Hotbar improvments

This commit is contained in:
2026-03-07 21:13:08 -03:00
parent 43cc7e53f9
commit 897a9e68c7
4 changed files with 97 additions and 10 deletions
+27 -5
View File
@@ -70,11 +70,33 @@ export class PlayerControlsSystem extends System {
camera.offset_x = Math.floor(canvas.width / 2);
camera.offset_y = Math.floor(canvas.height / 2);
const scroll = InputManager.get_wheel_delta();
if (scroll > 0) {
player_inventory.hotbar_selected = Math.min(8, player_inventory.hotbar_selected + 1);
} else if (scroll < 0) {
player_inventory.hotbar_selected = Math.max(0, player_inventory.hotbar_selected - 1);
if (!player_inventory.is_open) {
const scroll = InputManager.get_wheel_delta();
if (scroll > 0) {
player_inventory.hotbar_selected = Math.min(8, player_inventory.hotbar_selected + 1);
} else if (scroll < 0) {
player_inventory.hotbar_selected = Math.max(0, player_inventory.hotbar_selected - 1);
}
if (InputManager.is_key_pressed(controls.hotbar_1)) {
player_inventory.hotbar_selected = 0;
} else if (InputManager.is_key_pressed(controls.hotbar_2)) {
player_inventory.hotbar_selected = 1;
} else if (InputManager.is_key_pressed(controls.hotbar_3)) {
player_inventory.hotbar_selected = 2;
} else if (InputManager.is_key_pressed(controls.hotbar_4)) {
player_inventory.hotbar_selected = 3;
} else if (InputManager.is_key_pressed(controls.hotbar_5)) {
player_inventory.hotbar_selected = 4;
} else if (InputManager.is_key_pressed(controls.hotbar_6)) {
player_inventory.hotbar_selected = 5;
} else if (InputManager.is_key_pressed(controls.hotbar_7)) {
player_inventory.hotbar_selected = 6;
} else if (InputManager.is_key_pressed(controls.hotbar_8)) {
player_inventory.hotbar_selected = 7;
} else if (InputManager.is_key_pressed(controls.hotbar_9)) {
player_inventory.hotbar_selected = 8;
}
}
}
}
+6 -3
View File
@@ -8,7 +8,7 @@ import { Camera } from "$/client/components/camera.ts";
import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
import { render_dimension } from "./rendering/dimension.ts";
import { render_player_inventory } from "./rendering/player.ts";
import { render_player_hotbar, render_player_inventory } from "./rendering/player.ts";
import { begin_mode_2d, end_mode_2d } from "../renderer.ts";
export class RenderSystem extends System {
@@ -52,8 +52,11 @@ export class RenderSystem extends System {
for (const entity of world.get_entities()) {
const player_inventory = entity.get(PlayerInventory);
if (player_inventory && player_inventory.is_open) {
render_player_inventory(player_inventory);
if (player_inventory) {
render_player_hotbar(player_inventory);
if (player_inventory.is_open) {
render_player_inventory(player_inventory);
}
}
}
}
+54 -2
View File
@@ -3,10 +3,11 @@ import { AssetManager } from "$/client/assets.ts";
import { PlayerInventory } from "$/client/components/inventory.ts";
import { InputManager } from "$/client/input_manager.ts";
import { draw_item, draw_nine_slice } from "./render_utils.ts";
import { Texture } from "$/client/renderer.ts";
import { canvas, Texture } from "$/client/renderer.ts";
const PADDING = 10;
export function render_player_inventory(player_inventory: PlayerInventory) {
const PADDING = 10;
const ui = AssetManager.instance.get<Texture>("bworld:ui");
const layout = player_inventory.layout.slots;
@@ -59,3 +60,54 @@ export function render_player_inventory(player_inventory: PlayerInventory) {
draw_item(player_inventory.holding_item, mouse.x, mouse.y);
}
}
export function render_player_hotbar(player_inventory: PlayerInventory) {
const ui = AssetManager.instance.get<Texture>("bworld:ui");
const hotbar_width = PADDING * 2 + SLOT_SIZE * 9;
const hotbar_height = PADDING * 2 + SLOT_SIZE;
const x = canvas.width / 2 - hotbar_width / 2;
const y = canvas.height - hotbar_height;
draw_nine_slice(
ui,
160,
0,
16,
16,
4,
4,
4,
4,
x,
y,
hotbar_width,
hotbar_height,
);
for (let index = 0; index < 9; index += 1) {
draw_nine_slice(
ui,
player_inventory.hotbar_selected === index ? 19 * 16 : 160 + 32,
player_inventory.hotbar_selected === index ? 16 : 0,
16,
16,
4,
4,
4,
4,
x + PADDING + index * SLOT_SIZE,
y + PADDING,
SLOT_SIZE,
SLOT_SIZE,
);
}
for (let index = 0; index < 9; index += 1) {
const item = player_inventory.container.get_item(index);
if (item) {
draw_item(item, x + PADDING + index * SLOT_SIZE, y + PADDING);
}
}
}