Added debug inventory menu

This commit is contained in:
2025-05-19 17:41:39 -05:00
parent 3b9986b4ee
commit 057ed10851
26 changed files with 309 additions and 24 deletions

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@@ -1,5 +1,10 @@
class_name ItemOnGround extends StaticBody3D
enum Type {
SPAWNS_WITH_MAP,
AQUIRED_ONCE
}
@export var itemType:Item.Type = Item.Type.POTION;
@export var quantity:int = 1;

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@@ -0,0 +1 @@
uid://dq35fj8r206nj

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@@ -0,0 +1,19 @@
class_name EventFlagModify extends "res://scripts/Event/Event.gd"
enum Action {
TURN_ON,
TURN_OFF,
SET_TO,
ALL_ON,
ALL_OFF
}
@export var action:Action = Action.TURN_ON;
@export var event:EventSystem.SpecialEvent;
@export_flags("1:1", "2:2", "3:4", "4:8", "5:16", "6:32", "7:64", "8:128", "9:256", "10:512", "11:1024", "12:2048", "13:4096", "14:8192", "15:16384", "16:32768")
var eventFlag:int = 0;
func start() -> void:
super.start()
pass
# EVENT.eventFlagOn(event, eventFlag)

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@@ -0,0 +1 @@
uid://0ygswaohp7kj

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@@ -0,0 +1,9 @@
class_name EventFlagOn extends "res://scripts/Event/Event.gd"
@export var event:EventSystem.SpecialEvent;
@export_flags("1:1", "2:2", "3:4", "4:8", "5:16", "6:32", "7:64", "8:128", "9:256", "10:512", "11:1024", "12:2048", "13:4096", "14:8192", "15:16384", "16:32768")
var eventFlag:int = 0;
func start() -> void:
super.start()
EVENT.eventFlagOn(event, eventFlag)

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@@ -0,0 +1 @@
uid://cbd7wpvkf76ux

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@@ -1,6 +1,35 @@
class_name EventGetItem extends "res://scripts/Event/Item/EventItem.gd"
enum GetType {
FOUND,
GIVEN,
}
@export var showText: bool = true
@export var getType:GetType = GetType.FOUND;
func start() -> void:
super.start()
print("Got item")
getInventory().addItem(itemType, quantity)
getInventory().addItem(itemType, quantity)
if !showText:
return
var text:String = "";
match getType:
GetType.FOUND:
text = "Found " + str(quantity) + " " + Item.getName(itemType, quantity) + ".";
GetType.GIVEN:
text = "Received " + str(quantity) + " " + Item.getName(itemType, quantity) + ".";
_:
pass
VN.getTextbox().setText(text);
func isDone() -> bool:
if !super.isDone():
return false
if !showText:
return true
return VN.getTextbox().isClosed;

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@@ -1,6 +1,4 @@
class_name Inventory
const Item = preload("res://scripts/Item/Item.gd");
const ItemStack = preload("res://scripts/Item/ItemStack.gd");
enum ItemSortType {
NAME,
@@ -18,21 +16,22 @@ class ItemStackTypeComparator:
const ITEM_STACK_SIZE_MAX = 99;
var contents:Array[ItemStack] = [];
signal inventoryUpdated()
func isPlayerInventory() -> bool:
return self == ITEM.PLAYER_INVENTORY
func addItem(item:Item.Type, quantity: int = 1) -> void:
if !Item.isStackable(item):
func addItem(type:Item.Type, quantity: int = 1) -> void:
if !Item.isStackable(type):
# Item cannot be stacked, add each item to inv
for i in range(quantity):
contents.append(ItemStack.new(item, 1))
contents.append(ItemStack.new(type, 1))
_contentsUpdated()
return
# Check for existing stacks
for stack in contents:
if stack.item != item or stack.quantity >= ITEM_STACK_SIZE_MAX:
if stack.type != type or stack.quantity >= ITEM_STACK_SIZE_MAX:
continue
var spaceAvailable = ITEM_STACK_SIZE_MAX - stack.quantity
@@ -48,16 +47,16 @@ func addItem(item:Item.Type, quantity: int = 1) -> void:
# Add any remaining inventory as new stack.
while quantity > 0:
var newStackQuantity = min(quantity, ITEM_STACK_SIZE_MAX);
contents.append(ItemStack.new(item, newStackQuantity));
contents.append(ItemStack.new(type, newStackQuantity));
quantity -= newStackQuantity;
_contentsUpdated()
func removeItem(item:Item.Type, quantity:int) -> void:
func removeItem(type:Item.Type, quantity:int) -> void:
var totalQuantity = 0
# Calculate total quantity of the item in the inventory
for stack in contents:
if stack.item != item:
if stack.type != type:
continue
totalQuantity += stack.quantity
@@ -67,7 +66,7 @@ func removeItem(item:Item.Type, quantity:int) -> void:
# Remove the quantity from the stacks
for stack in contents:
if stack.item != item:
if stack.type != type:
continue
if stack.quantity < quantity:
@@ -85,11 +84,11 @@ func removeItem(item:Item.Type, quantity:int) -> void:
func removeStack(stack: ItemStack) -> void:
self.removeItem(stack.item, stack.quantity);
func hasItem(item:Item.Type, quantity: int = 1) -> bool:
func hasItem(type:Item.Type, quantity: int = 1) -> bool:
var totalQuantity = 0
for stack in contents:
if stack.item != item:
if stack.type != type:
continue
totalQuantity += stack.quantity
@@ -109,5 +108,6 @@ func sortBy(by:ItemSortType) -> void:
assert(false, "Invalid sort type: %s" % by)
func _contentsUpdated() -> void:
inventoryUpdated.emit()
if isPlayerInventory():
QUEST.playerInventoryUpdated.emit()

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@@ -13,9 +13,26 @@ enum Category {
static func isStackable(itemType:Type) -> bool:
match itemType:
_:
return true
static func getName(itemType:Type, count:int = 1) -> String:
match itemType:
Type.POTION:
if count != 1:
return "Potions"
return "Potion"
Type.ONION:
if count != 1:
return "Onions"
return "Onion"
_:
assert(false, "Invalid item type")
return ""
# func getName() -> String:
# push_error("getName() must be overridden in derived classes");
# return "";

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@@ -1,8 +1,8 @@
class_name ItemStack
var item:Item.Type;
var type:Item.Type;
var quantity:int;
func _init(item:Item.Type, quantity:int = 1):
self.item = item;
func _init(type:Item.Type, quantity:int = 1):
self.type = type;
self.quantity = quantity;

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@@ -37,4 +37,4 @@ func _onPlayerInventoryUpdated() -> void:
quest.objectiveUpdated(self)
func isCompleted() -> bool:
return completed
return completed

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@@ -0,0 +1,39 @@
class_name EventSystem extends Node
enum SpecialEvent {
INVALID = 0,
TEST_QUEST = 1,
};
var eventFlags:Dictionary[int, int] = {}
func eventFlagOn(event:SpecialEvent, flagsToTurnOn:int) -> void:
if !eventFlags.has(event):
eventFlags[event] = 0;
eventFlags[event] |= flagsToTurnOn;
func eventFlagOff(event:SpecialEvent, flagsToTurnOff:int) -> void:
if !eventFlags.has(event):
eventFlags[event] = 0;
eventFlags[event] &= ~flagsToTurnOff;
func eventAreFlagsOn(event:SpecialEvent, flagsToCheck:int) -> bool:
if !eventFlags.has(event):
eventFlags[event] = 0;
return (eventFlags[event] & flagsToCheck) == flagsToCheck;
func eventIsAnyOfFlagsOn(event:SpecialEvent, flagsToCheck:int) -> bool:
if !eventFlags.has(event):
eventFlags[event] = 0;
return (eventFlags[event] & flagsToCheck) != 0;
func eventAreFlagsOff(event:SpecialEvent, flagsToCheck:int) -> bool:
if !eventFlags.has(event):
eventFlags[event] = 0;
return (eventFlags[event] & flagsToCheck) == 0;
func eventIsAnyOfFlagsOff(event:SpecialEvent, flagsToCheck:int) -> bool:
if !eventFlags.has(event):
eventFlags[event] = 0;
return (eventFlags[event] & flagsToCheck) != flagsToCheck;

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@@ -0,0 +1 @@
uid://cde8ji6yll5sl

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@@ -2,10 +2,12 @@ class_name UISystem extends Control
var QUEST_MENU:QuestMenu
var DEBUG_MENU:DebugMenu
var INVENTORY_MENU:FullInventoryMenu
func _ready() -> void:
QUEST_MENU = $QuestMenu
DEBUG_MENU = $DebugMenu
INVENTORY_MENU = $FullInventory
func _process(delta: float) -> void:
# This needs to always be at the end of the parent node's tree

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@@ -6,6 +6,8 @@ func _ready() -> void:
$MainMenu.connect("pressed", _on_MainMenu_pressed);
$OverworldOption/Overworld.connect("pressed", _on_Overworld_pressed);
$Quests.connect("pressed", _on_Quests_pressed);
$Inventory.connect("pressed", _on_Inventory_pressed);
$Event.connect("pressed", _on_Event_pressed);
$Cutscene.connect("pressed", _on_Custscene_pressed);
$Cooking.connect("pressed", _on_Cooking_pressed);
$Battle.connect("pressed", _on_Battle_pressed);
@@ -58,6 +60,16 @@ func _on_Cooking_pressed():
func _on_Battle_pressed():
print("Battle pressed")
func _on_Event_pressed():
print("Event pressed")
func _on_Inventory_pressed():
close()
if UI.INVENTORY_MENU.isOpen():
UI.INVENTORY_MENU.close()
else:
UI.INVENTORY_MENU.open()
func open() -> void:
show()

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@@ -0,0 +1 @@
uid://bqe8ve2hn3coc

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@@ -0,0 +1,46 @@
class_name FullInventoryMenu extends Panel
@export var itemLine:PackedScene = null;
@export var itemList:Control = null;
var inventory:Inventory = null;
func _ready() -> void:
hide()
_updateItemList()
func _exit_tree() -> void:
pass
func open(inventory:Inventory = null) -> void:
if self.inventory != null:
self.inventory.inventoryUpdated.disconnect(_updateItemList)
if inventory == null:
inventory = ITEM.PLAYER_INVENTORY;
self.inventory = inventory;
self.inventory.inventoryUpdated.connect(_updateItemList)
_updateItemList()
self.show()
func close() -> void:
self.hide()
func isOpen() -> bool:
return self.visible
func _updateItemList() -> void:
if inventory == null:
return
# Clear item list
while itemList.get_child_count() > 0:
var child = itemList.get_child(0)
itemList.remove_child(child)
child.queue_free()
for stack in inventory.contents:
var node = itemLine.instantiate()
node.setStack(stack)
itemList.add_child(node)

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@@ -0,0 +1 @@
uid://cla3ph1j2ligp

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@@ -0,0 +1,5 @@
class_name ItemLine extends HBoxContainer
func setStack(stack:ItemStack) -> void:
$ItemName.text = Item.getName(stack.type, 1)
$ItemQuantity.text = str(stack.quantity)

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@@ -0,0 +1 @@
uid://dgblia2ukssbe