Loading and saving of ItemStack based inventory works.

main
Martin Felis 2024-09-08 10:54:39 +02:00
parent 421a7636df
commit 2422f72be9
8 changed files with 115 additions and 33 deletions

View File

@ -4,19 +4,18 @@ var _content:Array[ItemStack] = []
const INVENTORY_SIZE:int = 36
func _init() -> void:
_content.resize(INVENTORY_SIZE)
clear()
func get_free_item_stack_index() -> int:
for i:int in range(_content.size()):
if _content[i] == null:
if _content[i].count == 0:
return i
return -1
func add_item(item:Item) -> bool:
for item_stack:ItemStack in _content:
if item_stack == null:
if item_stack.count == 0:
continue
if item_stack.item.resource_path != item.resource_path:
@ -28,10 +27,8 @@ func add_item(item:Item) -> bool:
var item_stack_index:int = get_free_item_stack_index()
if item_stack_index >= 0:
var item_stack:ItemStack = ItemStack.new()
item_stack.item = item
item_stack.count = 1
_content[item_stack_index] = item_stack
_content[item_stack_index].item = item
_content[item_stack_index].count = 1
return true
return false
@ -39,14 +36,12 @@ func add_item(item:Item) -> bool:
func remove_item(item:Item):
for i in range(_content.size() - 1, -1, -1):
var item_stack:ItemStack = _content[i]
if item_stack == null:
if item_stack.count == 0:
continue
if item_stack.item.resource_path == item.resource_path:
if item_stack.count > 1:
item_stack.count = item_stack.count - 1
else:
_content[i] = null
return
@ -57,13 +52,17 @@ func get_item_stacks() -> Array[ItemStack]:
func clear() -> void:
_content.clear()
_content.resize(INVENTORY_SIZE)
for i:int in range(_content.size()):
if _content[i] == null:
_content[i] = ItemStack.new()
func has_all(items:Array[Item]) -> bool:
var needed:Array[Item] = items.duplicate()
for item_stack:ItemStack in _content:
if item_stack == null:
if item_stack.count == 0:
continue
for i in range (item_stack.count):

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@ -5,5 +5,5 @@ extends Resource
@export var player_name:String
@export var quest_states:Dictionary
@export var player_transform:Transform3D
@export var inventory:Array[Item]
@export var inventory:Array
@export var level_pickup_items:Array[NodePath]

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@ -28,8 +28,8 @@ func save_game():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
save_game.quest_states[node.name][property.name] = node.get(property.name)
for item in player.inventory.get_items():
save_game.inventory.append(item)
for item_stack in player.inventory.get_item_stacks():
save_game.inventory.append({"item": item_stack.item, "count": item_stack.count})
ResourceSaver.save(save_game, "user://savegame.tres")
root_ui.activate_ui_panel(%GameUI)
@ -57,8 +57,13 @@ func load_game():
# Inventory
player.inventory.clear()
for item in save_game.inventory:
player.inventory.add_item(item)
var inventory_item_stacks:Array[ItemStack] = player.inventory.get_item_stacks()
assert(inventory_item_stacks.size() >= save_game.inventory.size())
for i in range(save_game.inventory.size()):
inventory_item_stacks[i].item = save_game.inventory[i]["item"]
inventory_item_stacks[i].count = save_game.inventory[i]["count"]
# Picked up items
for item_path in save_game.level_pickup_items:

16
ui/item_drag.gd Normal file
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@ -0,0 +1,16 @@
class_name ItemDrag
signal drag_completed(data:ItemDrag)
var source:Control = null
var destination:Control = null
var preview:Control
func _init(source_control: Control, preview_control:Control):
self.source = source_control
self.preview = preview_control
self.preview.tree_exiting.connect(self._on_tree_exiting)
func _on_tree_exiting()->void:
drag_completed.emit(self)

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@ -11,10 +11,11 @@ func displayStacks(item_stacks:Array[ItemStack]):
for item_stack in item_stacks:
var slot:ItemSlot = slot_scene.instantiate()
slot.set_drag_drop_flags(ItemSlot.ALLOW_DRAG | ItemSlot.ALLOW_DROP)
add_child(slot)
if item_stack != null:
slot.display(item_stack.item, item_stack.count)
slot.display(item_stack)
var item_count = rows * columns
@ -29,7 +30,10 @@ func display(item_stacks:Array[Item]):
for item in item_stacks:
var slot:ItemSlot = slot_scene.instantiate()
add_child(slot)
slot.display(item, 1)
var item_stack:ItemStack = ItemStack.new()
item_stack.item = item
item_stack.count = 1
slot.display(item_stack)
var item_count = rows * columns

View File

@ -1,17 +1,84 @@
class_name ItemSlot
extends PanelContainer
enum {
ALLOW_DRAG = 1,
ALLOW_DROP = 2
}
@onready var texture_rect:TextureRect = %TextureRect
@onready var count_label = %CountLabel
func display(item:Item, count:int):
if item != null:
texture_rect.texture = item.icon
update_quantity_text(count)
var drag_drop_flags:int = 0
var _item_stack:ItemStack = null
func set_drag_drop_flags(flags:int) -> void:
drag_drop_flags = flags
func display(item_stack):
_item_stack = item_stack
func _process(_delta)->void:
if _item_stack == null:
return
if _item_stack.count == 0:
texture_rect.texture = null
update_quantity_text(0)
else:
texture_rect.texture = _item_stack.item.icon
update_quantity_text(_item_stack.count)
func update_quantity_text(stack_size) -> void:
if stack_size <= 1:
count_label.hide()
else:
count_label.text = str(stack_size)
count_label.show()
func _get_drag_data(_at_position:Vector2)->Variant:
if drag_drop_flags & ALLOW_DRAG == 0:
return null
if _item_stack == null:
return null
var drag_data:ItemDrag = ItemDrag.new(self, self)
var drag_preview = load("res://ui/item_slot.tscn").instantiate()
var drag_stack = ItemStack.new()
drag_stack.item = _item_stack.item
drag_stack.count = _item_stack.count
drag_preview.display(drag_stack)
set_drag_preview(drag_preview)
return drag_data
func _can_drop_data(_at_position:Vector2, data:Variant)->bool:
if drag_drop_flags & ALLOW_DROP == 0:
return false
if !data is ItemDrag:
return false
return _item_stack.count == 0
func _drop_data(_at_position:Vector2, data:Variant)->void:
if drag_drop_flags & ALLOW_DROP == 0:
return
if !data is ItemDrag:
return
var drag_data := data as ItemDrag
drag_data.destination = self
if drag_data.source is ItemSlot:
var source_slot := drag_data.source as ItemSlot
# add stuff to the destination
self._item_stack.item = source_slot._item_stack.item
self._item_stack.count = source_slot._item_stack.count
# remove it from the source
source_slot._item_stack.count = 0

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@ -2,8 +2,4 @@ class_name ItemStack
extends Node
var item:Item = null
@export var count:int = 1
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
var count:int = 0

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@ -6,8 +6,3 @@ extends HBoxContainer
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass