inventory now can store items. Of course.

pull/2/head
bgiraudr 6 months ago
parent 3d3361151b
commit f71c203ae1
  1. 4
      CMakeLists.txt
  2. 1
      assets-cg/converters.py
  3. 3
      assets-cg/items/1.json
  4. 3
      assets-cg/items/2.json
  5. 4
      assets-cg/items/fxconv-metadata.txt
  6. BIN
      assets-cg/items/item.png
  7. BIN
      assets-cg/items/item2.png
  8. 3
      include/define.h
  9. 26
      include/inventory.h
  10. 2
      include/player.h
  11. 7
      src/engine.c
  12. 6
      src/event.c
  13. 51
      src/inventory.c
  14. 5
      src/player.c

@ -45,6 +45,7 @@ set(SOURCES
src/capacite.c
src/monster.c
src/event.c
src/inventory.c
)
set(ASSETS_cg
@ -65,6 +66,9 @@ set(ASSETS_cg
assets-cg/monsters/test2.png
assets-cg/monsters/monsters.txt
assets-cg/player_moves.txt
assets-cg/items/items.txt
assets-cg/items/item.png
assets-cg/items/item2.png
)
fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} WITH_METADATA)

@ -311,6 +311,7 @@ def convert_items(input, output, params, target):
item += fxconv.string(data["name"])
item += fxconv.u32(data["id"])
item += fxconv.ptr(f"img_{data['sprite']}")
items += fxconv.ptr(item)
fxconv.elf(items, output, "_" + params["name"], **target)

@ -1,4 +1,5 @@
{
"name":"Test1",
"id":1
"id":1,
"sprite":"item"
}

@ -1,4 +1,5 @@
{
"name":"Obj2",
"id":2
"id":2,
"sprite":"item2"
}

@ -1,3 +1,7 @@
*.png:
type: bopti-image
name_regex: (.*)\.png img_\1
items.txt:
custom-type: items
name: items

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@ -4,4 +4,5 @@
#define NB_INTERIORS 2
#define NB_PLAYER_MOVES 3
#define NB_PLAYER_MOVES 3
#define NB_PLAYER_ITEMS 10

@ -0,0 +1,26 @@
#pragma once
#include "define.h"
#include <gint/display.h>
struct Item {
char *name;
int id;
bopti_image_t *sprite;
char *description;
};
struct Items {
int nbItems;
struct Item *items[];
};
struct Inventory {
int nbItems;
struct Item *items[NB_PLAYER_ITEMS];
};
struct Item *get_item_id(int id);
bool add_item_to_inventory(struct Inventory *inventory, struct Item *item);
int get_first_free_space(struct Inventory *inventory);
void remove_item_pos(struct Inventory *inventory, int pos);
void display_inventory(struct Inventory *inventory);

@ -4,6 +4,7 @@
#include "vec2.h"
#include "stats.h"
#include "capacite.h"
#include "inventory.h"
#include "define.h"
struct Player {
@ -15,6 +16,7 @@ struct Player {
const struct Stats base_stats;
struct Stats stats;
struct Move *moves[NB_PLAYER_MOVES];
struct Inventory inventory;
/*player mid - offset pixels*/
int x_mid, y_mid;
/*the direction the player facing to*/

@ -13,6 +13,7 @@
#include "battle.h"
#include "capacite.h"
#include "util.h"
#include "inventory.h"
/*draw the current state of the game*/
void engine_draw(struct Game const *game) {
@ -124,8 +125,10 @@ void engine_action(struct Game *game, int action) {
}
}
if(action == ACTION_F1) {
game->player->sprint = game->player->sprint ? 0 : 1;
add_move(game->player, get_move_id(3));
/*game->player->sprint = game->player->sprint ? 0 : 1;
add_move(game->player, get_move_id(3));*/
add_item_to_inventory(&game->player->inventory, get_item_id(1));
display_inventory(&game->player->inventory);
}
if(action == ACTION_OPTN) {
draw_stats(game->player->stats);

@ -4,6 +4,7 @@
#include "game.h"
#include "event.h"
#include "player.h"
#include "capacite.h"
bool handle_event(struct Game *game, char const *event)
{
@ -20,6 +21,11 @@ bool handle_event(struct Game *game, char const *event)
add_xp(game->player, atoi(event));
return true;
}
else if(!strncmp(event, "move:", 5)) {
event += 5;
add_move(game->player, get_move_id(atoi(event)));
return true;
}
else if(!strcmp(event, "test:test")) {
// etc, n'importe quoi de compliqué
return true;

@ -0,0 +1,51 @@
#include <gint/display.h>
#include <gint/keyboard.h>
#include <stdbool.h>
#include "inventory.h"
#include "util.h"
#include "define.h"
extern struct Items items;
struct Item *get_item_id(int id) {
for(int i = 0; i < items.nbItems; i++) {
if(items.items[i]->id == id) return items.items[i];
}
return items.items[0];
}
int get_first_free_space(struct Inventory *inventory) {
for(int i = 0; i < NB_PLAYER_ITEMS; i++) {
if(inventory->items[i] == NULL) {
return i;
}
}
return NB_PLAYER_ITEMS;
}
bool add_item_to_inventory(struct Inventory *inventory, struct Item *item) {
int index = get_first_free_space(inventory);
if(index < NB_PLAYER_ITEMS) {
inventory->items[index] = item;
inventory->nbItems++;
return true;
}
return false;
}
void remove_item_pos(struct Inventory *inventory, int pos) {
inventory->items[pos] = NULL;
inventory->nbItems--;
}
void display_inventory(struct Inventory *inventory) {
dclear(C_WHITE);
for(int i = 0 ; i < NB_PLAYER_ITEMS ; i++) {
if(inventory->items[i] != NULL) {
dimage(0,18*i,inventory->items[i]->sprite);
}
}
dupdate();
wait_for_input(KEY_SHIFT);
}

@ -28,11 +28,16 @@ struct Player init_player(void) {
.xp = 0
};
struct Inventory inventory = {
.nbItems = 0
};
struct Player player = {
.pos = VEC2(32, 30),
.pos_visual = VEC2F(32*TILE_SIZE, 30*TILE_SIZE),
.base_stats = bstats,
.stats = stats,
.inventory = inventory,
.x_mid = 6,
.y_mid = 1,
.show_x = 12,

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