feat: add example splash item for inventory testing
This commit is contained in:
@@ -190,11 +190,17 @@ autowrap_mode = 3
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layer = 5
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layer = 5
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[node name="InventoryBackpack" parent="HUD" unique_id=-294967294 instance=ExtResource("9_backpack")]
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[node name="InventoryBackpack" parent="HUD" unique_id=-294967294 instance=ExtResource("9_backpack")]
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anchors_preset = 0
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anchor_top = 0.0
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anchor_bottom = 0.0
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offset_top = 0.0
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offset_bottom = 70.0
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grow_vertical = 1
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[node name="InventoryOverlayLayer" type="CanvasLayer" parent="." unique_id=-294967293]
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[node name="InventoryOverlayLayer" type="CanvasLayer" parent="." unique_id=-294967293]
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layer = 10
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layer = 10
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[node name="InventoryOverlay" parent="InventoryOverlayLayer" unique_id=-294967292 instance=ExtResource("a_overlay")]
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[node name="InventoryOverlay" parent="InventoryOverlayLayer" unique_id=-294967292 instance=ExtResource("a_overlay")]
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[connection signal="overlay_show_requested" from="HUD/InventoryBackpack" to="." method="_on_backpack_show_overlay"]
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[connection signal="overlay_hide_requested" from="HUD/InventoryBackpack" to="." method="_on_backpack_hide_overlay"]
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[connection signal="overlay_hide_requested" from="HUD/InventoryBackpack" to="." method="_on_backpack_hide_overlay"]
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[connection signal="overlay_show_requested" from="HUD/InventoryBackpack" to="." method="_on_backpack_show_overlay"]
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@@ -9,11 +9,11 @@ signal skip_action_requested
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enum State { IDLE, OPEN, SELECTED, ACQUIRE, REMOVE }
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enum State { IDLE, OPEN, SELECTED, ACQUIRE, REMOVE }
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var _state: State = State.IDLE
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var _state: State = State.IDLE
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var _animating: bool = false
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var _animating: bool = false
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var _active_tween: Tween = null
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var _active_tween: Tween = null
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var _floating_item_color: Color = Color(1, 1, 1, 0)
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var _floating_item_color: Color = Color(1, 1, 1, 0)
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var _home_position: Vector2 = Vector2(0, 0)
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var _home_position: Vector2 = Vector2(0, 0)
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@onready var backpack_icon: ColorRect = $BackpackIcon
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@onready var backpack_icon: ColorRect = $BackpackIcon
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@onready var floating_item: ColorRect = $FloatingItem
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@onready var floating_item: ColorRect = $FloatingItem
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5
inventory/items/splash_item.tres
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5
inventory/items/splash_item.tres
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@@ -0,0 +1,5 @@
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{
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"item_id": "splash",
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"name": "Splash",
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"combination_category": "potion"
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}
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@@ -1,6 +1,16 @@
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extends Scene
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extends Scene
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func _ready() -> void:
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super._ready()
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var def = ItemDefinition.new()
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def.id = "splash"
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def.name = "Splash"
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def.combination_category = "potion"
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InventoryManager.register_item(def)
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give_item("splash")
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func _on_meadow_interacted() -> void:
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func _on_meadow_interacted() -> void:
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$kq4_002_meadow.default_script(self)
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$kq4_002_meadow.default_script(self)
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3
splash.png
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3
splash.png
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:c1f66a4950146f2127b1e1c306a7034a155f64cbdc77bddc1810928e4d9de164
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size 208
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40
splash.png.import
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40
splash.png.import
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@@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cxu3klicoldpv"
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path="res://.godot/imported/splash.png-929ed8a00b89ba36c51789452f874c77.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://splash.png"
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dest_files=["res://.godot/imported/splash.png-929ed8a00b89ba36c51789452f874c77.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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