Ammo UI system

This commit is contained in:
Marco 2025-02-11 11:50:45 +01:00
commit 5eb7b578bc
22 changed files with 238 additions and 87 deletions

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@ -3,7 +3,9 @@
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@ -1,19 +1,21 @@
[gd_resource type="Resource" script_class="LootItem" load_steps=4 format=3 uid="uid://ct1fa2huvy34n"]
[gd_resource type="Resource" script_class="LootItem" load_steps=5 format=3 uid="uid://ct1fa2huvy34n"]
[ext_resource type="Script" path="res://Scripts/Resources/LootItem.cs" id="1_31o2l"]
[ext_resource type="Texture2D" uid="uid://c5g0qg6u2gm6f" path="res://Sprites/Items/Ammo1.png" id="1_bpftr"]
[ext_resource type="PackedScene" uid="uid://cjv4yahpb0h2l" path="res://Scenes/HUD/Items/ammo.tscn" id="1_qkp4b"]
[sub_resource type="AtlasTexture" id="AtlasTexture_3y0hf"]
atlas = ExtResource("1_bpftr")
[resource]
script = ExtResource("1_31o2l")
ItemName = ""
ItemKey = ""
ItemName = "Ammo 1"
ItemKey = "Ammo1"
Item = 3
Amount = 100
Max = 800
PickupIfMaxed = false
ConsumeOnUse = true
UiType = 0
UiType = 2
InventorySprite = SubResource("AtlasTexture_3y0hf")
HudItemScene = ExtResource("1_qkp4b")

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@ -1,11 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://j1pbuvw2kduo"]
[ext_resource type="PackedScene" uid="uid://dxs3ks2ucaxl4" path="res://Scenes/Items/Red_Keycard.tscn" id="1_v0ux4"]
[ext_resource type="Resource" uid="uid://ct1fa2huvy34n" path="res://Resources/Items/Ammo1.tres" id="2_2eoli"]
[ext_resource type="SpriteFrames" uid="uid://pmwatoyt2ase" path="res://Resources/Sprites/Ammo_Inventory_Sprite.tres" id="2_8g7mw"]
[node name="Ammo1" instance=ExtResource("1_v0ux4")]
LootTable = [ExtResource("2_2eoli")]
[node name="AnimatedSprite2D" parent="." index="1"]
sprite_frames = ExtResource("2_8g7mw")

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@ -0,0 +1,18 @@
[gd_resource type="Resource" script_class="LootItem" load_steps=4 format=3 uid="uid://dau0s8ob7qnpc"]
[ext_resource type="PackedScene" uid="uid://bqb3gbnrkqewt" path="res://Scenes/HUD/Items/ice_shotgun_huditem.tscn" id="1_13ven"]
[ext_resource type="Resource" uid="uid://cyntngidhcbkc" path="res://Resources/Weapons/Ice_Shotgun_Weapon.tres" id="2_3le6e"]
[ext_resource type="Script" path="res://Scripts/Resources/LootItem.cs" id="3_cjfxs"]
[resource]
script = ExtResource("3_cjfxs")
ItemName = "Ice Shotgun"
ItemKey = "IceShotgun"
Item = 9
WeaponData = ExtResource("2_3le6e")
Amount = 1
Max = 1
PickupIfMaxed = false
ConsumeOnUse = false
UiType = 1
HudItemScene = ExtResource("1_13ven")

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@ -0,0 +1,18 @@
[gd_resource type="Resource" script_class="LootItem" load_steps=4 format=3 uid="uid://cs3ihltcn2166"]
[ext_resource type="Resource" uid="uid://b8apu0l5fm4k" path="res://Resources/Weapons/IcicleGun.tres" id="1_itajb"]
[ext_resource type="PackedScene" uid="uid://cicthr1v5v4s2" path="res://Scenes/HUD/Items/icicle_gun.tscn" id="1_lfbsh"]
[ext_resource type="Script" path="res://Scripts/Resources/LootItem.cs" id="2_hy2hk"]
[resource]
script = ExtResource("2_hy2hk")
ItemName = "Icicle Gun"
ItemKey = "IcicleGun"
Item = 9
WeaponData = ExtResource("1_itajb")
Amount = 1
Max = 1
PickupIfMaxed = false
ConsumeOnUse = false
UiType = 1
HudItemScene = ExtResource("1_lfbsh")

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@ -0,0 +1,23 @@
[gd_resource type="Resource" script_class="WeaponResource" load_steps=3 format=3 uid="uid://cyntngidhcbkc"]
[ext_resource type="PackedScene" uid="uid://b1qnfiuokpvsr" path="res://Scenes/Weapons/bullet.tscn" id="1_puh43"]
[ext_resource type="Script" path="res://Scripts/Resources/WeaponResource.cs" id="2_utbbo"]
[resource]
script = ExtResource("2_utbbo")
Name = "Ice Shotgun"
BulletScene = ExtResource("1_puh43")
RateOfFire = 0.1
BulletCapacity = 4
ReloadTime = 0.8
AutoReload = true
InfiniteAmmo = false
BulletsPerShot = 3
SpreadAngle = 45.0
RandomSpread = 0.0
AmmoKey = "Ammo1"
BulletSpeed = 300.0
BulletDamage = 1.0
_rotationOffset = 0.0
owner = 1
_timeModifiers = null

View file

@ -15,9 +15,9 @@ InfiniteAmmo = true
BulletsPerShot = 1
SpreadAngle = 0.0
RandomSpread = 0.0
AmmoKey = ""
BulletSpeed = 300.0
bulletPerShotCount = 1
BulletDamage = 1.0
_rotationOffset = 0.0
spread = 0.0
owner = 1
_timeModifiers = null

View file

@ -1,9 +1,8 @@
[gd_scene load_steps=8 format=3 uid="uid://dkwi1hu1bixoe"]
[gd_scene load_steps=7 format=3 uid="uid://dkwi1hu1bixoe"]
[ext_resource type="Script" path="res://Scripts/Hud.cs" id="1_m0hb0"]
[ext_resource type="FontFile" uid="uid://ccm3u37q1hvux" path="res://fonts/Xolonium-Regular.ttf" id="2_0xmx2"]
[ext_resource type="Texture2D" uid="uid://dde36pgb8fbwc" path="res://Sprites/selector_big.png" id="3_hee3i"]
[ext_resource type="PackedScene" uid="uid://cicthr1v5v4s2" path="res://Scenes/HUD/Items/icicle_gun.tscn" id="4_m333p"]
[sub_resource type="AtlasTexture" id="AtlasTexture_h626b"]
atlas = ExtResource("3_hee3i")
@ -81,14 +80,3 @@ text = "100/100"
[node name="ItemsContainer" type="VBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/ItemsContainer"]
layout_mode = 2
[node name="IcicleGun" parent="VBoxContainer/ItemsContainer/HBoxContainer" instance=ExtResource("4_m333p")]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/ItemsContainer/HBoxContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 10
text = "100/300"

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@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://bqb3gbnrkqewt"]
[ext_resource type="Texture2D" uid="uid://b46usr10jhmev" path="res://Sprites/Items/Ice_Shotgun.png" id="1_1dd2l"]
[node name="IceShotgun" type="TextureRect"]
texture = ExtResource("1_1dd2l")
stretch_mode = 2

View file

@ -21,7 +21,7 @@ public partial class Interactable : Area2D
{
if (Requirements.Any())
{
if (_inventoryManager.HasItems(Requirements.Select(x => x.Item).ToList()))
if (_inventoryManager.HasItems(Requirements.Select(x => x.ItemKey).ToList()))
{
GD.Print($"Requirements for activation of {this.Name} successfully met: {string.Join(",", Requirements.Select(x => x.Item))} ");
return true;

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@ -1,10 +1,14 @@
[gd_scene load_steps=3 format=3 uid="uid://q7hau0tl3vsr"]
[gd_scene load_steps=5 format=3 uid="uid://q7hau0tl3vsr"]
[ext_resource type="Texture2D" uid="uid://duwiasewxvcb5" path="res://Sprites/Items/Icicle_Gun.png" id="1_exv8g"]
[ext_resource type="Script" path="res://Scripts/Interactables/ItemPickup.cs" id="1_rdvi1"]
[ext_resource type="Resource" uid="uid://cs3ihltcn2166" path="res://Resources/Items/IcicleGun.tres" id="2_6qt07"]
[sub_resource type="CircleShape2D" id="CircleShape2D_jtwy2"]
[node name="IcicleGun" type="Area2D"]
script = ExtResource("1_rdvi1")
LootTable = [ExtResource("2_6qt07")]
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_exv8g")

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@ -5,5 +5,3 @@
[node name="EnemyWeapon" instance=ExtResource("1_60orr")]
BulletScene = ExtResource("2_dyoou")
BulletCapacity = 4
BulletSpeed = 50.0

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@ -143,7 +143,7 @@ radius = 17.2627
[sub_resource type="CircleShape2D" id="CircleShape2D_e6woi"]
radius = 1.0
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Muzzle", "EquippedWeapon") groups=["Destroyable", "player"]]
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Muzzle") groups=["Destroyable", "player"]]
y_sort_enabled = true
collision_layer = 2
collision_mask = 99
@ -154,7 +154,6 @@ CrosshairDistance = 20.0
SelectorScene = ExtResource("3_8wt6s")
GameOverScene = "res://Scenes/GameOver.tscn"
Muzzle = NodePath("Muzzle")
EquippedWeapon = NodePath("Weapon")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

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@ -1,10 +1,14 @@
[gd_scene load_steps=40 format=4 uid="uid://bv451a8wgty4u"]
[gd_scene load_steps=44 format=4 uid="uid://bv451a8wgty4u"]
[ext_resource type="Script" path="res://Scripts/GameManager.cs" id="1_8tmoj"]
[ext_resource type="PackedScene" uid="uid://bghghp5ep4w2j" path="res://Scenes/player.tscn" id="2_8mh54"]
[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="3_2wlhc"]
[ext_resource type="TileSet" uid="uid://6k28roiljylj" path="res://Tilesets/factory_tileset.tres" id="3_kgs2x"]
[ext_resource type="Script" path="res://Scripts/TilemapAvoidance.cs" id="4_p1fl3"]
[ext_resource type="PackedScene" uid="uid://rp4jhx0tuh24" path="res://Scenes/fragola.tscn" id="4_s7wq6"]
[ext_resource type="Resource" uid="uid://ct1fa2huvy34n" path="res://Resources/Items/Ammo1.tres" id="4_swym2"]
[ext_resource type="Resource" uid="uid://dau0s8ob7qnpc" path="res://Resources/Items/IceShotgun.tres" id="5_frf65"]
[ext_resource type="Resource" uid="uid://cs3ihltcn2166" path="res://Resources/Items/IcicleGun.tres" id="5_nqier"]
[ext_resource type="PackedScene" uid="uid://uaf5r6cd71hu" path="res://Scenes/Props/LargeTank.tscn" id="6_nkauc"]
[ext_resource type="Script" path="res://Scenes/CameraController.gd" id="6_t8ide"]
[ext_resource type="PackedScene" uid="uid://crmwuwhltmdq7" path="res://Scenes/Props/MediumTank.tscn" id="7_lmrl1"]
@ -47,6 +51,8 @@ position = Vector2(38, 39)
script = ExtResource("1_8tmoj")
PlayerTemplate = ExtResource("2_8mh54")
PlayerSpawnMarker = NodePath("PlayerStartPosition")
WeaponTemplate = ExtResource("3_2wlhc")
StartingEquipment = Array[Object]([ExtResource("4_swym2"), ExtResource("5_frf65"), ExtResource("5_nqier")])
[node name="Factory Tilemaps" type="Node2D" parent="."]
@ -333,3 +339,12 @@ _trackName = "computer2"
[node name="Ammo1" parent="." instance=ExtResource("34_17pjh")]
position = Vector2(-792, -378)
[node name="Ammo2" parent="." instance=ExtResource("34_17pjh")]
position = Vector2(-808, -378)
[node name="Ammo3" parent="." instance=ExtResource("34_17pjh")]
position = Vector2(-808, -400)
[node name="Ammo4" parent="." instance=ExtResource("34_17pjh")]
position = Vector2(-791, -401)

View file

@ -1,6 +1,10 @@
using Godot;
using System;
using System.Linq;
using System.Threading.Tasks;
using Cirno.Scripts;
using Cirno.Scripts.Resources;
using Godot.Collections;
public partial class GameManager : Node2D
{
@ -22,6 +26,10 @@ public partial class GameManager : Node2D
[Export]
public Marker2D PlayerSpawnMarker { get; set; }
[Export] public PackedScene WeaponTemplate { get; private set; }
[Export] public Array<LootItem> StartingEquipment { get; private set; }
private InventoryManager _inventoryManager { get; set; }
//private AlarmManager _alarmManager { get; set; }
@ -52,25 +60,15 @@ public partial class GameManager : Node2D
SpawnBulletsContainer();
if (PlayerSpawnMarker != null)
{
SpawnPlayer();
}
if (_inventoryManager != null && _hud != null)
{
_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount);
_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount);
}
if (_player != null && _hud != null)
{
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
}
GameState = GameState.Playing;
_ = DelayPlayerSpawn();
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
@ -82,6 +80,25 @@ public partial class GameManager : Node2D
}
}
private async Task DelayPlayerSpawn()
{
await Task.Delay(500);
if (PlayerSpawnMarker != null)
{
SpawnPlayer();
SpawnWeapons();
}
if (_player != null && _hud != null)
{
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
}
}
public void SpawnPlayer()
{
if (_player != null) return;
@ -100,6 +117,35 @@ public partial class GameManager : Node2D
}
}
private void SpawnWeapons()
{
if (!StartingEquipment.Any())
{
GD.Print("No items to spawn on Player");
return;
}
foreach (var startingItem in StartingEquipment)
{
switch (startingItem.Item)
{
case ItemTypes.Weapon:
if (WeaponTemplate == null)
{
GD.Print("Could not spawn weapon because template is null");
break;
}
var weapon = _player.CreateChild<Weapon>(WeaponTemplate);
weapon.WeaponData = startingItem.WeaponData;
_player.EquippedWeapon ??= weapon;
break;
}
_inventoryManager.AddItem(startingItem);
}
}
private void SpawnBulletsContainer()
{
_bulletsContainer = new Node2D();

View file

@ -2,6 +2,7 @@ using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts;
using Cirno.Scripts.Resources;
public partial class Hud : CanvasLayer
@ -82,12 +83,33 @@ public partial class Hud : CanvasLayer
{
Item = item,
Container = hbox,
//Amount = currentAmount
};
if (item.UiType == UiItemType.IconText)
{
var label = new Label();
label.Text = currentAmount.ToString();
// if (item.Item == ItemTypes.Weapon && item.WeaponData != null)
// {
// // Show ammo instead of item count
// var ammoItem = _items.GetValueOrDefault(item.WeaponData.AmmoKey);
//
// if (ammoItem != null)
// {
// label.Text = "0";
// }
// else
// {
// label.Text = ammoItem.
// }
//
// }
// else
// {
// label.Text = currentAmount.ToString();
// }
label.LabelSettings = new LabelSettings()
{
FontSize = 8
@ -116,24 +138,26 @@ public partial class Hud : CanvasLayer
// _itemsContainer.AddChild(texture);
}
public void RemoveInventoryItem(LootItem item, int currentAmount)
public void RemoveInventoryItem(string itemKey, int currentAmount)
{
if (_items.TryGetValue(item.ItemKey, out var itm))
if (_items.TryGetValue(itemKey, out var itm))
{
if (currentAmount <= 0)
{
itm.Container.QueueFree();
_items.Remove(item.ItemKey);
_items.Remove(itemKey);
}
else
{
if (itm.Item.UiType == UiItemType.IconText)
{
itm.Label.Text = currentAmount.ToString();
}
}
}
else
{
GD.Print($"Tried to remove item {item.ItemName} {item.ItemKey} but it was not found");
GD.Print($"Tried to remove item {itemKey} but it was not found");
}
// var containerItem = _items.FirstOrDefault(x => x.Item == item);
@ -152,5 +176,7 @@ public partial class Hud : CanvasLayer
public LootItem Item { get; set; }
public HBoxContainer Container { get; set; }
public Label Label { get; set; }
//public int Amount { get; set; }
}
}

View file

@ -9,8 +9,6 @@ public partial class InventoryManager : Node2D
{
public bool RedKeycard { get; set; }
private List<LootItem> _items = new List<LootItem>();
private Dictionary<string, ItemContainer> _itemsDict = new Dictionary<string, ItemContainer>();
public Dictionary<string, ItemContainer> Items => _itemsDict;
@ -19,7 +17,7 @@ public partial class InventoryManager : Node2D
public delegate void ItemAddedEventHandler(LootItem item, int currentAmount);
[Signal]
public delegate void ItemRemovedEventHandler(LootItem item, int currentAmount);
public delegate void ItemRemovedEventHandler(string itemKey, int currentAmount);
// Called when the node enters the scene tree for the first time.
public override void _Ready()
@ -31,37 +29,33 @@ public partial class InventoryManager : Node2D
{
}
public bool HasItems(List<ItemTypes> items)
public bool HasItems(List<string> itemKeys)
{
return items.Aggregate(false, (current, item) => current || HasItem(item));
return itemKeys.Aggregate(false, (current, item) => current || GetItemCount(item) > 0);
}
public bool HasItem(ItemTypes type)
public int GetItemCount(string itemKey)
{
return _items.Any(x => x.Item == type && x.Amount > 0);
return _itemsDict.TryGetValue(itemKey, out var itm) ? itm.Count : 0;
}
public int RemoveItem(LootItem item, int amount)
public int RemoveItem(string itemKey, int amount)
{
if (_itemsDict.ContainsKey(item.ItemKey))
{
var itm = _itemsDict[item.ItemKey];
if (!_itemsDict.TryGetValue(itemKey, out var itm)) return 0;
int removed = 0;
int removed = Math.Min(itm.Count, amount);
itm.Count -= amount;
if (itm.Count <= 0)
{
_itemsDict.Remove(item.ItemKey);
_itemsDict.Remove(itemKey);
}
EmitSignal(nameof(ItemRemoved), item, item.Amount);
EmitSignal(nameof(ItemRemoved), itemKey, itm.Count);
return itm.Count;
}
return removed;
return 0;
}
public bool AddItem(LootItem item)
@ -81,7 +75,7 @@ public partial class InventoryManager : Node2D
}
else
{
if (itm.Count < item.Amount)
if (itm.Count < item.Max)
{
itm.Count += item.Amount;
}
@ -96,7 +90,7 @@ public partial class InventoryManager : Node2D
return false;
}
}
EmitSignal(nameof(ItemAdded), item, itm.Count, item.Amount);
EmitSignal(nameof(ItemAdded), item, itm.Count);
}
return true;

View file

@ -7,8 +7,9 @@ public enum ItemTypes
KeycardGreen,
Ammo,
Medkit,
CrabBomb,
FrogBomb,
Bomb,
Mine,
Battery
Battery,
Weapon
}

View file

@ -1,7 +1,10 @@
using Godot;
using System;
using System.Diagnostics;
using System.Linq;
using Cirno.Scripts;
using Cirno.Scripts.Resources;
using Godot.Collections;
public partial class PlayerMovement : CharacterBody2D, IDestructible
{
@ -41,7 +44,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
[Export] public float MaxHealth = 32f;
[Export] public Weapon EquippedWeapon;
public Weapon EquippedWeapon { get; set; }
private float _currentHealth = 0f;
@ -49,6 +52,8 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private GameManager _gameManager;
private InventoryManager _inventoryManager;
[Export] public Sprite2D HitboxSprite { get; set; }
private bool _isStrafing { get; set; }
@ -94,6 +99,8 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
_gameManager = this.GetGameManager(); //GetNode<GameManager>("/root/GameScene");
_inventoryManager = this.GetInventoryManager();
_gameManager.GameStateChange += GameManagerOnGameStateChange;
if (SelectorScene != null)

View file

@ -8,6 +8,7 @@ public partial class LootItem : Resource
[Export] public string ItemName { get; set; }
[Export] public string ItemKey { get; set; }
[Export] public ItemTypes Item;
[Export] public WeaponResource WeaponData { get; set; }
[Export] public int Amount;
[Export] public int Max;
[Export] public bool PickupIfMaxed;

View file

@ -30,6 +30,7 @@ public partial class WeaponResource : Resource
#region Bullet spawn data
[Export] public string AmmoKey;
[Export] public float BulletSpeed = 100f;
[Export] public float BulletDamage = 1;
[Export] private float _rotationOffset = 0f;

View file

@ -31,27 +31,39 @@ public partial class Weapon : Node2D
private GameManager _gameManager;
private InventoryManager _inventoryManager;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_muzzle = GetNode<Marker2D>("./Muzzle");
_cooldownTimer = GetNode<Timer>("./ShootTimer");
_gameManager = GetNode<GameManager>("/root/GameScene");
_gameManager = this.GetGameManager();
_inventoryManager = this.GetInventoryManager();
}
public void Reload()
{
_cooldownTimer.Start(WeaponData.ReloadTime);
if (WeaponData.InfiniteAmmo)
if (WeaponData.InfiniteAmmo || string.IsNullOrWhiteSpace(WeaponData.AmmoKey))
{
LoadedAmmo = WeaponData.BulletCapacity;
}
else
{
// TODO: Calculate subtraction, etc
LoadedAmmo = WeaponData.BulletCapacity;
// if (_inventoryManager.GetItemCount(WeaponData.AmmoKey) <= 0) return;
var ammoToLoad = _inventoryManager.RemoveItem(WeaponData.AmmoKey, WeaponData.BulletCapacity);
if (ammoToLoad > 0)
{
LoadedAmmo = ammoToLoad;
}
else
{
GD.Print("Out of ammo");
}
}
}