sugary-panda (#1)

Reviewed-on: #1
Co-authored-by: Bryce <bryce@brycecovertoperations.com>
Co-committed-by: Bryce <bryce@brycecovertoperations.com>
This commit was merged in pull request #1.
This commit is contained in:
2026-04-28 22:05:11 -07:00
committed by notid
parent dee6216873
commit 639060fa7f
30 changed files with 2402 additions and 6 deletions

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extends Control
class_name InventoryBackpack
signal overlay_show_requested
signal overlay_hide_requested
signal item_selected(item_id: String)
signal returning_to_idle
signal skip_action_requested
enum State { IDLE, OPEN, SELECTED, ACQUIRE, REMOVE }
var _state: State = State.IDLE
var _animating: bool = false
var _active_tween: Tween = null
var _floating_item_color: Color = Color(1, 1, 1, 0)
var _home_position: Vector2 = Vector2(0, 0)
@onready var backpack_icon: ColorRect = $BackpackIcon
@onready var floating_item: ColorRect = $FloatingItem
@onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready() -> void:
_home_position = backpack_icon.position
floating_item.modulate = Color(1, 1, 1, 0)
floating_item.visible = false
InventoryManager.item_acquired.connect(_on_item_acquired)
InventoryManager.item_removed.connect(_on_item_removed)
InventoryManager.inventory_changed.connect(_on_inventory_changed)
_update_floating_item()
func get_state() -> State:
return _state
func is_busy() -> bool:
return _animating
func _update_floating_item() -> void:
if InventoryManager.selected_item:
var def = InventoryManager.get_item_definition(InventoryManager.selected_item)
if def:
floating_item.visible = true
floating_item.modulate = Color(1, 0.6, 0.2, 1)
else:
floating_item.visible = true
floating_item.modulate = Color(0.8, 0.8, 0.8, 1)
else:
floating_item.visible = false
func transition_to(new_state: State) -> void:
if _animating and new_state != _state:
_kill_tween()
match new_state:
State.IDLE:
_transition_to_idle()
State.OPEN:
_transition_to_open()
State.SELECTED:
_transition_to_selected()
State.ACQUIRE:
_transition_to_acquire()
State.REMOVE:
_transition_to_remove()
func _transition_to_idle() -> void:
if _state == State.IDLE:
return
_set_state(State.IDLE)
overlay_hide_requested.emit()
backpack_icon.modulate = Color(1, 1, 1, 1)
floating_item.visible = false
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
tween.tween_property(backpack_icon, "rotation", 0.0, 0.35).set_trans(Tween.TRANS_LINEAR)
tween.tween_property(backpack_icon, "position", _home_position, 0.35).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_callback(_on_transition_complete.bind(State.IDLE))
func _transition_to_open() -> void:
var can_open = _check_guards()
if not can_open:
if _state == State.IDLE:
skip_action_requested.emit()
return
_set_state(State.OPEN)
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
tween.tween_property(backpack_icon, "position", _home_position + Vector2(20, 20), 0.35).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_callback(_on_transition_complete.bind(State.OPEN))
tween.tween_callback(overlay_show_requested.emit)
func _transition_to_selected() -> void:
if _state == State.SELECTED:
return
_set_state(State.SELECTED)
_update_floating_item()
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
floating_item.visible = true
floating_item.modulate = Color(1, 1, 1, 0)
tween.tween_property(floating_item, "modulate", Color(1, 1, 1, 1), 0.5).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_on_transition_complete.bind(State.SELECTED))
func _transition_to_acquire() -> void:
if _state == State.ACQUIRE or _state == State.REMOVE:
_kill_tween()
_set_state(State.ACQUIRE)
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
backpack_icon.modulate = Color(1, 1, 1, 1)
tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_start_acquire_item_anim)
func _start_acquire_item_anim() -> void:
var tween = create_tween().bind_node(self)
_active_tween = tween
floating_item.visible = true
floating_item.modulate = Color(1, 1, 1, 0)
floating_item.position = Vector2(backpack_icon.position.x - 20, backpack_icon.position.y - 40)
tween.tween_property(floating_item, "modulate", Color(1, 1, 1, 1), 0.5).set_trans(Tween.TRANS_LINEAR)
tween.tween_property(floating_item, "position", backpack_icon.position, 0.5).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_on_acquire_complete)
func _on_acquire_complete() -> void:
floating_item.visible = false
transition_to(State.IDLE)
func _transition_to_remove() -> void:
if _state == State.ACQUIRE or _state == State.REMOVE:
_kill_tween()
_set_state(State.REMOVE)
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
backpack_icon.modulate = Color(1, 1, 1, 1)
tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_start_remove_item_anim)
func _start_remove_item_anim() -> void:
var tween = create_tween().bind_node(self)
_active_tween = tween
floating_item.visible = true
floating_item.modulate = Color(1, 1, 1, 1)
floating_item.position = backpack_icon.position
tween.tween_property(floating_item, "position", Vector2(backpack_icon.position.x - 20, backpack_icon.position.y - 80), 0.5).set_trans(Tween.TRANS_LINEAR)
tween.parallel().tween_property(floating_item, "modulate", Color(1, 1, 1, 0), 0.5).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_on_remove_complete)
func _on_remove_complete() -> void:
floating_item.visible = false
var was_selected = InventoryManager.selected_item != ""
transition_to(State.IDLE)
if was_selected:
InventoryManager.clear_selection()
func _set_state(new_state: State) -> void:
_state = new_state
func _check_guards() -> bool:
var main_game = get_node_or_null("/root/Node2D")
if not main_game:
return true
if main_game.is_script_running:
return false
var fade = get_node_or_null("/root/Node2D/SceneDisplay/Fade")
if fade and fade.modulate.a > 0.5:
return false
return true
func _kill_tween() -> void:
if _active_tween:
_active_tween.kill()
_active_tween = null
_animating = false
func _on_transition_complete(completed_state: State) -> void:
_animating = false
_active_tween = null
if completed_state == State.OPEN:
pass
elif completed_state == State.IDLE:
returning_to_idle.emit()
func _on_item_acquired(item_id: String) -> void:
if _state == State.IDLE:
transition_to(State.ACQUIRE)
func _on_item_removed(item_id: String) -> void:
if _state == State.IDLE:
if InventoryManager.selected_item == item_id:
InventoryManager.clear_selection()
_update_floating_item()
transition_to(State.REMOVE)
else:
transition_to(State.REMOVE)
elif _state == State.SELECTED and InventoryManager.selected_item == item_id:
InventoryManager.clear_selection()
_update_floating_item()
transition_to(State.REMOVE)
func _on_inventory_changed() -> void:
_update_floating_item()
func _gui_input(event: InputEvent) -> void:
print("[BACKPACK] _gui_input: %s, state=%s" % [event, State.keys()[_state]])
if event is InputEventMouseButton and event.pressed and event.button_index == 1:
if _state == State.IDLE:
print("[BACKPACK] transitioning to OPEN")
transition_to(State.OPEN)
elif _state == State.OPEN:
print("[BACKPACK] transitioning to IDLE")
transition_to(State.IDLE)
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE:
_kill_tween()

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uid://2x3g0ethsdcgo

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[gd_scene format=3 uid="uid://dxkyfas46q7ef"]
[ext_resource type="Script" uid="uid://v8du0eptw65c" path="res://inventory/inventory_backpack/InventoryBackpack.gd" id="1"]
[node name="InventoryBackpack" type="Control" unique_id=1000000001]
layout_mode = 3
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_top = -70.0
offset_right = 70.0
grow_vertical = 0
script = ExtResource("1")
[node name="BackpackIcon" type="ColorRect" parent="." unique_id=1000000002]
layout_mode = 0
offset_right = 60.0
offset_bottom = 60.0
mouse_filter = 1
color = Color(0.4, 0.6, 0.9, 1)
[node name="FloatingItem" type="ColorRect" parent="." unique_id=1000000003]
visible = false
layout_mode = 0
offset_left = 20.0
offset_top = -30.0
offset_right = 50.0
color = Color(1, 0.6, 0.2, 1)
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1000000004]

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uid://1406xmcnkygw0