added inventory equipment system

This commit is contained in:
2026-01-12 01:10:12 +01:00
parent 3a7fb29d58
commit 82a70aa6a2
8 changed files with 1827 additions and 258 deletions

View File

@@ -41,5 +41,3 @@ color = Color(0.671875, 0.671875, 0.671875, 1)
[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="." unique_id=1141138343]
stream = ExtResource("6_6c6v5")
autoplay = true
stream_paused = true

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@@ -0,0 +1,188 @@
[gd_scene format=3 uid="uid://cxs0ybxk2blth"]
[ext_resource type="Script" uid="uid://vm6intetgl40" path="res://scripts/inventory_ui.gd" id="1_inventory_ui"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_selection"]
bg_color = Color(0, 0, 0, 0)
border_width_left = 2
border_width_top = 2
border_width_right = 2
border_width_bottom = 2
border_color = Color(1, 1, 0, 1)
[node name="InventoryUI" type="CanvasLayer" unique_id=-1294967296]
layer = 150
script = ExtResource("1_inventory_ui")
[node name="InventoryContainer" type="Control" parent="." unique_id=-294967296]
layout_mode = 3
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 0
grow_vertical = 0
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="MarginContainer" type="MarginContainer" parent="InventoryContainer" unique_id=935107028]
layout_mode = 1
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -610.0
offset_top = -226.0
grow_horizontal = 0
grow_vertical = 0
[node name="Background" type="ColorRect" parent="InventoryContainer/MarginContainer" unique_id=705032704]
layout_mode = 2
size_flags_vertical = 3
mouse_filter = 1
color = Color(0.1, 0.1, 0.1, 0.85)
[node name="VBoxContainer" type="VBoxContainer" parent="InventoryContainer/MarginContainer" unique_id=1015792177]
layout_mode = 2
[node name="HBox" type="HBoxContainer" parent="InventoryContainer/MarginContainer/VBoxContainer" unique_id=1705032704]
layout_mode = 2
theme_override_constants/separation = 10
[node name="StatsPanel" type="VBoxContainer" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox" unique_id=-1589934592]
custom_minimum_size = Vector2(200, 0)
layout_mode = 2
theme_override_constants/separation = 5
[node name="StatsLabel" type="Label" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/StatsPanel" unique_id=-589934592]
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "Stats"
[node name="StatsHBox" type="HBoxContainer" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/StatsPanel" unique_id=410065408]
layout_mode = 2
theme_override_constants/separation = 5
[node name="LabelBaseStats" type="Label" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsHBox" unique_id=1410065408]
layout_mode = 2
theme_override_font_sizes/font_size = 10
text = "Level
HP
MP
STR
DEX
END
INT
WIS
LCK"
[node name="LabelBaseStatsValue" type="Label" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsHBox" unique_id=-1884901888]
layout_mode = 2
theme_override_font_sizes/font_size = 10
text = "1
30/30
20/20
10
10
10
10
10
10"
horizontal_alignment = 2
[node name="LabelDerivedStats" type="Label" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsHBox" unique_id=-884901888]
layout_mode = 2
theme_override_font_sizes/font_size = 10
text = "XP
Coin
DMG
DEF
MovSpd
AtkSpd
Sight
SpellAmp
Crit%"
[node name="LabelDerivedStatsValue" type="Label" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsHBox" unique_id=115098112]
layout_mode = 2
theme_override_font_sizes/font_size = 10
text = "0/100
0
2.0
2.0
2.1
1.4
7.0
5.0
12.0%"
horizontal_alignment = 2
[node name="InventoryPanel" type="VBoxContainer" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox" unique_id=1115098112]
custom_minimum_size = Vector2(400, 0)
layout_mode = 2
theme_override_constants/separation = 5
[node name="EquipmentLabel" type="Label" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel" unique_id=2115098112]
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "Equipment"
[node name="EquipmentSpacer" type="Control" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel" unique_id=3000000001]
custom_minimum_size = Vector2(0, 8)
layout_mode = 2
[node name="EquipmentPanel" type="GridContainer" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel" unique_id=-1179869184]
layout_mode = 2
theme_override_constants/h_separation = 15
theme_override_constants/v_separation = 15
columns = 3
[node name="EquipmentBottomSpacer" type="Control" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel" unique_id=3000000002]
custom_minimum_size = Vector2(0, 8)
layout_mode = 2
[node name="InventoryLabel" type="Label" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel" unique_id=-179869184]
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "Inventory"
[node name="InventoryScroll" type="ScrollContainer" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel" unique_id=820130816]
custom_minimum_size = Vector2(380, 120)
layout_mode = 2
[node name="InventoryVBox" type="VBoxContainer" parent="InventoryContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel/InventoryScroll" unique_id=1820130816]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_constants/separation = -4
[node name="SelectionRectangle" type="Panel" parent="InventoryContainer/MarginContainer/VBoxContainer" unique_id=-1474836480]
z_index = 100
custom_minimum_size = Vector2(38, 38)
layout_mode = 2
mouse_filter = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_selection")
[node name="InfoPanel" type="VBoxContainer" parent="InventoryContainer/MarginContainer/VBoxContainer" unique_id=-474836480]
custom_minimum_size = Vector2(0, 80)
layout_mode = 2
[node name="InfoLabel" type="Label" parent="InventoryContainer/MarginContainer/VBoxContainer/InfoPanel" unique_id=525163520]
custom_minimum_size = Vector2(300, 64)
layout_mode = 2
size_flags_vertical = 3
theme_override_font_sizes/font_size = 10
vertical_alignment = 1
autowrap_mode = 3

View File

@@ -2091,17 +2091,19 @@ func _create_chat_ui():
push_error("GameWorld: Failed to instantiate chat_ui.tscn!")
func _create_inventory_ui():
# Create inventory UI programmatically (using CanvasLayer)
var inventory_ui_script = load("res://scripts/inventory_ui.gd")
if not inventory_ui_script:
push_error("GameWorld: Could not load inventory_ui.gd script!")
# Load inventory UI scene
var inventory_ui_scene = load("res://scenes/inventory_ui.tscn")
if not inventory_ui_scene:
push_error("GameWorld: Could not load inventory_ui.tscn scene!")
return
var inventory_ui = CanvasLayer.new()
inventory_ui.set_script(inventory_ui_script)
var inventory_ui = inventory_ui_scene.instantiate()
if inventory_ui:
inventory_ui.name = "InventoryUI"
add_child(inventory_ui)
print("GameWorld: Inventory UI created and added to scene tree")
print("GameWorld: Inventory UI scene instantiated and added to scene tree")
else:
push_error("GameWorld: Failed to instantiate inventory_ui.tscn!")
func _send_player_join_message(peer_id: int, player_info: Dictionary):
# Send a chat message when a player joins

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,943 @@
extends CanvasLayer
# Minimalistic Inventory UI with Stats Panel
# Toggle with Tab key, shows stats, equipment slots and inventory items
# Uses inventory_slot graphics like inspiration inventory system
# Supports keyboard navigation with arrow keys
var is_open: bool = false
var local_player: Node = null
# Selection tracking
var selected_item: Item = null # Selected inventory item
var selected_slot: String = "" # Selected equipment slot name
var selected_type: String = "" # "item" or "equipment"
# Navigation tracking (for keyboard navigation)
var inventory_selection_row: int = 0 # Current inventory row (0-based)
var inventory_selection_col: int = 0 # Current inventory column (0-based)
var equipment_selection_index: int = 0 # Current equipment slot index (0-5: mainhand, offhand, headgear, armour, boots, accessory)
# UI Nodes (from scene)
@onready var container: Control = $InventoryContainer
@onready var stats_panel: Control = $InventoryContainer/HBox/StatsPanel
@onready var equipment_panel: GridContainer = $InventoryContainer/HBox/InventoryPanel/EquipmentPanel
@onready var scroll_container: ScrollContainer = $InventoryContainer/HBox/InventoryPanel/InventoryScroll
@onready var inventory_grid: VBoxContainer = $InventoryContainer/HBox/InventoryPanel/InventoryScroll/InventoryVBox
@onready var selection_rectangle: Panel = $InventoryContainer/SelectionRectangle
@onready var info_panel: Control = $InventoryContainer/InfoPanel
@onready var info_label: Label = $InventoryContainer/InfoPanel/InfoLabel
@onready var label_base_stats: Label = $InventoryContainer/HBox/StatsPanel/StatsHBox/LabelBaseStats
@onready var label_base_stats_value: Label = $InventoryContainer/HBox/StatsPanel/StatsHBox/LabelBaseStatsValue
@onready var label_derived_stats: Label = $InventoryContainer/HBox/StatsPanel/StatsHBox/LabelDerivedStats
@onready var label_derived_stats_value: Label = $InventoryContainer/HBox/StatsPanel/StatsHBox/LabelDerivedStatsValue
# Store button/item mappings for selection highlighting
var inventory_buttons: Dictionary = {} # item -> button
var equipment_buttons: Dictionary = {} # slot_name -> button
var inventory_items_list: Array = [] # Flat list of items for navigation
var inventory_rows_list: Array = [] # List of HBoxContainers (rows)
# Equipment slot buttons
var equipment_slots: Dictionary = {
"mainhand": null,
"offhand": null,
"headgear": null,
"armour": null,
"boots": null,
"accessory": null
}
var equipment_slots_list: Array = ["mainhand", "offhand", "headgear", "armour", "boots", "accessory"] # Order for navigation
# StyleBoxes for inventory slots (like inspiration system)
var style_box_hover: StyleBox = null
var style_box_focused: StyleBox = null
var style_box_pressed: StyleBox = null
var style_box_empty: StyleBox = null
var quantity_font: Font = null
# Selection animation
var selection_animation_time: float = 0.0
func _ready():
# Set layer to be above game but below chat
layer = 150
# Load styleboxes for inventory slots (like inspiration system)
_setup_styleboxes()
# Setup fonts for labels
_setup_fonts()
# Create equipment slot buttons (dynamically)
_create_equipment_slots()
# Setup selection rectangle (already in scene, just configure it)
_setup_selection_rectangle()
# Find local player
call_deferred("_find_local_player")
func _setup_styleboxes():
# Create styleboxes similar to inspiration inventory system
var slot_texture = preload("res://assets/gfx/ui/inventory_slot_kenny_white.png")
if not slot_texture:
# Fallback if texture doesn't exist
slot_texture = null
style_box_empty = StyleBoxEmpty.new()
if slot_texture:
style_box_hover = StyleBoxTexture.new()
style_box_hover.texture = slot_texture
style_box_focused = StyleBoxTexture.new()
style_box_focused.texture = slot_texture
style_box_pressed = StyleBoxTexture.new()
style_box_pressed.texture = slot_texture
else:
# Fallback to empty styleboxes if texture not found
style_box_hover = StyleBoxEmpty.new()
style_box_focused = StyleBoxEmpty.new()
style_box_pressed = StyleBoxEmpty.new()
# Load quantity font (dmg_numbers.png)
if ResourceLoader.exists("res://assets/fonts/dmg_numbers.png"):
quantity_font = load("res://assets/fonts/dmg_numbers.png")
func _setup_fonts():
# Setup fonts for labels (standard_font.png)
var standard_font_resource = null
if ResourceLoader.exists("res://assets/fonts/standard_font.png"):
standard_font_resource = load("res://assets/fonts/standard_font.png")
if standard_font_resource:
# Stats panel labels
if label_base_stats:
label_base_stats.add_theme_font_override("font", standard_font_resource)
if label_base_stats_value:
label_base_stats_value.add_theme_font_override("font", standard_font_resource)
if label_derived_stats:
label_derived_stats.add_theme_font_override("font", standard_font_resource)
if label_derived_stats_value:
label_derived_stats_value.add_theme_font_override("font", standard_font_resource)
# Info label
if info_label:
info_label.add_theme_font_override("font", standard_font_resource)
# Equipment and Inventory labels
var eq_label = container.get_node_or_null("HBox/InventoryPanel/EquipmentLabel")
if eq_label:
eq_label.add_theme_font_override("font", standard_font_resource)
var inv_label = container.get_node_or_null("HBox/InventoryPanel/InventoryLabel")
if inv_label:
inv_label.add_theme_font_override("font", standard_font_resource)
var stats_label = container.get_node_or_null("HBox/StatsPanel/StatsLabel")
if stats_label:
stats_label.add_theme_font_override("font", standard_font_resource)
func _setup_selection_rectangle():
# Selection rectangle is already in scene, just ensure it's configured correctly
if selection_rectangle:
selection_rectangle.visible = false
func _find_local_player():
# Find the local player
var game_world = get_tree().get_first_node_in_group("game_world")
if game_world:
var player_manager = game_world.get_node_or_null("PlayerManager")
if player_manager:
var local_players = player_manager.get_local_players()
if local_players.size() > 0:
local_player = local_players[0]
if local_player and local_player.character_stats:
# Connect to character_changed signal
if local_player.character_stats.character_changed.is_connected(_on_character_changed):
local_player.character_stats.character_changed.disconnect(_on_character_changed)
local_player.character_stats.character_changed.connect(_on_character_changed)
# Initial update
_update_ui()
_update_stats()
func _update_stats():
if not local_player or not local_player.character_stats:
return
var char_stats = local_player.character_stats
# Update base stats
label_base_stats_value.text = str(char_stats.level) + "\n\n" + \
str(int(char_stats.hp)) + "/" + str(int(char_stats.maxhp)) + "\n" + \
str(int(char_stats.mp)) + "/" + str(int(char_stats.maxmp)) + "\n\n" + \
str(char_stats.baseStats.str) + "\n" + \
str(char_stats.baseStats.dex) + "\n" + \
str(char_stats.baseStats.end) + "\n" + \
str(char_stats.baseStats.int) + "\n" + \
str(char_stats.baseStats.wis) + "\n" + \
str(char_stats.baseStats.lck)
# Update derived stats
label_derived_stats_value.text = str(int(char_stats.xp)) + "/" + str(int(char_stats.xp_to_next_level)) + "\n" + \
str(char_stats.coin) + "\n\n\n\n" + \
str(char_stats.damage) + "\n" + \
str(char_stats.defense) + "\n" + \
str(char_stats.move_speed) + "\n" + \
str(char_stats.attack_speed) + "\n" + \
str(char_stats.sight) + "\n" + \
str(char_stats.spell_amp) + "\n" + \
str(char_stats.crit_chance) + "%"
func _create_equipment_slots():
# Equipment slot order: mainhand, offhand, headgear, armour, boots, accessory
var slot_names = ["mainhand", "offhand", "headgear", "armour", "boots", "accessory"]
var slot_labels = ["Main-hand", "Off-hand", "Head", "Armour", "Boots", "Accessory"]
for i in range(slot_names.size()):
var slot_name = slot_names[i]
var slot_label = slot_labels[i]
# Container for slot
var slot_container = VBoxContainer.new()
slot_container.name = slot_name + "_slot"
equipment_panel.add_child(slot_container)
# Label
var label = Label.new()
label.text = slot_label
label.add_theme_font_size_override("font_size", 10)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
var standard_font_resource = null
if ResourceLoader.exists("res://assets/fonts/standard_font.png"):
var font_resource = load("res://assets/fonts/standard_font.png")
if font_resource:
label.add_theme_font_override("font", font_resource)
slot_container.add_child(label)
# Button (use styleboxes like inspiration system)
var button = Button.new()
button.name = slot_name + "_btn"
button.custom_minimum_size = Vector2(24, 24) # Smaller like inspiration (24x24 instead of 60x60)
button.size = Vector2(24, 24)
if style_box_empty:
button.add_theme_stylebox_override("normal", style_box_empty)
if style_box_hover:
button.add_theme_stylebox_override("hover", style_box_hover)
if style_box_focused:
button.add_theme_stylebox_override("focus", style_box_focused)
if style_box_pressed:
button.add_theme_stylebox_override("pressed", style_box_pressed)
button.flat = false # Use styleboxes instead of flat
button.connect("pressed", _on_equipment_slot_pressed.bind(slot_name))
slot_container.add_child(button)
equipment_slots[slot_name] = button
equipment_buttons[slot_name] = button
func _has_equipment_in_slot(slot_name: String) -> bool:
# Check if there's an item equipped in this slot
if not local_player or not local_player.character_stats:
return false
return local_player.character_stats.equipment[slot_name] != null
func _find_next_filled_equipment_slot(start_index: int, direction: int) -> int:
# Find next filled equipment slot, or -1 if none found
var current_index = start_index
for _i in range(equipment_slots_list.size()):
current_index += direction
if current_index < 0:
current_index = equipment_slots_list.size() - 1
elif current_index >= equipment_slots_list.size():
current_index = 0
var slot_name = equipment_slots_list[current_index]
if _has_equipment_in_slot(slot_name):
return current_index
return -1
func _on_equipment_slot_pressed(slot_name: String):
if not local_player or not local_player.character_stats:
return
# Only select if there's an item equipped
if not _has_equipment_in_slot(slot_name):
return
# Select this slot
selected_slot = slot_name
selected_item = local_player.character_stats.equipment[slot_name]
selected_type = "equipment" if selected_item else ""
# Update navigation position
if slot_name in equipment_slots_list:
equipment_selection_index = equipment_slots_list.find(slot_name)
_update_selection_highlight()
_update_selection_rectangle()
func _update_selection_highlight():
# Reset all button styles
for button in equipment_buttons.values():
if button:
var highlight = button.get_node_or_null("Highlight")
if highlight:
highlight.queue_free()
for button in inventory_buttons.values():
if button:
var highlight = button.get_node_or_null("Highlight")
if highlight:
highlight.queue_free()
func _update_selection_rectangle():
# Update visual selection rectangle position and visibility
if not selection_rectangle or not container:
return
var target_button: Button = null
var target_position: Vector2 = Vector2.ZERO
if selected_type == "equipment" and selected_slot != "":
# Show rectangle on equipment slot (only if it has an item)
if _has_equipment_in_slot(selected_slot):
target_button = equipment_buttons.get(selected_slot)
if target_button and target_button.is_inside_tree():
# Get button position relative to container
var button_global_pos = target_button.global_position
var container_global_pos = container.global_position
target_position = button_global_pos - container_global_pos
selection_rectangle.visible = true
else:
selection_rectangle.visible = false
else:
selection_rectangle.visible = false
elif selected_type == "item" and inventory_selection_row < inventory_rows_list.size():
# Show rectangle on inventory item
var row = inventory_rows_list[inventory_selection_row]
if row and inventory_selection_col < row.get_child_count():
target_button = row.get_child(inventory_selection_col) as Button
if target_button and target_button.is_inside_tree():
# Get button position relative to container
var button_global_pos = target_button.global_position
var container_global_pos = container.global_position
target_position = button_global_pos - container_global_pos
selection_rectangle.visible = true
else:
selection_rectangle.visible = false
else:
selection_rectangle.visible = false
else:
selection_rectangle.visible = false
if target_button and selection_rectangle.visible:
selection_rectangle.position = target_position
# Ensure size is correct (48x48 to match sprite scale)
selection_rectangle.size = Vector2(48, 48)
func _process(delta):
if is_open and selection_rectangle and selection_rectangle.visible:
# Animate selection rectangle border color
selection_animation_time += delta * 2.0 # Speed of animation
# Animate between yellow and orange
var color1 = Color.YELLOW
var color2 = Color(1.0, 0.7, 0.0) # Orange-yellow
var t = (sin(selection_animation_time) + 1.0) / 2.0 # 0 to 1
var animated_color = color1.lerp(color2, t)
# Update border color
var stylebox = selection_rectangle.get_theme_stylebox("panel") as StyleBoxFlat
if stylebox:
stylebox.border_color = animated_color
func _update_ui():
if not local_player or not local_player.character_stats:
return
var char_stats = local_player.character_stats
# Debug: Print inventory contents
print("InventoryUI: Updating UI - inventory size: ", char_stats.inventory.size())
for i in range(char_stats.inventory.size()):
var item = char_stats.inventory[i]
print(" Item ", i, ": ", item.item_name if item else "null")
# Clear button mappings
inventory_buttons.clear()
inventory_items_list.clear()
inventory_rows_list.clear()
# Update equipment slots
for slot_name in equipment_slots.keys():
var button = equipment_slots[slot_name]
if not button:
continue
# Clear existing children (sprite, highlight)
for child in button.get_children():
child.queue_free()
var equipped_item = char_stats.equipment[slot_name]
if equipped_item:
var sprite = Sprite2D.new()
# Equipment slots should ONLY use spritePath (items_n_shit.png), NOT equipmentPath
# equipmentPath is for character rendering only!
var texture_path = equipped_item.spritePath
var texture = load(texture_path)
if texture:
sprite.texture = texture
sprite.hframes = equipped_item.spriteFrames.x if equipped_item.spriteFrames.x > 0 else 20
sprite.vframes = equipped_item.spriteFrames.y if equipped_item.spriteFrames.y > 0 else 14
sprite.frame = equipped_item.spriteFrame
sprite.centered = false # Like inspiration system
sprite.position = Vector2(4, 4) # Like inspiration system
sprite.scale = Vector2(2.0, 2.0) # 2x size as requested
button.add_child(sprite)
# Update inventory grid - clear existing HBoxContainers
for child in inventory_grid.get_children():
child.queue_free()
# Add inventory items using HBoxContainers (like inspiration system)
var current_hbox: HBoxContainer = null
var items_per_row = 10 # Items per row (like inspiration system - they use 10 per HBox)
var items_in_current_row = 0
for item in char_stats.inventory:
# Create new HBoxContainer if needed
if current_hbox == null or items_in_current_row >= items_per_row:
current_hbox = HBoxContainer.new()
current_hbox.add_theme_constant_override("separation", 0) # No separation like inspiration
inventory_grid.add_child(current_hbox)
inventory_rows_list.append(current_hbox)
items_in_current_row = 0
# Create button with styleboxes (like inspiration system)
var button = Button.new()
button.custom_minimum_size = Vector2(24, 24) # Smaller like inspiration (24x24)
button.size = Vector2(24, 24)
if style_box_empty:
button.add_theme_stylebox_override("normal", style_box_empty)
if style_box_hover:
button.add_theme_stylebox_override("hover", style_box_hover)
if style_box_focused:
button.add_theme_stylebox_override("focus", style_box_focused)
if style_box_pressed:
button.add_theme_stylebox_override("pressed", style_box_pressed)
button.flat = false # Use styleboxes
button.connect("pressed", _on_inventory_item_pressed.bind(item))
current_hbox.add_child(button)
# Add item sprite (like inspiration system - positioned at 4,4 with centered=false)
if item.spritePath != "":
var sprite = Sprite2D.new()
var texture = load(item.spritePath)
if texture:
sprite.texture = texture
sprite.hframes = item.spriteFrames.x if item.spriteFrames.x > 0 else 20
sprite.vframes = item.spriteFrames.y if item.spriteFrames.y > 0 else 14
sprite.frame = item.spriteFrame
sprite.centered = false # Like inspiration system
sprite.position = Vector2(4, 4) # Like inspiration system
sprite.scale = Vector2(2.0, 2.0) # 2x size as requested
button.add_child(sprite)
# Add quantity label if item can have multiple (like inspiration system)
if item.can_have_multiple_of and item.quantity > 1:
var quantity_label = Label.new()
quantity_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
quantity_label.size = Vector2(24, 24)
quantity_label.custom_minimum_size = Vector2(0, 0)
quantity_label.position = Vector2(10, 2)
quantity_label.text = str(item.quantity)
if quantity_font:
quantity_label.add_theme_font_override("font", quantity_font)
quantity_label.add_theme_font_size_override("font_size", 8)
quantity_label.scale = Vector2(0.5, 0.5)
button.add_child(quantity_label)
inventory_buttons[item] = button
inventory_items_list.append(item)
items_in_current_row += 1
# Clamp selection to valid range
if inventory_selection_row >= inventory_rows_list.size():
inventory_selection_row = max(0, inventory_rows_list.size() - 1)
if inventory_selection_row >= 0 and inventory_selection_row < inventory_rows_list.size():
var row = inventory_rows_list[inventory_selection_row]
if inventory_selection_col >= row.get_child_count():
inventory_selection_col = max(0, row.get_child_count() - 1)
# Update selection
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
func _update_selection_from_navigation():
# Update selected_item/selected_slot based on navigation position
if selected_type == "equipment" and equipment_selection_index >= 0 and equipment_selection_index < equipment_slots_list.size():
var slot_name = equipment_slots_list[equipment_selection_index]
if _has_equipment_in_slot(slot_name):
selected_slot = slot_name
if local_player and local_player.character_stats:
selected_item = local_player.character_stats.equipment[slot_name]
else:
# Empty slot - switch to inventory
selected_type = "item"
selected_slot = ""
selected_item = null
if inventory_rows_list.size() > 0:
inventory_selection_row = 0
inventory_selection_col = 0
_update_selection_from_navigation()
elif selected_type == "item" and inventory_selection_row >= 0 and inventory_selection_row < inventory_rows_list.size():
var row = inventory_rows_list[inventory_selection_row]
if inventory_selection_col >= 0 and inventory_selection_col < row.get_child_count():
var item_index = inventory_selection_row * 10 + inventory_selection_col
if item_index >= 0 and item_index < inventory_items_list.size():
selected_item = inventory_items_list[item_index]
selected_slot = ""
func _format_item_info(item: Item) -> String:
# Format item description, stats modifiers, and controls
var text = ""
# Description
if item.description != "":
text += item.description
else:
text += item.item_name
text += "\n\n"
# Stats modifiers
var stat_lines = []
if item.modifiers.has("str"):
stat_lines.append("STR: +%d" % item.modifiers["str"])
if item.modifiers.has("dex"):
stat_lines.append("DEX: +%d" % item.modifiers["dex"])
if item.modifiers.has("end"):
stat_lines.append("END: +%d" % item.modifiers["end"])
if item.modifiers.has("int"):
stat_lines.append("INT: +%d" % item.modifiers["int"])
if item.modifiers.has("wis"):
stat_lines.append("WIS: +%d" % item.modifiers["wis"])
if item.modifiers.has("lck"):
stat_lines.append("LCK: +%d" % item.modifiers["lck"])
if item.modifiers.has("dmg"):
stat_lines.append("DMG: +%d" % item.modifiers["dmg"])
if item.modifiers.has("def"):
stat_lines.append("DEF: +%d" % item.modifiers["def"])
if item.modifiers.has("hp"):
stat_lines.append("HP: +%d" % item.modifiers["hp"])
if item.modifiers.has("mp"):
stat_lines.append("MP: +%d" % item.modifiers["mp"])
if item.modifiers.has("maxhp"):
stat_lines.append("MAXHP: +%d" % item.modifiers["maxhp"])
if item.modifiers.has("maxmp"):
stat_lines.append("MAXMP: +%d" % item.modifiers["maxmp"])
if stat_lines.size() > 0:
text += "\n".join(stat_lines)
text += "\n\n"
# Controls
if item.item_type == Item.ItemType.Equippable:
if selected_type == "equipment":
text += "Press F to unequip"
else:
text += "Press F to equip"
elif item.item_type == Item.ItemType.Restoration:
text += "Press F to consume"
if selected_type == "item":
text += "\nPress E to drop"
return text
func _update_info_panel():
# Update info panel based on selected item
if not info_label:
return
if selected_item:
info_label.text = _format_item_info(selected_item)
else:
info_label.text = ""
func _navigate_inventory(direction: String):
# Handle navigation within inventory
var items_per_row = 10
match direction:
"left":
if inventory_selection_col > 0:
inventory_selection_col -= 1
else:
# Wrap to end of previous row
if inventory_selection_row > 0:
inventory_selection_row -= 1
var row = inventory_rows_list[inventory_selection_row]
inventory_selection_col = row.get_child_count() - 1
"right":
if inventory_selection_row < inventory_rows_list.size():
var row = inventory_rows_list[inventory_selection_row]
if inventory_selection_col < row.get_child_count() - 1:
inventory_selection_col += 1
else:
# Wrap to start of next row
if inventory_selection_row < inventory_rows_list.size() - 1:
inventory_selection_row += 1
inventory_selection_col = 0
"up":
if inventory_selection_row > 0:
inventory_selection_row -= 1
# Clamp column to valid range
var row = inventory_rows_list[inventory_selection_row]
if inventory_selection_col >= row.get_child_count():
inventory_selection_col = row.get_child_count() - 1
else:
# Move to equipment slots (only if there are filled slots)
var next_equip_index = _find_next_filled_equipment_slot(-1, 1) # Start from end, go forward
if next_equip_index >= 0:
selected_type = "equipment"
equipment_selection_index = next_equip_index
selected_slot = equipment_slots_list[next_equip_index]
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
return
"down":
if inventory_selection_row < inventory_rows_list.size() - 1:
inventory_selection_row += 1
# Clamp column to valid range
var row = inventory_rows_list[inventory_selection_row]
if inventory_selection_col >= row.get_child_count():
inventory_selection_col = row.get_child_count() - 1
# Can't go down from inventory (already at bottom)
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
func _navigate_equipment(direction: String):
# Handle navigation within equipment slots (only filled slots)
# Equipment layout: 3 columns, 2 rows
# Row 1: mainhand(0), offhand(1), headgear(2)
# Row 2: armour(3), boots(4), accessory(5)
match direction:
"left":
var next_index = _find_next_filled_equipment_slot(equipment_selection_index, -1)
if next_index >= 0:
equipment_selection_index = next_index
"right":
var next_index = _find_next_filled_equipment_slot(equipment_selection_index, 1)
if next_index >= 0:
equipment_selection_index = next_index
"up":
# Find next filled slot in row above (same column)
var current_row = equipment_selection_index / 3
var current_col = equipment_selection_index % 3
if current_row > 0:
var target_index = (current_row - 1) * 3 + current_col
var target_slot = equipment_slots_list[target_index]
if _has_equipment_in_slot(target_slot):
equipment_selection_index = target_index
else:
# Skip to next filled slot in that row
var next_index = _find_next_filled_equipment_slot(target_index - 1, 1)
if next_index >= 0 and next_index < 3: # Make sure it's in row 0
equipment_selection_index = next_index
# Can't go up from equipment (already at top)
"down":
# Find next filled slot in row below (same column), or move to inventory
var current_row = equipment_selection_index / 3
var current_col = equipment_selection_index % 3
if current_row < 1:
var target_index = (current_row + 1) * 3 + current_col
var target_slot = equipment_slots_list[target_index]
if _has_equipment_in_slot(target_slot):
equipment_selection_index = target_index
else:
# No filled slot below, move to inventory
selected_type = "item"
inventory_selection_row = 0
inventory_selection_col = current_col
# Clamp to valid range
if inventory_rows_list.size() > 0:
var inv_row = inventory_rows_list[0]
if inventory_selection_col >= inv_row.get_child_count():
inventory_selection_col = inv_row.get_child_count() - 1
else:
inventory_selection_col = 0
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
return
else:
# Already at bottom row, move to inventory
selected_type = "item"
inventory_selection_row = 0
inventory_selection_col = current_col
# Clamp to valid range
if inventory_rows_list.size() > 0:
var inv_row = inventory_rows_list[0]
if inventory_selection_col >= inv_row.get_child_count():
inventory_selection_col = inv_row.get_child_count() - 1
else:
inventory_selection_col = 0
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
return
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
func _on_inventory_item_pressed(item: Item):
if not local_player or not local_player.character_stats:
return
selected_item = item
selected_slot = ""
selected_type = "item"
# Update navigation position
var item_index = inventory_items_list.find(item)
if item_index >= 0:
var items_per_row = 10
inventory_selection_row = item_index / items_per_row
inventory_selection_col = item_index % items_per_row
_update_selection_highlight()
_update_selection_rectangle()
func _on_character_changed(_char: CharacterStats):
_update_ui()
_update_stats()
func _input(event):
# Toggle with Tab key
if event is InputEventKey and event.keycode == KEY_TAB and event.pressed and not event.echo:
if is_open:
_close_inventory()
else:
_open_inventory()
get_viewport().set_input_as_handled()
return
if not is_open:
return
# Arrow key navigation
if event is InputEventKey and event.pressed and not event.echo:
var direction = ""
if event.keycode == KEY_LEFT:
direction = "left"
elif event.keycode == KEY_RIGHT:
direction = "right"
elif event.keycode == KEY_UP:
direction = "up"
elif event.keycode == KEY_DOWN:
direction = "down"
if direction != "":
if selected_type == "equipment":
_navigate_equipment(direction)
else:
_navigate_inventory(direction)
get_viewport().set_input_as_handled()
return
# F key: Unequip/equip items
if event is InputEventKey and event.keycode == KEY_F and event.pressed and not event.echo:
_handle_f_key()
get_viewport().set_input_as_handled()
return
# E key: Drop selected item
if event is InputEventKey and event.keycode == KEY_E and event.pressed and not event.echo:
_handle_e_key()
get_viewport().set_input_as_handled()
return
func _handle_f_key():
if not local_player or not local_player.character_stats:
return
var char_stats = local_player.character_stats
if selected_type == "equipment" and selected_slot != "":
var equipped_item = char_stats.equipment[selected_slot]
if equipped_item:
char_stats.unequip_item(equipped_item)
# After unequipping, if all equipment is empty, go to inventory
var has_any_equipment = false
for slot in equipment_slots_list:
if _has_equipment_in_slot(slot):
has_any_equipment = true
break
if not has_any_equipment:
# No equipment left, go to inventory
selected_type = "item"
selected_slot = ""
selected_item = null
if inventory_rows_list.size() > 0:
inventory_selection_row = 0
inventory_selection_col = 0
else:
selected_type = ""
else:
# Find next filled equipment slot
var next_index = _find_next_filled_equipment_slot(equipment_selection_index, 1)
if next_index >= 0:
equipment_selection_index = next_index
selected_slot = equipment_slots_list[next_index]
selected_item = char_stats.equipment[selected_slot]
else:
# No more equipment, go to inventory
selected_type = "item"
selected_slot = ""
selected_item = null
if inventory_rows_list.size() > 0:
inventory_selection_row = 0
inventory_selection_col = 0
_update_selection_from_navigation()
_update_selection_rectangle()
return
if selected_type == "item" and selected_item:
if selected_item.item_type == Item.ItemType.Equippable and selected_item.equipment_type != Item.EquipmentType.NONE:
char_stats.equip_item(selected_item)
# After equipping, selection might move to equipment slot
_update_ui()
_update_selection_rectangle()
elif selected_item.item_type == Item.ItemType.Restoration:
_use_consumable_item(selected_item)
_update_info_panel()
func _use_consumable_item(item: Item):
if not local_player or not local_player.character_stats:
return
var char_stats = local_player.character_stats
if item.modifiers.has("hp"):
var hp_heal = item.modifiers["hp"]
if local_player.has_method("heal"):
local_player.heal(hp_heal)
if item.modifiers.has("mp"):
var mana_amount = item.modifiers["mp"]
char_stats.restore_mana(mana_amount)
var index = char_stats.inventory.find(item)
if index >= 0:
char_stats.inventory.remove_at(index)
char_stats.character_changed.emit(char_stats)
print(local_player.name, " used item: ", item.item_name)
func _handle_e_key():
if not local_player or not local_player.character_stats:
return
if selected_type != "item" or not selected_item:
return
var char_stats = local_player.character_stats
if not selected_item in char_stats.inventory:
return
var index = char_stats.inventory.find(selected_item)
if index >= 0:
char_stats.inventory.remove_at(index)
var drop_position = local_player.global_position + Vector2(randf_range(-20, 20), randf_range(-20, 20))
var game_world = get_tree().get_first_node_in_group("game_world")
var entities_node = null
if game_world:
entities_node = game_world.get_node_or_null("Entities")
if entities_node:
var loot = ItemLootHelper.spawn_item_loot(selected_item, drop_position, entities_node, game_world)
if loot:
if local_player.has_method("get_multiplayer_authority"):
var player_peer_id = local_player.get_multiplayer_authority()
loot.set_meta("dropped_by_peer_id", player_peer_id)
loot.set_meta("drop_time", Time.get_ticks_msec())
selected_item = null
selected_slot = ""
selected_type = ""
char_stats.character_changed.emit(char_stats)
print(local_player.name, " dropped item")
func _open_inventory():
if is_open:
return
is_open = true
if container:
container.visible = true
_lock_player_controls(true)
_update_ui()
# Initialize selection - prefer inventory, but if empty, check equipment
if inventory_rows_list.size() > 0:
selected_type = "item"
inventory_selection_row = 0
inventory_selection_col = 0
_update_selection_from_navigation()
_update_selection_rectangle()
else:
# No inventory items, try equipment
var first_filled_slot = _find_next_filled_equipment_slot(-1, 1)
if first_filled_slot >= 0:
selected_type = "equipment"
equipment_selection_index = first_filled_slot
selected_slot = equipment_slots_list[first_filled_slot]
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
else:
# Nothing to select
selected_type = ""
selection_rectangle.visible = false
if info_label:
info_label.text = ""
if not local_player:
_find_local_player()
func _close_inventory():
if not is_open:
return
is_open = false
if container:
container.visible = false
if selection_rectangle:
selection_rectangle.visible = false
selected_item = null
selected_slot = ""
selected_type = ""
_lock_player_controls(false)
func _lock_player_controls(lock: bool):
var game_world = get_tree().get_first_node_in_group("game_world")
if game_world:
var player_manager = game_world.get_node_or_null("PlayerManager")
if player_manager:
var local_players = player_manager.get_local_players()
for player in local_players:
player.controls_disabled = lock

View File

@@ -0,0 +1 @@
uid://ch6orv505wr0b

View File

@@ -504,24 +504,14 @@ func _process_pickup_on_server(player: Node):
player.character_stats.add_item(item)
print(name, " picked up item: ", item.item_name, " (added to inventory)")
elif item.item_type == Item.ItemType.Restoration:
# Consumable item - use immediately
# Consumable item - add to inventory (use with F key in inventory)
if player.character_stats:
# Apply modifiers (hp, mp, etc.)
if item.modifiers.has("hp"):
var hp_heal = item.modifiers["hp"]
if player.has_method("heal"):
player.heal(hp_heal)
if item.modifiers.has("mp"):
var mana_amount = item.modifiers["mp"]
player.character_stats.restore_mana(mana_amount)
player.character_stats.add_item(item)
print(name, " picked up item: ", item.item_name, " (added to inventory)")
# TODO: Handle other modifiers (dodge_chance, res_all, etc.) - these would need duration tracking
print(name, " used item: ", item.item_name)
# Show floating text with item name
# Show floating text with item name (uppercase)
var items_texture = load(item.spritePath)
var display_text = item.item_name
var display_text = item.item_name.to_upper() # Always uppercase
var text_color = Color.WHITE
# Color code based on item type

View File

@@ -600,6 +600,18 @@ func _on_character_changed(_char: CharacterStats):
# Update appearance when character stats change (e.g., equipment)
_apply_appearance_to_sprites()
# Sync equipment changes to other clients
if multiplayer.has_multiplayer_peer() and is_multiplayer_authority() and can_send_rpcs and is_inside_tree():
# Sync equipment to all clients
var equipment_data = {}
for slot_name in character_stats.equipment.keys():
var item = character_stats.equipment[slot_name]
if item:
equipment_data[slot_name] = item.save() # Serialize item data
else:
equipment_data[slot_name] = null
_sync_equipment.rpc(equipment_data)
func _get_player_color() -> Color:
# Legacy function - now returns white (no color tint)
return Color.WHITE
@@ -782,18 +794,20 @@ func _physics_process(delta):
if is_dead:
return
# Skip input if controls are disabled (e.g., when player reached exit)
if controls_disabled:
velocity = velocity.lerp(Vector2.ZERO, delta * 8.0) # Slow down movement
return
# Handle knockback timer
# Handle knockback timer (always handle knockback, even when controls are disabled)
if is_knocked_back:
knockback_time += delta
if knockback_time >= knockback_duration:
is_knocked_back = false
knockback_time = 0.0
# Skip input if controls are disabled (e.g., when inventory is open)
# But still allow knockback to continue (handled above)
if controls_disabled:
if not is_knocked_back:
velocity = velocity.lerp(Vector2.ZERO, delta * 8.0) # Slow down movement
return
# Check if being held by someone
var being_held_by_someone = false
for other_player in get_tree().get_nodes_in_group("player"):
@@ -2556,6 +2570,29 @@ func _sync_stats_update(kills_count: int, coins_count: int):
character_stats.coin = coins_count
print(name, " stats synced from server: kills=", kills_count, " coins=", coins_count)
@rpc("any_peer", "reliable")
func _sync_equipment(equipment_data: Dictionary):
# Client receives equipment update from server
# Update equipment to match other players
# Only process if we're not the authority (remote player)
if is_multiplayer_authority():
return # Authority ignores this (it's the sender)
if not character_stats:
return
# Update equipment from data
for slot_name in equipment_data.keys():
var item_data = equipment_data[slot_name]
if item_data != null:
character_stats.equipment[slot_name] = Item.new(item_data)
else:
character_stats.equipment[slot_name] = null
# Update appearance
_apply_appearance_to_sprites()
print(name, " equipment synced from server")
func heal(amount: float):
if is_dead:
return