import { Inventory, PlayerInventory } from "../inventory.ts"; import { add_player_hotbar, add_player_inventory, GuiScreen, Slot } from "./gui_screen.ts"; import { canvas, draw_rect, Texture } from "$/client/renderer.ts"; import { AssetManager } from "../assets.ts"; import { SLOT_SIZE } from "../../common/constants.ts"; import { draw_nine_slice } from "../systems/rendering/render_utils.ts"; const PADDING = 10; export class GuiChest extends GuiScreen { override inventory_width = PADDING * 2 + SLOT_SIZE * 9; override inventory_height = PADDING * 3 + SLOT_SIZE * 7; constructor(inventory: Inventory, player_inventory: PlayerInventory) { super(inventory, player_inventory, undefined); add_player_hotbar(this, player_inventory, PADDING, PADDING); add_player_inventory(this, player_inventory, PADDING, PADDING * 2 + SLOT_SIZE); const chest_x = PADDING; const chest_y = PADDING * 3 + SLOT_SIZE * 4; for (let i = 0; i < 3; ++i) { for (let l = 0; l < 9; ++l) { this.slots.push( new Slot( this.inventory, l + i * 9 + 9, chest_x + l * SLOT_SIZE, chest_y + i * SLOT_SIZE, ), ); } } } override on_render(): void { draw_rect(0, 0, canvas.width, canvas.height, [0, 0, 0, 0.8]); const ui = AssetManager.instance.get("bworld:ui"); draw_nine_slice( ui, 160, 0, 16, 16, 4, 4, 4, 4, this.x, this.y, this.inventory_width, this.inventory_height, ); super.on_render(); } }