Files
DungeonsOfKharadum/src/scripts/inventory_ui.gd
2026-02-08 16:48:21 +01:00

1946 lines
77 KiB
GDScript

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
var is_updating_ui: bool = false # Prevent recursive UI updates
# 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"
var is_first_open: bool = true # Track if this is the first time opening
# 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/MarginContainer/MarginContainer/VBoxContainer/HBox/StatsPanel
@onready var equipment_panel: GridContainer = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel/EquipmentPanel
@onready var scroll_container: ScrollContainer = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel/InventoryScroll
@onready var inventory_grid: VBoxContainer = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox/InventoryPanel/InventoryScroll/InventoryVBox
@onready var selection_rectangle: Panel = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/SelectionRectangle
@onready var info_panel: Control = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/InfoPanel
@onready var info_label: Label = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/InfoPanel/InfoLabel
@onready var stats_label: Label = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsLabel
@onready var label_base_stats: Label = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsHBox/LabelBaseStats
@onready var label_base_stats_value: Label = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsHBox/LabelBaseStatsValue
@onready var label_derived_stats: Label = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsHBox/LabelDerivedStats
@onready var label_derived_stats_value: Label = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox/StatsPanel/StatsHBox/LabelDerivedStatsValue
@onready var sfx_potion: AudioStreamPlayer2D = $SfxPotion
@onready var sfx_food: AudioStreamPlayer2D = $SfxFood
@onready var sfx_armour: AudioStreamPlayer2D = $SfxArmour
@onready var tab_row: HBoxContainer = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/TabRow
@onready var inventory_tab_btn: Button = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/TabRow/InventoryTab
@onready var spell_book_tab_btn: Button = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/TabRow/SpellBookTab
@onready var spell_book_panel: Control = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/SpellBookPanel
@onready var inventory_hbox: HBoxContainer = $InventoryContainer/MarginContainer/MarginContainer/VBoxContainer/HBox
# Bar layout constants (align X/Y + bar across rows)
const _BAR_WIDTH: int = 100
const _BAR_VALUE_MIN_WIDTH: int = 44 # "999/999"
const _BAR_LABEL_MIN_WIDTH: int = 52 # "Weight:", "Exp:", "HP:", "MP:", "Coin:"
# Weight UI elements (created programmatically)
var weight_container: HBoxContainer = null
var weight_label: Label = null
var weight_value_label: Label = null
var weight_progress_bar: ProgressBar = null
# Exp UI elements (like weight)
var exp_container: HBoxContainer = null
var exp_label: Label = null
var exp_value_label: Label = null
var exp_progress_bar: ProgressBar = null
# HP / MP bar elements
var hp_container: HBoxContainer = null
var hp_label: Label = null
var hp_value_label: Label = null
var hp_progress_bar: ProgressBar = null
var mp_container: HBoxContainer = null
var mp_label: Label = null
var mp_value_label: Label = null
var mp_progress_bar: ProgressBar = null
# Coin UI elements ("Coin:" + 6-frame sprite + "X N")
var coin_container: HBoxContainer = null
var coin_label: Label = null
var coin_sprite: Sprite2D = null
var coin_value_label: Label = null
var coin_anim_time: float = 0.0
# 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)
# Level-up stat allocation (when pending_level_up)
var level_up_label: Label = null
var level_up_stat_buttons: Array = [] # Buttons for STR, DEX, INT, END, WIS, LCK, PER
var level_up_stat_container: HBoxContainer = null
var selected_level_up_stat_index: int = -1
const STAT_DESCRIPTIONS: Dictionary = {
"str": "STR (Strength): Increases melee and bow damage. Raises carry capacity so you can hold more items before becoming encumbered.",
"dex": "DEX (Dexterity): Improves dodge chance and hit chance. Makes you move and attack faster.",
"int": "INT (Intelligence): Boosts spell damage (flames, frost, heal). Increases max mana and vision range.",
"end": "END (Endurance): Increases max HP. Each point raises your maximum health.",
"wis": "WIS (Wisdom): Improves mana regeneration and resistances to certain effects.",
"lck": "LCK (Luck): Increases critical hit chance. Critical hits deal bonus damage and partially ignore defense.",
"per": "PER (Perception): Improves trap detection and perception. Helps you spot hazards and secrets."
}
# 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
# Tab: "inventory" or "spell_book"
var _current_tab: String = "inventory"
func _ready():
# Set layer to be above game but below chat
layer = 150
# Load styleboxes for inventory slots (like inspiration system)
_setup_styleboxes()
# Create equipment slot buttons (dynamically)
_create_equipment_slots()
# Create HP/MP bars, then weight, exp, coin (order in stats panel)
_create_hp_ui()
_create_mp_ui()
_create_weight_ui()
_create_exp_ui()
_create_coin_ui()
# Level-up stat allocation UI (label + stat buttons)
_setup_level_up_ui()
# Setup selection rectangle (already in scene, just configure it)
_setup_selection_rectangle()
# Spell Book / Inventory tabs
if inventory_tab_btn:
inventory_tab_btn.pressed.connect(_on_inventory_tab_pressed)
if spell_book_tab_btn:
spell_book_tab_btn.pressed.connect(_on_spell_book_tab_pressed)
# Find local player
call_deferred("_find_local_player")
func _setup_styleboxes():
# Create styleboxes exactly like inspiration inventory system
var selected_tex = preload("res://assets/gfx/ui/inventory_slot_kenny_white.png")
style_box_empty = StyleBoxEmpty.new()
if selected_tex:
# Scale factor for the slot background (1.5x to match larger item sprites)
# Since StyleBoxTexture doesn't support texture_scale, we use expand_margin
# to make the texture fill more space
# For 1.5x scale on a 36px button (which was 24px originally), we need to expand
# The button is now 36px, so to make a 24px texture appear 1.5x (36px), we use negative margins
# Actually, let's use smaller positive margins to avoid clipping
var margin_scale = 3.0 # Smaller margin to avoid clipping in upper left corner
style_box_hover = StyleBoxTexture.new()
style_box_hover.texture = selected_tex
style_box_hover.expand_margin_left = margin_scale
style_box_hover.expand_margin_top = margin_scale
style_box_hover.expand_margin_right = margin_scale
style_box_hover.expand_margin_bottom = margin_scale
style_box_focused = StyleBoxTexture.new()
style_box_focused.texture = selected_tex
style_box_focused.expand_margin_left = margin_scale
style_box_focused.expand_margin_top = margin_scale
style_box_focused.expand_margin_right = margin_scale
style_box_focused.expand_margin_bottom = margin_scale
style_box_pressed = StyleBoxTexture.new()
style_box_pressed.texture = selected_tex
style_box_pressed.expand_margin_left = margin_scale
style_box_pressed.expand_margin_top = margin_scale
style_box_pressed.expand_margin_right = margin_scale
style_box_pressed.expand_margin_bottom = margin_scale
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_selection_rectangle():
# Selection rectangle is already in scene, just ensure it's configured correctly
if selection_rectangle:
selection_rectangle.visible = false
# Ensure it's on top and visible
selection_rectangle.z_index = 100
selection_rectangle.z_as_relative = false
selection_rectangle.mouse_filter = Control.MOUSE_FILTER_IGNORE # Don't block mouse input
# Ensure it's on top
selection_rectangle.z_index = 100
selection_rectangle.z_as_relative = 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 (for inventory/equipment changes)
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)
# Connect to mana_changed signal (for mana updates only - don't rebuild UI)
if local_player.character_stats.mana_changed.is_connected(_on_mana_changed):
local_player.character_stats.mana_changed.disconnect(_on_mana_changed)
local_player.character_stats.mana_changed.connect(_on_mana_changed)
# Connect to health_changed signal (for HP updates only - don't rebuild UI)
if local_player.character_stats.health_changed.is_connected(_on_health_changed):
local_player.character_stats.health_changed.disconnect(_on_health_changed)
local_player.character_stats.health_changed.connect(_on_health_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 race/class in stats label
if stats_label:
var race_text = char_stats.race
stats_label.text = "Stats - " + race_text
# Level-up UI: "Level X - LEVEL UP" in green, stat allocation buttons
var pending = char_stats.pending_level_up and char_stats.pending_stat_points > 0
if level_up_label:
level_up_label.visible = pending
if pending:
level_up_label.text = "Level " + str(char_stats.level) + " - LEVEL UP"
level_up_label.add_theme_color_override("font_color", Color(0.2, 1.0, 0.4))
if level_up_stat_container:
level_up_stat_container.visible = pending
# Base stats: Level, STR, DEX, END, INT, WIS, LCK, PER (HP/MP are bars below)
if label_base_stats:
label_base_stats.text = "Level\n\nSTR\nDEX\nEND\nINT\nWIS\nLCK\nPER"
if label_base_stats_value:
label_base_stats_value.text = str(char_stats.level) + "\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) + "\n" + \
str(char_stats.baseStats.get("per", 10))
# Derived stats: DMG, DEF, MovSpd, AtkSpd, Sight, SpellAmp, Crit%, Dodge% (XP/Coin moved to exp meter & coin UI)
if label_derived_stats:
label_derived_stats.text = "DMG\nDEF\nMovSpd\nAtkSpd\nSight\nSpellAmp\nCrit%\nDodge%"
if label_derived_stats_value:
label_derived_stats_value.text = "%.1f\n%.1f\n%.2f\n%.2f\n%.1f\n%.1f\n%.1f%%\n%.1f%%" % [
char_stats.damage,
char_stats.defense,
char_stats.move_speed,
char_stats.attack_speed,
char_stats.sight,
char_stats.spell_amp,
char_stats.crit_chance,
char_stats.dodge_chance * 100.0
]
# HP bar
if hp_progress_bar and hp_value_label:
hp_progress_bar.max_value = max(1.0, char_stats.maxhp)
hp_progress_bar.value = char_stats.hp
hp_value_label.text = str(int(char_stats.hp)) + "/" + str(int(char_stats.maxhp))
# MP bar
if mp_progress_bar and mp_value_label:
mp_progress_bar.max_value = max(1.0, char_stats.maxmp)
mp_progress_bar.value = char_stats.mp
mp_value_label.text = str(int(char_stats.mp)) + "/" + str(int(char_stats.maxmp))
# Exp meter (like weight)
if exp_progress_bar and exp_value_label:
var xp = char_stats.xp
var xp_next = char_stats.xp_to_next_level
exp_progress_bar.max_value = max(1.0, xp_next)
exp_progress_bar.value = xp
exp_value_label.text = str(int(xp)) + "/" + str(int(xp_next))
var fill_exp = StyleBoxFlat.new()
fill_exp.bg_color = Color(0.55, 0.35, 0.95)
exp_progress_bar.add_theme_stylebox_override("fill", fill_exp)
# Coin: "Coin:" + 6-frame sprite + "X <count>"
if coin_value_label:
coin_value_label.text = "X " + str(char_stats.coin)
# Weight progress bar
if weight_progress_bar and weight_value_label:
var current_weight = char_stats.get_total_weight()
var max_weight = char_stats.get_carrying_capacity()
weight_progress_bar.max_value = max_weight
weight_progress_bar.value = current_weight
weight_value_label.text = str(int(current_weight)) + "/" + str(int(max_weight))
var weight_ratio = current_weight / max_weight
var fill_style = StyleBoxFlat.new()
if weight_ratio < 0.7:
fill_style.bg_color = Color(0.6, 0.8, 0.3)
elif weight_ratio < 0.9:
fill_style.bg_color = Color(0.9, 0.8, 0.2)
else:
fill_style.bg_color = Color(0.9, 0.3, 0.2)
weight_progress_bar.add_theme_stylebox_override("fill", fill_style)
func _setup_level_up_ui() -> void:
if not stats_panel:
return
level_up_label = Label.new()
level_up_label.name = "LevelUpLabel"
level_up_label.add_theme_font_size_override("font_size", 14)
level_up_label.add_theme_color_override("font_color", Color(0.2, 1.0, 0.4))
if ResourceLoader.exists("res://assets/fonts/standard_font.png"):
var fr = load("res://assets/fonts/standard_font.png")
if fr:
level_up_label.add_theme_font_override("font", fr)
level_up_label.visible = false
stats_panel.add_child(level_up_label)
stats_panel.move_child(level_up_label, 1)
level_up_stat_container = HBoxContainer.new()
level_up_stat_container.name = "LevelUpStatButtons"
level_up_stat_container.add_theme_constant_override("separation", 4)
level_up_stat_container.visible = false
for stat_name in CharacterStats.LEVEL_UP_STAT_NAMES:
var btn = Button.new()
btn.name = "LevelUp_" + stat_name
btn.text = stat_name.to_upper()
btn.custom_minimum_size = Vector2(32, 24)
btn.flat = true
btn.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85))
btn.add_theme_color_override("font_hover_color", Color(0.4, 1.0, 0.5))
btn.add_theme_color_override("font_focus_color", Color(0.4, 1.0, 0.5))
if ResourceLoader.exists("res://assets/fonts/standard_font.png"):
var fr = load("res://assets/fonts/standard_font.png")
if fr:
btn.add_theme_font_override("font", fr)
btn.add_theme_font_size_override("font_size", 9)
btn.focus_mode = Control.FOCUS_ALL
btn.pressed.connect(_on_level_up_stat_pressed.bind(stat_name))
btn.mouse_entered.connect(_on_level_up_stat_hover_entered.bind(stat_name))
btn.mouse_exited.connect(_on_level_up_stat_hover_exited)
btn.gui_input.connect(_on_level_up_stat_gui_input.bind(stat_name, btn))
btn.focus_entered.connect(_on_level_up_stat_focus_entered.bind(stat_name))
level_up_stat_container.add_child(btn)
level_up_stat_buttons.append(btn)
stats_panel.add_child(level_up_stat_container)
stats_panel.move_child(level_up_stat_container, 2)
func _on_level_up_stat_pressed(stat_name: String) -> void:
if not local_player or not local_player.character_stats:
return
if not _can_use_inventory():
return
if local_player.character_stats.allocate_stat_point(stat_name):
if sfx_armour:
sfx_armour.play()
_update_stats()
if not local_player.character_stats.pending_level_up:
selected_type = "equipment"
selected_level_up_stat_index = -1
var next_index = _find_next_filled_equipment_slot(-1, 1)
if next_index >= 0:
equipment_selection_index = next_index
selected_slot = equipment_slots_list[next_index]
selected_item = local_player.character_stats.equipment[selected_slot]
else:
selected_slot = ""
selected_item = null
if inventory_items_list.size() > 0:
selected_type = "item"
inventory_selection_row = 0
inventory_selection_col = 0
_update_ui()
func _on_level_up_stat_hover_entered(stat_name: String) -> void:
if info_label and stat_name in STAT_DESCRIPTIONS:
info_label.text = STAT_DESCRIPTIONS[stat_name]
func _on_level_up_stat_hover_exited() -> void:
if not info_label:
return
var fc = get_viewport().gui_get_focus_owner()
if level_up_stat_container and fc and is_instance_valid(level_up_stat_container) and fc.get_parent() == level_up_stat_container:
var idx = level_up_stat_buttons.find(fc)
if idx >= 0 and idx < CharacterStats.LEVEL_UP_STAT_NAMES.size():
var sn = CharacterStats.LEVEL_UP_STAT_NAMES[idx]
if sn in STAT_DESCRIPTIONS:
info_label.text = STAT_DESCRIPTIONS[sn]
return
_update_info_panel()
func _on_level_up_stat_focus_entered(stat_name: String) -> void:
if info_label and stat_name in STAT_DESCRIPTIONS:
info_label.text = STAT_DESCRIPTIONS[stat_name]
func _on_level_up_stat_gui_input(event: InputEvent, stat_name: String, _btn: Button) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_ENTER or event.keycode == KEY_KP_ENTER or event.keycode == KEY_SPACE:
_on_level_up_stat_pressed(stat_name)
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
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 size increased to accommodate 1.5x scaled texture (24 * 1.5 = 36)
button.custom_minimum_size = Vector2(36, 36) # Increased to fit 1.5x scaled texture
button.size = Vector2(36, 36)
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.focus_mode = Control.FOCUS_ALL # Allow button to receive focus
button.size_flags_horizontal = 0
button.size_flags_vertical = 0
button.connect("pressed", _on_equipment_slot_pressed.bind(slot_name))
button.connect("gui_input", _on_equipment_slot_gui_input.bind(slot_name))
# Connect focus_entered like inspiration system (for keyboard navigation)
if local_player and local_player.character_stats:
var equipped_item = local_player.character_stats.equipment[slot_name]
if equipped_item:
button.connect("focus_entered", _on_equipment_slot_pressed.bind(slot_name))
slot_container.add_child(button)
equipment_slots[slot_name] = button
equipment_buttons[slot_name] = button
func _style_bar_font(lbl: Label) -> void:
lbl.add_theme_font_size_override("font_size", 10)
if ResourceLoader.exists("res://assets/fonts/standard_font.png"):
var fr = load("res://assets/fonts/standard_font.png")
if fr:
lbl.add_theme_font_override("font", fr)
func _make_progress_bar_background() -> StyleBoxFlat:
var bg = StyleBoxFlat.new()
bg.bg_color = Color(0.2, 0.2, 0.2, 0.8)
bg.border_color = Color(0.4, 0.4, 0.4)
bg.set_border_width_all(1)
return bg
func _create_bar_row(p_name: String, p_label_text: String) -> Dictionary:
var row = HBoxContainer.new()
row.name = p_name
row.add_theme_constant_override("separation", 4)
var left = Label.new()
left.text = p_label_text
left.custom_minimum_size.x = _BAR_LABEL_MIN_WIDTH
_style_bar_font(left)
var spacer = Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
var value_lbl = Label.new()
value_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
value_lbl.custom_minimum_size.x = _BAR_VALUE_MIN_WIDTH
_style_bar_font(value_lbl)
var bar = ProgressBar.new()
bar.custom_minimum_size = Vector2(_BAR_WIDTH, 12)
bar.show_percentage = false
bar.add_theme_stylebox_override("background", _make_progress_bar_background())
row.add_child(left)
row.add_child(spacer)
row.add_child(value_lbl)
row.add_child(bar)
stats_panel.add_child(row)
return {"container": row, "label": left, "value_label": value_lbl, "progress_bar": bar}
func _create_hp_ui():
if not stats_panel:
return
var d = _create_bar_row("HPContainer", "HP:")
hp_container = d.container
hp_label = d.label
hp_value_label = d.value_label
hp_progress_bar = d.progress_bar
var fill = StyleBoxFlat.new()
fill.bg_color = Color(0.85, 0.2, 0.2)
hp_progress_bar.add_theme_stylebox_override("fill", fill)
func _create_mp_ui():
if not stats_panel:
return
var d = _create_bar_row("MPContainer", "MP:")
mp_container = d.container
mp_label = d.label
mp_value_label = d.value_label
mp_progress_bar = d.progress_bar
var fill = StyleBoxFlat.new()
fill.bg_color = Color(0.25, 0.45, 0.9)
mp_progress_bar.add_theme_stylebox_override("fill", fill)
func _create_weight_ui():
if not stats_panel:
return
var d = _create_bar_row("WeightContainer", "Weight:")
weight_container = d.container
weight_label = d.label
weight_value_label = d.value_label
weight_progress_bar = d.progress_bar
var fill = StyleBoxFlat.new()
fill.bg_color = Color(0.6, 0.8, 0.3)
weight_progress_bar.add_theme_stylebox_override("fill", fill)
func _create_exp_ui():
if not stats_panel:
return
var d = _create_bar_row("ExpContainer", "Exp:")
exp_container = d.container
exp_label = d.label
exp_value_label = d.value_label
exp_progress_bar = d.progress_bar
var fill = StyleBoxFlat.new()
fill.bg_color = Color(0.55, 0.35, 0.95)
exp_progress_bar.add_theme_stylebox_override("fill", fill)
func _create_coin_ui():
if not stats_panel:
return
coin_container = HBoxContainer.new()
coin_container.name = "CoinContainer"
coin_container.add_theme_constant_override("separation", 4)
coin_label = Label.new()
coin_label.name = "CoinLabel"
coin_label.text = "Coin:"
coin_label.custom_minimum_size.x = _BAR_LABEL_MIN_WIDTH
_style_bar_font(coin_label)
coin_container.add_child(coin_label)
var coin_spacer = Control.new()
coin_spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
coin_container.add_child(coin_spacer)
var coin_wrap = Control.new()
coin_wrap.custom_minimum_size = Vector2(16, 16)
coin_sprite = Sprite2D.new()
coin_sprite.name = "CoinSprite"
var tex = load("res://assets/gfx/pickups/gold_coin.png") as Texture2D
if tex:
coin_sprite.texture = tex
coin_sprite.hframes = 6
coin_sprite.vframes = 1
coin_sprite.frame = 0
coin_sprite.centered = false
# Scale down to fit; texture may be multi-frame
var tw = tex.get_width() / 6.0
var th = tex.get_height()
if tw > 0 and th > 0:
var s = min(16.0 / tw, 16.0 / th)
coin_sprite.scale = Vector2(s, s)
coin_wrap.add_child(coin_sprite)
coin_container.add_child(coin_wrap)
coin_value_label = Label.new()
coin_value_label.name = "CoinValueLabel"
coin_value_label.text = "X 0"
coin_value_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT
_style_bar_font(coin_value_label)
coin_container.add_child(coin_value_label)
stats_panel.add_child(coin_container)
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 _can_use_inventory() -> bool:
# Block equip/unequip/use/drop/level-up when dead
if not local_player:
return false
if "is_dead" in local_player and local_player.is_dead:
return false
if "is_processing_death" in local_player and local_player.is_processing_death:
return false
return true
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
# Prevent updates during UI refresh (prevents infinite loops from focus_entered)
if is_updating_ui:
return
# Only select if there's an item equipped (same as arrow-key navigation)
if not _has_equipment_in_slot(slot_name):
return
# Select this slot (equivalent to arrow-key selecting this equipment)
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()
_update_info_panel()
func _on_equipment_slot_gui_input(event: InputEvent, slot_name: String):
# Handle double-click to unequip
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.double_click and event.pressed:
# Double-click detected - unequip the item
selected_slot = slot_name
selected_item = local_player.character_stats.equipment[slot_name] if local_player and local_player.character_stats else null
selected_type = "equipment" if selected_item else ""
if selected_type == "equipment" and selected_slot != "":
# Use the same logic as F key to unequip
_handle_f_key()
func _update_selection_highlight():
# This function is kept for compatibility but now uses _update_selection_rectangle()
_update_selection_rectangle()
# Removed _clear_button_highlight and _apply_button_highlight - using focus system instead
func _update_selection_rectangle():
# Update visual selection indicator - use button focus like inspiration system
# Hide the old selection rectangle
if selection_rectangle:
selection_rectangle.visible = false
# Find and focus the selected button (like inspiration system uses grab_focus())
var target_button: Button = null
if selected_type == "equipment" and selected_slot != "":
# Focus equipment slot (only if it has an item)
if _has_equipment_in_slot(selected_slot):
target_button = equipment_buttons.get(selected_slot)
elif selected_type == "item" and inventory_selection_row >= 0 and inventory_selection_row < inventory_rows_list.size():
# Focus inventory item
var row = inventory_rows_list[inventory_selection_row]
if row and inventory_selection_col >= 0 and inventory_selection_col < row.get_child_count():
target_button = row.get_child(inventory_selection_col) as Button
# Grab focus on selected button (this will automatically show the focus stylebox)
if target_button:
if target_button.is_inside_tree():
# Don't grab focus if button already has focus (prevents infinite loops)
if target_button.has_focus():
return
# Ensure button is visible and ready
if not target_button.visible:
target_button.visible = true
# Wait a frame to ensure button is fully ready for focus
await get_tree().process_frame
# Check again if already focused (might have changed during await)
if target_button.has_focus():
return
# Ensure button can receive focus
if target_button.focus_mode == Control.FOCUS_NONE:
target_button.focus_mode = Control.FOCUS_ALL
# Try direct grab_focus (only if not already focused)
if not target_button.has_focus():
target_button.grab_focus()
# Also use call_deferred as backup to ensure it's set
target_button.call_deferred("grab_focus")
print("InventoryUI: Focus grabbed on button - has_focus: ", target_button.has_focus())
else:
# If not in tree yet, wait a frame and try again
await get_tree().process_frame
if target_button.is_inside_tree():
target_button.grab_focus()
target_button.call_deferred("grab_focus")
print("InventoryUI: Focus grabbed on button (after wait)")
else:
print("InventoryUI: Button still not in tree after wait")
else:
print("InventoryUI: No button to focus - selected_type: ", selected_type)
func _process(delta):
if is_open:
# Animate selection highlight border color on selected button
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)
# Find the selected button and update its highlight color
var selected_button: Button = null
if selected_type == "equipment" and selected_slot != "":
if _has_equipment_in_slot(selected_slot):
selected_button = equipment_buttons.get(selected_slot)
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 row and inventory_selection_col >= 0 and inventory_selection_col < row.get_child_count():
selected_button = row.get_child(inventory_selection_col) as Button
if selected_button and selected_button.has_meta("highlight_stylebox"):
var stylebox = selected_button.get_meta("highlight_stylebox") as StyleBoxFlat
if stylebox:
stylebox.border_color = animated_color
# Animate 6-frame coin sprite
if coin_sprite and coin_sprite.hframes >= 6:
coin_anim_time += delta * 10.0
coin_sprite.frame = int(coin_anim_time) % 6
func _update_ui():
if not local_player or not local_player.character_stats:
return
# Prevent recursive updates
if is_updating_ui:
return
is_updating_ui = true
var char_stats = local_player.character_stats
# Ensure containers don't clip their children (allows expand_margin to show properly)
if scroll_container:
scroll_container.clip_contents = false # Allow buttons to extend beyond scroll bounds
if inventory_grid:
inventory_grid.clip_contents = false # Allow buttons to extend beyond grid bounds
if equipment_panel:
equipment_panel.clip_contents = false # Allow buttons to extend beyond grid bounds
# 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()
# Wait for old buttons to be fully freed before creating new ones
await get_tree().process_frame
# 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
ItemDatabase.apply_item_colors_to_sprite(sprite, equipped_item)
button.add_child(sprite)
# Add quantity label if item can have multiple (like arrows, bombs)
var show_qty = equipped_item.can_have_multiple_of and (equipped_item.quantity > 1 or equipped_item.weapon_type == Item.WeaponType.BOMB)
if show_qty:
var quantity_label = Label.new()
quantity_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
quantity_label.vertical_alignment = VERTICAL_ALIGNMENT_TOP
quantity_label.size = Vector2(36, 36)
quantity_label.custom_minimum_size = Vector2(36, 36)
quantity_label.position = Vector2(0, 0)
quantity_label.text = str(equipped_item.quantity)
# Use dmg_numbers.png font (same as inventory items)
var dmg_font_resource = load("res://assets/fonts/dmg_numbers.png")
if dmg_font_resource:
var font_file = FontFile.new()
font_file.font_data = dmg_font_resource
quantity_label.add_theme_font_override("font", font_file)
quantity_label.add_theme_font_size_override("font_size", 16)
quantity_label.add_theme_color_override("font_color", Color.GREEN)
quantity_label.z_index = 100 # High z-index to show above item sprite
quantity_label.z_as_relative = false # Absolute z-index
button.add_child(quantity_label)
# Update inventory grid - clear existing HBoxContainers
for child in inventory_grid.get_children():
child.queue_free()
# Wait for old buttons to be fully freed before creating new ones
await get_tree().process_frame
# Add inventory items using HBoxContainers (like inspiration system)
var current_hbox: HBoxContainer = null
var items_per_row = 8 # Items per row (3 rows = 24 total items max)
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
# Ensure HBoxContainer doesn't clip child buttons
current_hbox.clip_contents = false
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 size increased to accommodate 1.5x scaled texture (24 * 1.5 = 36)
button.custom_minimum_size = Vector2(36, 36) # Increased to fit 1.5x scaled texture
button.size = Vector2(36, 36)
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.focus_mode = Control.FOCUS_ALL # Allow button to receive focus
button.connect("pressed", _on_inventory_item_pressed.bind(item))
button.connect("gui_input", _on_inventory_item_gui_input.bind(item))
# Connect focus_entered like inspiration system (for keyboard navigation)
# Note: focus_entered will trigger when we call grab_focus(), but _on_inventory_item_pressed
# just updates selection state, so it should be safe
button.connect("focus_entered", _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
ItemDatabase.apply_item_colors_to_sprite(sprite, item)
button.add_child(sprite)
# Add quantity label if item quantity > 1 (show for all stacked items)
if item.quantity > 1:
var quantity_label = Label.new()
quantity_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
quantity_label.vertical_alignment = VERTICAL_ALIGNMENT_TOP
quantity_label.size = Vector2(36, 36)
quantity_label.custom_minimum_size = Vector2(36, 36)
quantity_label.position = Vector2(0, 0)
quantity_label.text = str(item.quantity)
# Use dmg_numbers.png font (same as damage_number.gd)
var dmg_font_resource = load("res://assets/fonts/dmg_numbers.png")
if dmg_font_resource:
var font_file = FontFile.new()
font_file.font_data = dmg_font_resource
quantity_label.add_theme_font_override("font", font_file)
quantity_label.add_theme_font_size_override("font_size", 16)
quantity_label.add_theme_color_override("font_color", Color.GREEN)
quantity_label.z_index = 100 # High z-index to show above item sprite
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 only if selected_type is already set (don't auto-update during initialization)
# Don't call _set_selection() here if we already have a valid selection - it will reset to 0,0
# Only call it if selection is empty or invalid
var should_reset_selection = false
if selected_type == "":
should_reset_selection = true
elif selected_type == "item":
# Check if current selection is still valid
if inventory_selection_row < 0 or inventory_selection_row >= inventory_rows_list.size():
should_reset_selection = true
elif 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 or inventory_selection_col >= row.get_child_count():
should_reset_selection = true
if should_reset_selection:
_set_selection()
elif selected_type != "":
# Selection is valid, just update it
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
# Reset update flag
is_updating_ui = false
func _set_selection():
# NOW check for items AFTER UI is updated
# Initialize selection - prefer inventory, but if empty, check equipment
# Only set initial selection if not already set, or if current selection is invalid
var needs_initial_selection = false
if selected_type == "":
needs_initial_selection = true
elif selected_type == "item":
# Check if current selection is still valid
if inventory_selection_row >= inventory_rows_list.size() or inventory_selection_row < 0:
needs_initial_selection = true
elif 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() or inventory_selection_col < 0:
needs_initial_selection = true
# Check if we have inventory items
if inventory_rows_list.size() > 0 and inventory_items_list.size() > 0:
if needs_initial_selection:
# Only reset to 0 if we need initial selection
selected_type = "item"
inventory_selection_row = 0
inventory_selection_col = 0
# Ensure selection is set correctly (preserves existing selection if valid)
_update_selection_from_navigation()
# Debug: Print selection state
print("InventoryUI: Selection - type: ", selected_type, " row: ", inventory_selection_row, " col: ", inventory_selection_col, " item: ", selected_item)
# Now set focus - buttons should be ready
await _update_selection_rectangle() # Await to ensure focus is set
_update_info_panel()
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]
# Ensure selection is set correctly
_update_selection_from_navigation()
# Debug: Print selection state
print("InventoryUI: Initial selection - type: ", selected_type, " slot: ", selected_slot, " item: ", selected_item)
# Now set focus - buttons should be ready
await _update_selection_rectangle() # Await to ensure focus is set
_update_info_panel()
else:
# Nothing to select (only print this AFTER UI is updated)
selected_type = ""
if selection_rectangle:
selection_rectangle.visible = false
if info_label:
info_label.text = ""
print("InventoryUI: No items to select")
pass
func _update_selection_from_navigation():
# Update selected_item/selected_slot based on navigation position
# Early return if selected_type is not set yet (prevents errors during initialization)
if selected_type == "":
print("InventoryUI: _update_selection_from_navigation() - selected_type is empty, skipping")
return
print("InventoryUI: _update_selection_from_navigation() - selected_type: ", selected_type, " inventory_rows_list.size(): ", inventory_rows_list.size(), " inventory_items_list.size(): ", inventory_items_list.size())
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:
selected_item = null
print("InventoryUI: Selected equipment slot: ", slot_name, " item: ", selected_item)
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]
print("InventoryUI: Checking item selection - row: ", inventory_selection_row, " col: ", inventory_selection_col, " row exists: ", row != null, " row child count: ", row.get_child_count() if row else 0)
if row and inventory_selection_col >= 0 and inventory_selection_col < row.get_child_count():
var items_per_row = 8 # Must match the items_per_row used when building rows
var item_index = inventory_selection_row * items_per_row + inventory_selection_col
print("InventoryUI: Calculated item_index: ", item_index, " inventory_items_list.size(): ", inventory_items_list.size())
if item_index >= 0 and item_index < inventory_items_list.size():
selected_item = inventory_items_list[item_index]
selected_slot = ""
print("InventoryUI: Selected inventory item: ", selected_item.item_name if selected_item else "null")
else:
selected_item = null
selected_slot = ""
print("InventoryUI: item_index out of range!")
else:
selected_item = null
selected_slot = ""
print("InventoryUI: Row or column invalid!")
else:
print("InventoryUI: selected_type invalid or row out of range!")
func _format_item_info(item: Item) -> String:
# Format item description, stats modifiers, and controls
var text = ""
# Item name (always show)
text += item.item_name
# Description
if item.description != "":
text += "\n" + item.description
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 += ", ".join(stat_lines)
text += "\n\n"
# Weight
var item_weight = item.weight
if item.can_have_multiple_of:
item_weight *= item.quantity
text += "Weight: %.1f" % item_weight
text += "\n\n"
# Controls
if item.weapon_type == Item.WeaponType.SPELLBOOK:
if local_player and local_player.character_stats:
var spell_id = local_player.character_stats._tome_to_spell_id(item) if local_player.character_stats.has_method("_tome_to_spell_id") else ""
if spell_id != "" and spell_id in local_player.character_stats.learnt_spells:
text += "Already learnt."
else:
text += "Press F to learn spell"
else:
text += "Press F to learn spell"
elif 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"
# Only show "Press E to drop" for inventory items, not equipment
if selected_type == "item":
text += ", Press E to drop"
return text
func _update_info_panel():
# Update info panel based on selected item
if not info_label:
print("InventoryUI: _update_info_panel() - info_label is null!")
return
print("InventoryUI: _update_info_panel() - selected_item: ", selected_item, " selected_type: ", selected_type)
if selected_item:
info_label.text = _format_item_info(selected_item)
print("InventoryUI: Info panel text set: ", info_label.text.substr(0, 50) if info_label.text.length() > 50 else info_label.text)
else:
info_label.text = ""
print("InventoryUI: Info panel text cleared (no selected_item)")
func _navigate_inventory(direction: String):
# Handle navigation within inventory
match direction:
"left":
if inventory_selection_col > 0:
inventory_selection_col -= 1
else:
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
elif local_player and local_player.character_stats and local_player.character_stats.pending_level_up and local_player.character_stats.pending_stat_points > 0 and level_up_stat_buttons.size() > 0:
selected_type = "level_up_stat"
selected_level_up_stat_index = 0
selected_slot = ""
selected_item = null
level_up_stat_buttons[0].call_deferred("grab_focus")
if info_label and CharacterStats.LEVEL_UP_STAT_NAMES.size() > 0:
var sn = CharacterStats.LEVEL_UP_STAT_NAMES[0]
if sn in STAT_DESCRIPTIONS:
info_label.text = STAT_DESCRIPTIONS[sn]
_update_selection_rectangle()
return
"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
elif local_player and local_player.character_stats and local_player.character_stats.pending_level_up and local_player.character_stats.pending_stat_points > 0 and level_up_stat_buttons.size() > 0:
selected_type = "level_up_stat"
selected_level_up_stat_index = 0
selected_slot = ""
selected_item = null
level_up_stat_buttons[0].call_deferred("grab_focus")
if info_label and CharacterStats.LEVEL_UP_STAT_NAMES.size() > 0:
var sn = CharacterStats.LEVEL_UP_STAT_NAMES[0]
if sn in STAT_DESCRIPTIONS:
info_label.text = STAT_DESCRIPTIONS[sn]
return
"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), or go to stats
var current_row: int = floor(equipment_selection_index / 3.0)
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:
var next_index = _find_next_filled_equipment_slot(target_index - 1, 1)
if next_index >= 0 and next_index < 3:
equipment_selection_index = next_index
elif local_player and local_player.character_stats and local_player.character_stats.pending_level_up and local_player.character_stats.pending_stat_points > 0 and level_up_stat_buttons.size() > 0:
selected_type = "level_up_stat"
selected_level_up_stat_index = 0
selected_slot = ""
selected_item = null
level_up_stat_buttons[0].call_deferred("grab_focus")
if info_label and CharacterStats.LEVEL_UP_STAT_NAMES.size() > 0:
var sn = CharacterStats.LEVEL_UP_STAT_NAMES[0]
if sn in STAT_DESCRIPTIONS:
info_label.text = STAT_DESCRIPTIONS[sn]
return
"down":
# Find next filled slot in row below (same column), or move to inventory
var current_row: int = floor(equipment_selection_index / 3.0)
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 (only if inventory has items)
if inventory_rows_list.size() > 0 and inventory_items_list.size() > 0:
selected_type = "item"
inventory_selection_row = 0
inventory_selection_col = current_col
# Clamp to valid range
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
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
return
# No inventory items, stay on equipment
else:
# Already at bottom row, move to inventory (only if inventory has items)
if inventory_rows_list.size() > 0 and inventory_items_list.size() > 0:
selected_type = "item"
inventory_selection_row = 0
inventory_selection_col = current_col
# Clamp to valid range
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
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
return
# No inventory items, stay on equipment
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
func _navigate_level_up_stats(direction: String) -> void:
var n = level_up_stat_buttons.size()
if n == 0:
return
match direction:
"left":
selected_level_up_stat_index = (selected_level_up_stat_index - 1 + n) % n
level_up_stat_buttons[selected_level_up_stat_index].call_deferred("grab_focus")
if info_label and selected_level_up_stat_index < CharacterStats.LEVEL_UP_STAT_NAMES.size():
var sn = CharacterStats.LEVEL_UP_STAT_NAMES[selected_level_up_stat_index]
if sn in STAT_DESCRIPTIONS:
info_label.text = STAT_DESCRIPTIONS[sn]
"right":
if selected_level_up_stat_index >= n - 1:
# Past last stat: go to equipment
selected_type = "equipment"
selected_level_up_stat_index = -1
selected_slot = ""
selected_item = null
var next_index = _find_next_filled_equipment_slot(-1, 1)
if next_index >= 0:
equipment_selection_index = next_index
selected_slot = equipment_slots_list[next_index]
selected_item = local_player.character_stats.equipment[selected_slot] if local_player and local_player.character_stats else null
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
return
selected_level_up_stat_index += 1
level_up_stat_buttons[selected_level_up_stat_index].call_deferred("grab_focus")
if info_label and selected_level_up_stat_index < CharacterStats.LEVEL_UP_STAT_NAMES.size():
var sn = CharacterStats.LEVEL_UP_STAT_NAMES[selected_level_up_stat_index]
if sn in STAT_DESCRIPTIONS:
info_label.text = STAT_DESCRIPTIONS[sn]
"up":
pass
"down":
selected_type = "equipment"
selected_level_up_stat_index = -1
var next_index = _find_next_filled_equipment_slot(-1, 1)
if next_index >= 0:
equipment_selection_index = next_index
selected_slot = equipment_slots_list[next_index]
selected_item = local_player.character_stats.equipment[selected_slot] if local_player and local_player.character_stats else null
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
return
# Don't call _update_info_panel - we've set stat description above
func _on_inventory_item_pressed(item: Item):
if not local_player or not local_player.character_stats:
return
# Prevent updates during UI refresh (prevents infinite loops from focus_entered)
if is_updating_ui:
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: int = 8
inventory_selection_row = floor(item_index / float(items_per_row))
inventory_selection_col = item_index % items_per_row
_update_selection_highlight()
_update_selection_rectangle()
_update_info_panel() # Show item description on single-click
func _on_inventory_item_gui_input(event: InputEvent, item: Item):
# Handle double-click to equip/consume and right-click to drop
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.double_click and event.pressed:
# Double-click detected - equip or consume the item
selected_item = item
selected_slot = ""
selected_type = "item"
# Update navigation position first
var item_index = inventory_items_list.find(item)
if item_index >= 0:
var items_per_row: int = 8
inventory_selection_row = floor(item_index / float(items_per_row))
inventory_selection_col = item_index % items_per_row
# Use the same logic as F key to equip/consume
_handle_f_key()
elif event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
# Right-click detected - drop the item
selected_item = item
selected_slot = ""
selected_type = "item"
# Update navigation position first
var item_index = inventory_items_list.find(item)
if item_index >= 0:
var items_per_row: int = 8
inventory_selection_row = floor(item_index / float(items_per_row))
inventory_selection_col = item_index % items_per_row
# Use the same logic as E key to drop
_handle_e_key()
func _on_mana_changed(new_mana: float, max_mana: float):
# Update only MP bar and label when mana changes (don't rebuild entire UI)
if mp_progress_bar and mp_value_label:
mp_progress_bar.max_value = max(1.0, max_mana)
mp_progress_bar.value = new_mana
mp_value_label.text = str(int(new_mana)) + "/" + str(int(max_mana))
func _on_health_changed(new_hp: float, max_hp: float):
# Update only HP bar and label when health changes (don't rebuild entire UI)
if hp_progress_bar and hp_value_label:
hp_progress_bar.max_value = max(1.0, max_hp)
hp_progress_bar.value = new_hp
hp_value_label.text = str(int(new_hp)) + "/" + str(int(max_hp))
func _on_character_changed(_char: CharacterStats):
# Always update stats when character changes (even if inventory is closed)
# Equipment changes affect max HP/MP which should be reflected everywhere
_update_stats()
# Only update UI if inventory is open (prevents unnecessary updates)
if not is_open:
return
# Prevent recursive updates
if is_updating_ui:
return
_update_ui()
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
# B key: switch to Spell Book tab when inventory is open
if event is InputEventKey and event.keycode == KEY_B and event.pressed and not event.echo:
_current_tab = "spell_book" if _current_tab == "inventory" else "inventory"
_apply_tab_visibility()
get_viewport().set_input_as_handled()
return
# Arrow key navigation (use ui_left/right/up/down so keybindings work)
var direction = ""
var skip_repeat = event is InputEventKey and event.echo
if not skip_repeat and event.is_action_pressed("ui_left"):
direction = "left"
elif not skip_repeat and event.is_action_pressed("ui_right"):
direction = "right"
elif not skip_repeat and event.is_action_pressed("ui_up"):
direction = "up"
elif not skip_repeat and event.is_action_pressed("ui_down"):
direction = "down"
if direction != "":
if _current_tab == "spell_book":
pass
elif selected_type == "level_up_stat":
_navigate_level_up_stats(direction)
elif 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
# Attack: Allocate level-up stat when a stat button is focused
if event.is_action_pressed("attack") and not event.is_echo():
var fc = get_viewport().gui_get_focus_owner()
if level_up_stat_container and fc and is_instance_valid(level_up_stat_container) and fc.get_parent() == level_up_stat_container:
var idx = level_up_stat_buttons.find(fc)
if idx >= 0 and idx < CharacterStats.LEVEL_UP_STAT_NAMES.size():
_on_level_up_stat_pressed(CharacterStats.LEVEL_UP_STAT_NAMES[idx])
get_viewport().set_input_as_handled()
return
func _handle_f_key():
if not local_player or not local_player.character_stats:
return
if not _can_use_inventory():
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:
# Tome in offhand: use (F) to learn spell and consume tome
if equipped_item.weapon_type == Item.WeaponType.SPELLBOOK and char_stats.has_method("learn_spell_from_tome"):
if char_stats.learn_spell_from_tome(equipped_item):
_update_ui()
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
if sfx_armour:
sfx_armour.play()
return
char_stats.unequip_item(equipped_item)
# Play armour sound when unequipping
if sfx_armour:
sfx_armour.play()
# 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:
# Tome in inventory: use (F) to learn spell and consume tome
if selected_item.weapon_type == Item.WeaponType.SPELLBOOK and char_stats.has_method("learn_spell_from_tome"):
if char_stats.learn_spell_from_tome(selected_item):
var current_item_index = inventory_selection_row * 8 + inventory_selection_col
_update_ui()
if current_item_index < char_stats.inventory.size():
inventory_selection_row = current_item_index / 8
inventory_selection_col = current_item_index % 8
elif char_stats.inventory.size() > 0:
inventory_selection_row = 0
inventory_selection_col = 0
_update_selection_from_navigation()
_update_selection_rectangle()
_update_info_panel()
if sfx_armour:
sfx_armour.play()
return
if selected_item.item_type == Item.ItemType.Equippable and selected_item.equipment_type != Item.EquipmentType.NONE:
# Remember which slot the item will be equipped to
var target_slot_name = ""
match selected_item.equipment_type:
Item.EquipmentType.MAINHAND:
target_slot_name = "mainhand"
Item.EquipmentType.OFFHAND:
target_slot_name = "offhand"
Item.EquipmentType.HEADGEAR:
target_slot_name = "headgear"
Item.EquipmentType.ARMOUR:
target_slot_name = "armour"
Item.EquipmentType.BOOTS:
target_slot_name = "boots"
Item.EquipmentType.ACCESSORY:
target_slot_name = "accessory"
# Remember current item position before equipping
var items_per_row = 8
var current_item_index = inventory_selection_row * items_per_row + inventory_selection_col
# Check if target slot has an item (will be placed back in inventory)
var slot_has_item = char_stats.equipment[target_slot_name] != null
# Check if this is the last item in inventory (before equipping)
var was_last_item = char_stats.inventory.size() == 1
# Equip the item, placing old item at the same position if slot had an item
var insert_index = current_item_index if slot_has_item else -1
char_stats.equip_item(selected_item, insert_index)
# Play armour sound when equipping
if sfx_armour:
sfx_armour.play()
# Update UI first
_update_ui()
# If slot had an item, keep selection at the same position (old item is now there)
if slot_has_item and current_item_index < char_stats.inventory.size():
# Keep selection at the same position
selected_type = "item"
selected_slot = ""
# Recalculate row/col from index (may have changed if rows shifted)
inventory_selection_row = floor(current_item_index / float(items_per_row))
inventory_selection_col = current_item_index % items_per_row
# Ensure row/col are within bounds
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_from_navigation()
elif was_last_item and target_slot_name != "":
# Last item was equipped, move selection to equipment slot
if target_slot_name in equipment_slots_list:
selected_type = "equipment"
selected_slot = target_slot_name
equipment_selection_index = equipment_slots_list.find(target_slot_name)
selected_item = char_stats.equipment[target_slot_name]
_update_selection_from_navigation()
else:
# Item was removed, try to keep selection at same position if possible
if current_item_index < char_stats.inventory.size():
# Item at next position moved up, keep selection there
selected_type = "item"
selected_slot = ""
inventory_selection_row = floor(current_item_index / float(items_per_row))
inventory_selection_col = current_item_index % items_per_row
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_from_navigation()
elif current_item_index > 0:
# Move to previous position (current_item_index - 1) if current is out of bounds
var previous_index = current_item_index - 1
inventory_selection_row = floor(previous_index / float(items_per_row))
inventory_selection_col = previous_index % items_per_row
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)
selected_type = "item"
selected_slot = ""
_update_selection_from_navigation()
else:
# Previous position is also out of bounds, move to equipment if available
selected_type = ""
selected_slot = ""
selected_item = null
_update_selection_from_navigation()
else:
# No items left, move to equipment if available
selected_type = ""
selected_slot = ""
selected_item = null
_update_selection_from_navigation()
# Update selection rectangle and info panel
_update_selection_rectangle()
_update_info_panel()
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
if not _can_use_inventory():
return
var char_stats = local_player.character_stats
# Remember current item position before consuming
var items_per_row = 8
var current_item_index = inventory_selection_row * items_per_row + inventory_selection_col
# Determine if it's a potion or food based on item name
var is_potion = "potion" in item.item_name.to_lower()
# Play appropriate sound
if is_potion:
if sfx_potion:
sfx_potion.play()
else:
# Food item
if sfx_food:
sfx_food.play()
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)
# Dodge potion (and any consumable with dodge_chance + duration): apply temporary dodge buff
if item.modifiers.has("dodge_chance") and item.duration > 0:
char_stats.add_buff_dodge_chance(item.modifiers["dodge_chance"], item.duration)
var index = char_stats.inventory.find(item)
if index >= 0:
char_stats.inventory.remove_at(index)
char_stats.character_changed.emit(char_stats)
# Update UI first
_update_ui()
# Try to keep selection at the same position if possible
if current_item_index < char_stats.inventory.size():
# Item at next position moved up, keep selection there
selected_type = "item"
selected_slot = ""
inventory_selection_row = floor(current_item_index / float(items_per_row))
inventory_selection_col = current_item_index % items_per_row
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_from_navigation()
_update_selection_rectangle()
elif current_item_index > 0:
# Move to previous position if current is out of bounds
current_item_index = char_stats.inventory.size() - 1
inventory_selection_row = floor(current_item_index / float(items_per_row))
inventory_selection_col = current_item_index % items_per_row
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_from_navigation()
_update_selection_rectangle()
else:
# No items left, clear selection
selected_type = ""
selected_slot = ""
selected_item = null
_update_selection_from_navigation()
_update_selection_rectangle()
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 not _can_use_inventory():
return
if selected_type != "item" or not selected_item:
return
var char_stats = local_player.character_stats
# Play armour sound when dropping equipment
if selected_item.item_type == Item.ItemType.Equippable:
if sfx_armour:
sfx_armour.play()
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")
# In multiplayer, clients need to request server to spawn loot
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
# Client: send drop request to server
if game_world and game_world.has_method("_request_item_drop"):
game_world._request_item_drop.rpc_id(1, selected_item.save(), drop_position, local_player.get_multiplayer_authority())
else:
# Fallback: try to spawn locally (won't sync)
if entities_node:
var loot = ItemLootHelper.spawn_item_loot(selected_item, drop_position, entities_node, game_world)
if loot and 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())
else:
# Server or single-player: spawn directly
if entities_node:
var loot = ItemLootHelper.spawn_item_loot(selected_item, drop_position, entities_node, game_world)
if loot and 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
# Workaround: On first open, immediately close and reopen to ensure proper initialization
if is_first_open:
is_first_open = false
is_open = true
if container:
container.visible = true
_lock_player_controls(true)
_update_ui()
# Wait a frame
await get_tree().process_frame
# Close immediately
_close_inventory()
# Wait a frame
await get_tree().process_frame
# Now reopen properly (will continue with normal flow below)
is_open = true
if container:
container.visible = true
_lock_player_controls(true)
# Reset selection state BEFORE updating UI (so _update_ui doesn't try to update selection)
selected_type = ""
selected_item = null
selected_slot = ""
_update_ui()
_update_stats()
_apply_tab_visibility()
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 _on_inventory_tab_pressed():
_current_tab = "inventory"
# Reset selection so first item gets selected (same as TAB-open flow)
selected_type = ""
selected_item = null
selected_slot = ""
inventory_selection_row = 0
inventory_selection_col = 0
_apply_tab_visibility()
_update_ui()
func _on_spell_book_tab_pressed():
_current_tab = "spell_book"
_apply_tab_visibility()
func _apply_tab_visibility():
var show_inv = (_current_tab == "inventory")
if inventory_hbox:
inventory_hbox.visible = show_inv
if spell_book_panel:
spell_book_panel.visible = not show_inv
if not show_inv and spell_book_panel.has_method("set_character_stats"):
if local_player and local_player.character_stats:
spell_book_panel.set_character_stats(local_player.character_stats)
if spell_book_panel.has_method("refresh"):
spell_book_panel.refresh()
if selection_rectangle:
selection_rectangle.visible = show_inv
if info_panel:
info_panel.visible = show_inv
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
if lock:
# Stop movement immediately when opening inventory (physics may have already run this frame)
player.velocity = Vector2.ZERO