource.name) + ")")
func toggle_inventory() -> void:
visible = not visible
if visible:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
InventoryManager.inventory_opened.emit()
get_tree().paused = true
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
InventoryManager.inventory_closed.emit()
get_tree().paused = false
func _on_add_to_inventory(item_id: String, amount: int) -> void:
add_item(DBItems.data[item_id], amount)
func _on_remove_from_inventory(item_id: String, amount: int) -> void:
subtract_item(DBItems.data[item_id], amount)
func _on_item_picked_up(item_resource: DBItemResource, amount: int) -> void:
add_item(item_resource, amount)
func _on_item_dropped(item_resource: DBItemResource) -> void:
subtract_item(item_resource, 1)