Hotbar improvments
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@@ -10,6 +10,16 @@ export class PlayerControls extends Component {
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move_left: KeyCode = "KeyA";
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move_right: KeyCode = "KeyD";
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hotbar_1: KeyCode = "Digit1";
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hotbar_2: KeyCode = "Digit2";
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hotbar_3: KeyCode = "Digit3";
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hotbar_4: KeyCode = "Digit4";
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hotbar_5: KeyCode = "Digit5";
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hotbar_6: KeyCode = "Digit6";
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hotbar_7: KeyCode = "Digit7";
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hotbar_8: KeyCode = "Digit8";
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hotbar_9: KeyCode = "Digit9";
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open_inventory: KeyCode = "KeyE";
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open_debug: KeyCode = "F3";
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@@ -70,11 +70,33 @@ export class PlayerControlsSystem extends System {
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camera.offset_x = Math.floor(canvas.width / 2);
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camera.offset_y = Math.floor(canvas.height / 2);
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if (!player_inventory.is_open) {
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const scroll = InputManager.get_wheel_delta();
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if (scroll > 0) {
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player_inventory.hotbar_selected = Math.min(8, player_inventory.hotbar_selected + 1);
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} else if (scroll < 0) {
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player_inventory.hotbar_selected = Math.max(0, player_inventory.hotbar_selected - 1);
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}
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if (InputManager.is_key_pressed(controls.hotbar_1)) {
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player_inventory.hotbar_selected = 0;
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} else if (InputManager.is_key_pressed(controls.hotbar_2)) {
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player_inventory.hotbar_selected = 1;
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} else if (InputManager.is_key_pressed(controls.hotbar_3)) {
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player_inventory.hotbar_selected = 2;
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} else if (InputManager.is_key_pressed(controls.hotbar_4)) {
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player_inventory.hotbar_selected = 3;
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} else if (InputManager.is_key_pressed(controls.hotbar_5)) {
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player_inventory.hotbar_selected = 4;
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} else if (InputManager.is_key_pressed(controls.hotbar_6)) {
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player_inventory.hotbar_selected = 5;
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} else if (InputManager.is_key_pressed(controls.hotbar_7)) {
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player_inventory.hotbar_selected = 6;
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} else if (InputManager.is_key_pressed(controls.hotbar_8)) {
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player_inventory.hotbar_selected = 7;
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} else if (InputManager.is_key_pressed(controls.hotbar_9)) {
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player_inventory.hotbar_selected = 8;
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}
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}
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}
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}
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@@ -8,7 +8,7 @@ import { Camera } from "$/client/components/camera.ts";
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import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
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import { render_dimension } from "./rendering/dimension.ts";
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import { render_player_inventory } from "./rendering/player.ts";
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import { render_player_hotbar, render_player_inventory } from "./rendering/player.ts";
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import { begin_mode_2d, end_mode_2d } from "../renderer.ts";
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export class RenderSystem extends System {
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@@ -52,9 +52,12 @@ export class RenderSystem extends System {
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for (const entity of world.get_entities()) {
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const player_inventory = entity.get(PlayerInventory);
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if (player_inventory && player_inventory.is_open) {
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if (player_inventory) {
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render_player_hotbar(player_inventory);
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if (player_inventory.is_open) {
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render_player_inventory(player_inventory);
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}
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}
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}
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}
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}
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@@ -3,10 +3,11 @@ import { AssetManager } from "$/client/assets.ts";
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import { PlayerInventory } from "$/client/components/inventory.ts";
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import { InputManager } from "$/client/input_manager.ts";
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import { draw_item, draw_nine_slice } from "./render_utils.ts";
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import { Texture } from "$/client/renderer.ts";
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import { canvas, Texture } from "$/client/renderer.ts";
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const PADDING = 10;
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export function render_player_inventory(player_inventory: PlayerInventory) {
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const PADDING = 10;
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const ui = AssetManager.instance.get<Texture>("bworld:ui");
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const layout = player_inventory.layout.slots;
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@@ -59,3 +60,54 @@ export function render_player_inventory(player_inventory: PlayerInventory) {
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draw_item(player_inventory.holding_item, mouse.x, mouse.y);
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}
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}
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export function render_player_hotbar(player_inventory: PlayerInventory) {
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const ui = AssetManager.instance.get<Texture>("bworld:ui");
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const hotbar_width = PADDING * 2 + SLOT_SIZE * 9;
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const hotbar_height = PADDING * 2 + SLOT_SIZE;
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const x = canvas.width / 2 - hotbar_width / 2;
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const y = canvas.height - hotbar_height;
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draw_nine_slice(
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ui,
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160,
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0,
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16,
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16,
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4,
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4,
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4,
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4,
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x,
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y,
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hotbar_width,
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hotbar_height,
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);
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for (let index = 0; index < 9; index += 1) {
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draw_nine_slice(
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ui,
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player_inventory.hotbar_selected === index ? 19 * 16 : 160 + 32,
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player_inventory.hotbar_selected === index ? 16 : 0,
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16,
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16,
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4,
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4,
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4,
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4,
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x + PADDING + index * SLOT_SIZE,
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y + PADDING,
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SLOT_SIZE,
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SLOT_SIZE,
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);
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}
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for (let index = 0; index < 9; index += 1) {
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const item = player_inventory.container.get_item(index);
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if (item) {
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draw_item(item, x + PADDING + index * SLOT_SIZE, y + PADDING);
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}
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}
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}
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