import { SLOT_SIZE } from "$/common/constants.ts"; import { point_inside_rec } from "../../common/utils.ts"; import { AssetManager } from "../assets.ts"; import { InputManager } from "../input_manager.ts"; import { Inventory, ItemStack, PlayerInventory } from "../inventory.ts"; import { canvas, Texture } from "../renderer/mod.ts"; import { draw_item, draw_nine_slice } from "../systems/rendering/render_utils.ts"; export class Slot { inventory: Inventory; index: number; // relative to screen top left x: number; y: number; constructor(inventory: Inventory, index: number, x: number, y: number) { this.inventory = inventory; this.index = index; this.x = x; this.y = y; } get item(): ItemStack | undefined { return this.inventory.container.get_item(this.index); } } export class GuiScreen | undefined> { inventory: Inv; player_inventory: PlayerInventory; properties: Properties; slots: Slot[] = []; x: number = 0; y: number = 0; inventory_width: number = 500; inventory_height: number = 500; constructor( inventory: Inv, player_inventory: PlayerInventory, properties: Properties, ) { this.inventory = inventory; this.player_inventory = player_inventory; this.properties = properties; } on_tick(_delta: number): void { this.x = canvas.width / 2 - (this.inventory_width / 2); this.y = canvas.height / 2 - (this.inventory_height / 2); this.handle_interaction(); if (this.player_inventory.holding_item?.amount === 0) { this.player_inventory.holding_item = undefined; } } on_render(): void { const ui = AssetManager.instance.get("bworld:ui"); for (const slot of this.slots) { draw_nine_slice( ui, slot.inventory.hovering_slot === slot.index ? 19 * 16 : 160 + 32, slot.inventory.hovering_slot === slot.index ? 16 : 0, 16, 16, 4, 4, 4, 4, this.x + slot.x, this.y + slot.y, SLOT_SIZE, SLOT_SIZE, ); } for (const slot of this.slots) { const item = slot.item; if (item) { draw_item(item, this.x + slot.x, this.y + slot.y); } } if (this.player_inventory.holding_item) { const mouse = InputManager.get_mouse_position(); draw_item(this.player_inventory.holding_item, mouse.x, mouse.y); } } on_close(): void {} handle_interaction() { this.player_inventory.hovering_slot = -1; this.inventory.hovering_slot = -1; for (const slot of this.slots) { const mouse = InputManager.get_mouse_position(); const slot_x = slot.x + this.x; const slot_y = slot.y + this.y; const hovering = point_inside_rec(mouse.x, mouse.y, slot_x, slot_y, SLOT_SIZE, SLOT_SIZE); if (hovering) { slot.inventory.hovering_slot = slot.index; if (InputManager.is_mouse_pressed(0)) { InputManager.consume_mouse(0); this.handle_left_click(slot); return; } if (InputManager.is_mouse_pressed(2)) { InputManager.consume_mouse(2); this.handle_right_click(slot); return; } } } } switch_item_with_holding(inventory: Inventory, index: number) { const container_slot = inventory.container.get_slot(index); const original_holding_item = this.player_inventory.holding_item; this.player_inventory.holding_item = container_slot.get_item(); container_slot.set_item(original_holding_item); } handle_left_click(slot: Slot) { const holding = this.player_inventory.holding_item; const inventory_slot = slot.inventory.container.get_slot(slot.index); const slot_item = inventory_slot.get_item(); // if you aren't holding anything // "swap" with nothing on your hand (pick it up) if (!holding) { this.switch_item_with_holding(slot.inventory, slot.index); return; } // if you are holding something and slot type equals holding type // try to add to stack if (slot_item && inventory_slot.type_id === holding.type_id) { const space_left = inventory_slot.max_amount! - slot_item.amount!; const amount_to_add = Math.min(space_left, holding.amount); slot_item.amount += amount_to_add; holding.amount -= amount_to_add; return; } // if something on hand but not the same // swap this.switch_item_with_holding(slot.inventory, slot.index); } handle_right_click(slot: Slot) { const holding = this.player_inventory.holding_item; const inventory_slot = slot.inventory.container.get_slot(slot.index); const slot_item = inventory_slot.get_item(); // if holding something if (holding) { // and slot type equals holding type // add 1 to matching stack if (slot_item && inventory_slot.type_id === holding.type_id) { if (slot_item.amount < slot_item.max_amount!) { slot_item.amount += 1; holding.amount -= 1; } return; } // (actually the same as the last one but creates a new one techinically) // place 1 into empty slot if (!slot_item) { const new_item = holding.clone(); new_item.amount = 1; inventory_slot.set_item(new_item); holding.amount -= 1; return; } // if something on hand but not the same // swap this.switch_item_with_holding(slot.inventory, slot.index); return; } // if player is holding nothing and clicks nothing, nothing happens if (!slot_item) { return; } // pick up half of the stack const original_amount = slot_item.amount; const half = Math.floor(original_amount / 2); slot_item.amount = half; const picked_up = slot_item.clone(); picked_up.amount = original_amount - half; this.player_inventory.holding_item = picked_up; if (slot_item.amount === 0) { inventory_slot.set_item(undefined); } } /*handle_hotbar(world: ClientWorld, player_inventory: PlayerInventory) { const [player, player_hand] = world.get_tag("player")!; const player_position = player.get(Position); const player_sprite = player.get(AnimatedSprite); const hand_position = player_hand.get(Position); const hand_sprite = player_hand.get(Sprite); if (!player_position || !hand_position || !hand_sprite || !player_sprite) { return; } // sync position hand_position.x = player_position.x + (player_sprite.flip_x ? 34 : 4); hand_position.y = player_position.y + 34; hand_sprite.flip_x = player_sprite.flip_x; const maybe_item = player_inventory.container.get_item(player_inventory.hotbar_selected); if (maybe_item) { const region = get_sprite_region(maybe_item.type_id); hand_sprite.source_x = region.x * 16; hand_sprite.source_y = region.y * 16; hand_sprite.source_width = 16; hand_sprite.source_height = 16; hand_sprite.width = 32; hand_sprite.height = 32; } else { hand_sprite.width = 0; hand_sprite.height = 0; } }*/ } // generic methods that is often needed export function add_player_inventory( handler: GuiScreen, player_inventory: PlayerInventory, offset_x: number, offset_y: number, ) { for (let i = 0; i < 3; ++i) { for (let l = 0; l < 9; ++l) { handler.slots.push( new Slot( player_inventory, l + i * 9 + 9, offset_x + l * SLOT_SIZE, offset_y + i * SLOT_SIZE, ), ); } } } export function add_player_hotbar( handler: GuiScreen, player_inventory: PlayerInventory, offset_x: number, offset_y: number, ) { for (let i = 0; i < 9; ++i) { handler.slots.push(new Slot(player_inventory, i, offset_x + i * SLOT_SIZE, offset_y)); } }