Files
ai-game-2/MainGame.gd
Bryce fb8798a4ae feat: integrate inventory with cursor system, scene input, and GameScript
- ActionState: add ITEM action (value 4) to enum and get_action_name()
- MainGame: right-click cycles through all 5 actions including ITEM;
  skips ITEM if nothing selected; clears selection when cycling away
- Scene: guard _unhandled_input() against active inventory overlay;
  handle ITEM action for world-wide item use; add give_item(),
  remove_item(), strip_items() helper methods
- SetPiece: handle ITEM action by calling scene's _use_item_on_setpiece()
- GameScript: add GiveItem and GiveItemDeferred script step classes
  for item acquisition during cutscenes
2026-04-27 07:47:45 -07:00

93 lines
3.7 KiB
GDScript

extends Node2D
var cursors = [load("res://boot_icon.png"), load("res://eye_icon.png"), load("res://hand_icon.png"), load("res://speech_icon.png")]
var hourglass_cursor = load("res://hourglass_icon.png")
var previous_cursor_index: int = 0
var is_script_running: bool = false
var is_cursor_locked: bool = false # When true, hourglass is shown and cursor can't be changed
func get_scene() -> Scene:
return $SceneViewport/background
# Called when the node enters the scene tree for the first time.
func _ready():
# get_scene().connect("transitioned", Callable($SceneViewport/label, "_on_transitioned"))
get_scene().connect("transitioned", Callable(self, "_on_transitioned"))
reset_camera(get_scene())
ActionState.set_current_scene(get_scene())
pass # Replace with function body.
func _on_transitioned(scene):
reset_camera(scene)
$SceneViewport/label._on_transitioned(scene)
ActionState.set_current_scene(scene)
camera.position = Vector2(0,0 )
#scene.connect("transitioned", $SceneViwport/label, "_on_transitioned")
scene.connect("transitioned", Callable(self, "_on_transitioned"))
@onready var camera:Camera2D = $SceneViewport/PlayerTracker/Camera2D
func reset_camera(scene):
#$Node2D.scale = Vector2(scene.background_scale, scene.background_scale)
#var far_point = self.to_global(Vector2(scene.find_child("bg").texture.get_width(), scene.find_child("bg").texture.get_height() ) )
var x:Sprite2D = scene.find_child("bg");
var height = x.texture.get_height()
var far_point = self.to_global(Vector2(x.texture.get_width(), x.texture.get_height() ) * x.get_global_transform())
camera.make_current()
camera.limit_right = far_point.x
camera.limit_bottom=far_point.y
get_scene().get_node("Graham/RemoteTransform2D").remote_path=$SceneViewport/PlayerTracker.get_path()
camera.reset_smoothing()
camera.limit_right = far_point.x
camera.limit_bottom = far_point.y
#$Node2D/background/Graham/Camera2D.reset_smoothing()
#$Node2D/background/Graham/Camera2D.reset_smoothing()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var player = get_scene().get_node("Graham")
$SceneViewport/PlayerTracker/Camera2D.set_target(player.facing)
var s = get_scene().ego_scale(player)
player.scale = Vector2(s, s)
# Update cursor if script state changed
var script = $GameScript.current_script
if script and not is_script_running:
set_script_cursor()
elif not script and is_script_running:
restore_cursor()
func set_script_cursor() -> void:
previous_cursor_index = ActionState.current_action
is_script_running = true
is_cursor_locked = true # Lock cursor to hourglass
Input.set_custom_mouse_cursor(hourglass_cursor)
func restore_cursor() -> void:
is_script_running = false
is_cursor_locked = false # Unlock cursor
Input.set_custom_mouse_cursor(cursors[previous_cursor_index])
func _unhandled_input(event: InputEvent) -> void:
$SceneViewport.push_input(event)
func _input(event):
if event.is_action_released("quit"):
get_tree().quit()
if event.is_action_released("right_click") and not is_cursor_locked:
var prev_action = ActionState.current_action
ActionState.current_action = (ActionState.current_action + 1) % 5
if ActionState.current_action == ActionState.Action.ITEM:
if InventoryManager.selected_item:
Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
else:
ActionState.current_action = (ActionState.current_action + 1) % 5
Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
else:
if prev_action == ActionState.Action.ITEM:
InventoryManager.clear_selection()
Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))