doodle/pkg/play_inventory.go
Noah Petherbridge 837960c477 Doodads: Small Key Door + Bigger Crumbly Floor
* The crumbly floor doodad was made 50% larger.
* New doodad: Small Key and Small Key Door. These work like the colored
  doors and locks except each Small Key is consumed when it unlocks a
  door. The door's appearance is of iron bars.
* The inventory HUD displays a small quantity label in the lower-right
  corner of items that have a quantity, such as the Small Key. This is
  done as a Canvas.CornerLabel string attribute on uix.Canvas.
* The "give all keys" cheat adds 99 Small Keys to your inventory.
2021-01-03 17:06:33 -08:00

131 lines
3.4 KiB
Go

package doodle
import (
"fmt"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/uix"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// setupInventoryHud configures the Inventory HUD.
func (s *PlayScene) setupInventoryHud() {
s.invenFrame = ui.NewFrame("Inventory")
s.invenDoodads = map[string]*uix.Canvas{}
s.invenFrame.Configure(ui.Config{
BorderStyle: ui.BorderRaised,
BorderSize: 2,
Background: render.RGBA(128, 128, 128, 60),
})
// Items label.
label := ui.NewLabel(ui.Label{
Text: "Items:",
Font: balance.LabelFont,
})
label.Compute(s.d.Engine)
// Configure the label tall enough to cover typical 32x32 item doodads.
// This pushes the Frame height tall enough.
label.Configure(ui.Config{
Height: 36,
Width: label.Size().W + 2,
})
s.invenFrame.Pack(label, ui.Pack{
Side: ui.W,
PadX: 2,
PadY: 4,
})
// Add the inventory frame to the screen frame.
s.screen.Place(s.invenFrame, ui.Place{
Top: 40,
Right: 40,
})
// Hide inventory if empty.
if len(s.invenItems) == 0 {
s.invenFrame.Hide()
}
}
// computeInventory adjusts the inventory HUD when the player's inventory changes.
func (s *PlayScene) computeInventory() {
items := s.Player.ListItems()
// Inventory has changed! See which doodads we have
// and which we need to load.
var seen = map[string]interface{}{}
for _, filename := range items {
seen[filename] = nil
if _, ok := s.invenDoodads[filename]; !ok {
// Cache miss. Load the doodad here.
doodad, err := doodads.LoadFile(filename)
if err != nil {
s.d.Flash("Inventory item '%s' error: %s", filename, err)
continue
}
canvas := uix.NewCanvas(doodad.ChunkSize(), false)
canvas.SetBackground(render.RGBA(1, 0, 0, 0))
canvas.LoadDoodad(doodad)
canvas.Resize(render.NewRect(
doodad.ChunkSize(), doodad.ChunkSize(),
))
s.invenFrame.Pack(canvas, ui.Pack{
Side: ui.W,
// TODO: work around a weird padding bug. item had too
// tall a top margin when added to the inventory frame!
PadX: 8,
})
s.invenDoodads[filename] = canvas
}
// For items with >1 quantity, show the quantity in the corner.
if qty := s.Player.HasItem(filename); qty > 0 {
s.invenDoodads[filename].CornerLabel = fmt.Sprintf("%d", qty)
} else {
s.invenDoodads[filename].CornerLabel = ""
}
s.invenDoodads[filename].Show()
}
// Hide any doodad that used to be in the inventory but now is not.
for filename, canvas := range s.invenDoodads {
if _, ok := seen[filename]; !ok {
canvas.Hide()
}
}
// Recompute the size of the inventory frame.
// TODO: this works around a bug in ui.Frame, at the bottom of
// compute_packed, a frame Resize's itself to fit the children but this
// trips the "manually set size" boolean... packing more items after a
// computer doesn't resize the frame. So here, we resize-auto it to
// reset that boolean so the next compute, picks the right size.
s.invenFrame.Configure(ui.Config{
AutoResize: true,
Width: 1,
Height: 1,
})
s.invenFrame.Compute(s.d.Engine)
// If we removed all items, hide the frame.
if len(items) == 0 {
s.invenFrame.Hide()
} else {
s.invenFrame.Show()
}
// Cache the item list so we don't run the above logic every single tick.
s.invenItems = items
// Compute the inventory frame so it positions and wraps the items.
s.screen.Compute(s.d.Engine)
}