Center inventory (ugly)

This commit is contained in:
2026-03-07 22:14:37 -03:00
parent a0886f8f24
commit bb1f9a6fc4
2 changed files with 25 additions and 10 deletions
+9 -2
View File
@@ -6,6 +6,7 @@ import { InputManager } from "$/client/input_manager.ts";
import { ClientWorld } from "$/client/client_world.ts"; import { ClientWorld } from "$/client/client_world.ts";
import { Position } from "../../common/components/position.ts"; import { Position } from "../../common/components/position.ts";
import { AnimatedSprite, Sprite } from "../components/sprite.ts"; import { AnimatedSprite, Sprite } from "../components/sprite.ts";
import { canvas } from "../renderer.ts";
export class InventorySystem extends System { export class InventorySystem extends System {
update(world: ClientWorld, _delta: number): void { update(world: ClientWorld, _delta: number): void {
@@ -20,13 +21,19 @@ export class InventorySystem extends System {
} }
handle_interaction(player_inventory: PlayerInventory) { handle_interaction(player_inventory: PlayerInventory) {
const inventory_width = 10 * 2 + SLOT_SIZE * 9;
const inventory_height = 10 * 2 + SLOT_SIZE * 4;
const offset_x = canvas.width / 2 - (inventory_width / 2);
const offset_y = canvas.height / 2 - (inventory_height / 2);
player_inventory.hovering_slot = -1; player_inventory.hovering_slot = -1;
const container = player_inventory.container; const container = player_inventory.container;
if (player_inventory.is_open) { if (player_inventory.is_open) {
for (const [index, slot] of player_inventory.layout.slots.entries()) { for (const [index, slot] of player_inventory.layout.slots.entries()) {
const mouse = InputManager.get_mouse_position(); const mouse = InputManager.get_mouse_position();
const slot_x = slot.x + player_inventory.layout.offset_x; const slot_x = slot.x + player_inventory.layout.offset_x + offset_x;
const slot_y = slot.y + player_inventory.layout.offset_y; const slot_y = slot.y + player_inventory.layout.offset_y + offset_y;
const hovering = point_inside_rec(mouse.x, mouse.y, slot_x, slot_y, SLOT_SIZE, SLOT_SIZE); const hovering = point_inside_rec(mouse.x, mouse.y, slot_x, slot_y, SLOT_SIZE, SLOT_SIZE);
if (hovering) { if (hovering) {
player_inventory.hovering_slot = index; player_inventory.hovering_slot = index;
+16 -8
View File
@@ -3,15 +3,23 @@ import { AssetManager } from "$/client/assets.ts";
import { PlayerInventory } from "$/client/components/inventory.ts"; import { PlayerInventory } from "$/client/components/inventory.ts";
import { InputManager } from "$/client/input_manager.ts"; import { InputManager } from "$/client/input_manager.ts";
import { draw_item, draw_nine_slice } from "./render_utils.ts"; import { draw_item, draw_nine_slice } from "./render_utils.ts";
import { canvas, draw_text, measure_text, Texture } from "$/client/renderer.ts"; import { canvas, draw_rect, draw_text, measure_text, Texture } from "$/client/renderer.ts";
import { EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts"; import { EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
const PADDING = 10; const PADDING = 10;
export function render_player_inventory(player_inventory: PlayerInventory) { export function render_player_inventory(player_inventory: PlayerInventory) {
draw_rect(0, 0, canvas.width, canvas.height, [0, 0, 0, 0.8]);
const ui = AssetManager.instance.get<Texture>("bworld:ui"); const ui = AssetManager.instance.get<Texture>("bworld:ui");
const layout = player_inventory.layout.slots; const layout = player_inventory.layout.slots;
const inventory_width = PADDING * 2 + SLOT_SIZE * 9;
const inventory_height = PADDING * 2 + SLOT_SIZE * 4;
const offset_x = canvas.width / 2 - (inventory_width / 2);
const offset_y = canvas.height / 2 - (inventory_height / 2);
draw_nine_slice( draw_nine_slice(
ui, ui,
160, 160,
@@ -22,10 +30,10 @@ export function render_player_inventory(player_inventory: PlayerInventory) {
4, 4,
4, 4,
4, 4,
0, offset_x,
0, offset_y,
PADDING * 2 + SLOT_SIZE * 9, inventory_width,
PADDING * 2 + SLOT_SIZE * 4, inventory_height,
); );
for (const [index, slot] of layout.entries()) { for (const [index, slot] of layout.entries()) {
@@ -41,8 +49,8 @@ export function render_player_inventory(player_inventory: PlayerInventory) {
4, 4,
4, 4,
4, 4,
x, offset_x + x,
y, offset_y + y,
SLOT_SIZE, SLOT_SIZE,
SLOT_SIZE, SLOT_SIZE,
); );
@@ -52,7 +60,7 @@ export function render_player_inventory(player_inventory: PlayerInventory) {
const y = slot.y + PADDING; const y = slot.y + PADDING;
const item = player_inventory.container.get_item(index); const item = player_inventory.container.get_item(index);
if (item) { if (item) {
draw_item(item, x, y); draw_item(item, offset_x + x, offset_y + y);
} }
} }