import { SLOT_SIZE } from "$/common/constants.ts"; import { AssetManager } from "$/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"; export function render_player_inventory(player_inventory: PlayerInventory) { const PADDING = 10; const ui = AssetManager.instance.get("bworld:ui"); const layout = player_inventory.layout.slots; draw_nine_slice( ui, 160, 0, 16, 16, 4, 4, 4, 4, 0, 0, PADDING * 2 + SLOT_SIZE * 9, PADDING * 2 + SLOT_SIZE * 4, ); for (const [index, slot] of layout.entries()) { const x = slot.x + PADDING; const y = slot.y + PADDING; draw_nine_slice( ui, player_inventory.hovering_slot === index ? 19 * 16 : 160 + 32, player_inventory.hovering_slot === index ? 16 : 0, 16, 16, 4, 4, 4, 4, x, y, SLOT_SIZE, SLOT_SIZE, ); } for (const [index, slot] of layout.entries()) { const x = slot.x + PADDING; const y = slot.y + PADDING; const item = player_inventory.container.get_item(index); if (item) { draw_item(item, x, y); } } if (player_inventory.holding_item) { const mouse = InputManager.get_mouse_position(); draw_item(player_inventory.holding_item, mouse.x, mouse.y); } }