last_light/game/state/inventory_screen_state.go
2024-05-03 13:46:32 +03:00

217 lines
5.7 KiB
Go

package state
import (
"fmt"
"mvvasilev/last_light/game/model"
"mvvasilev/last_light/render"
"mvvasilev/last_light/ui"
"mvvasilev/last_light/util"
"github.com/gdamore/tcell/v2"
"github.com/gdamore/tcell/v2/views"
)
type InventoryScreenState struct {
prevState PausableState
exitMenu bool
inventoryMenu *ui.UIWindow
armourLabel *ui.UILabel
armourGrid *render.Grid
leftHandLabel *ui.UILabel
leftHandBox render.Rectangle
rightHandLabel *ui.UILabel
rightHandBox render.Rectangle
inventoryGrid *render.Grid
playerItems *render.ArbitraryDrawable
selectedItem *render.ArbitraryDrawable
help *ui.UILabel
player *model.Player
moveInventorySlotDirection model.Direction
selectedInventorySlot util.Position
dropSelectedInventorySlot bool
}
func CreateInventoryScreenState(player *model.Player, prevState PausableState) *InventoryScreenState {
iss := new(InventoryScreenState)
iss.prevState = prevState
iss.player = player
iss.exitMenu = false
iss.selectedInventorySlot = util.PositionAt(0, 0)
iss.inventoryMenu = ui.CreateWindow(43, 0, 37, 24, "INVENTORY", tcell.StyleDefault)
iss.armourLabel = ui.CreateSingleLineUILabel(58, 1, "ARMOUR", tcell.StyleDefault)
iss.armourGrid = render.CreateGrid(
53, 2, 3, 1, 4, 1, '┌', '─', '┬', '┐', '│', ' ', '│', '│', '├', '─', '┼', '┤', '└', '─', '┴', '┘', tcell.StyleDefault, tcell.StyleDefault.Background(tcell.ColorDarkSlateGray),
)
iss.leftHandLabel = ui.CreateUILabel(
46, 1, 5, 1, "OFF", tcell.StyleDefault,
)
iss.leftHandBox = render.CreateRectangle(
45, 2, 5, 3,
'┌', '─', '┐',
'│', ' ', '│',
'└', '─', '┘',
false, true,
tcell.StyleDefault,
)
iss.rightHandLabel = ui.CreateUILabel(
74, 1, 5, 1, "DOM", tcell.StyleDefault,
)
iss.rightHandBox = render.CreateRectangle(
73, 2, 5, 3,
'┌', '─', '┐',
'│', ' ', '│',
'└', '─', '┘',
false, true,
tcell.StyleDefault,
)
iss.inventoryGrid = render.CreateGrid(
45, 5, 3, 1, 8, 4, '┌', '─', '┬', '┐', '│', ' ', '│', '│', '├', '─', '┼', '┤', '└', '─', '┴', '┘', tcell.StyleDefault, tcell.StyleDefault.Background(tcell.ColorDarkSlateGray),
)
iss.playerItems = render.CreateDrawingInstructions(func(v views.View) {
for y := range player.Inventory().Shape().Height() {
for x := range player.Inventory().Shape().Width() {
item := player.Inventory().ItemAt(x, y)
isHighlighted := x == iss.selectedInventorySlot.X() && y == iss.selectedInventorySlot.Y()
if item == nil {
if isHighlighted {
ui.CreateSingleLineUILabel(45+1+x*4, 5+1+y*2, " ", tcell.StyleDefault.Background(tcell.ColorDarkSlateGray)).Draw(v)
}
continue
}
style := item.Type().Style()
if isHighlighted {
style = style.Background(tcell.ColorDarkSlateGray)
}
ui.CreateSingleLineUILabel(45+1+x*4, 5+y*2, fmt.Sprintf("%03d", item.Quantity()), style).Draw(v)
ui.CreateSingleLineUILabel(45+1+x*4, 5+1+y*2, item.Type().Icon(), style).Draw(v)
}
}
})
iss.selectedItem = render.CreateDrawingInstructions(func(v views.View) {
ui.CreateWindow(45, 14, 33, 8, "ITEM", tcell.StyleDefault).Draw(v)
item := player.Inventory().ItemAt(iss.selectedInventorySlot.XY())
if item == nil {
return
}
ui.CreateSingleLineUILabel(46, 15, fmt.Sprintf("Name: %v", item.Name()), tcell.StyleDefault).Draw(v)
ui.CreateSingleLineUILabel(46, 16, fmt.Sprintf("Desc: %v", item.Description()), tcell.StyleDefault).Draw(v)
})
iss.help = ui.CreateSingleLineUILabel(45, 22, "hjkl - move, x - drop, e - equip", tcell.StyleDefault)
return iss
}
func (iss *InventoryScreenState) OnInput(e *tcell.EventKey) {
if e.Key() == tcell.KeyEsc || (e.Key() == tcell.KeyRune && e.Rune() == 'i') {
iss.exitMenu = true
}
if e.Key() == tcell.KeyRune && e.Rune() == 'x' {
iss.dropSelectedInventorySlot = true
}
if e.Key() != tcell.KeyRune {
return
}
switch e.Rune() {
case 'k':
iss.moveInventorySlotDirection = model.DirectionUp
case 'j':
iss.moveInventorySlotDirection = model.DirectionDown
case 'h':
iss.moveInventorySlotDirection = model.DirectionLeft
case 'l':
iss.moveInventorySlotDirection = model.DirectionRight
}
}
func (iss *InventoryScreenState) OnTick(dt int64) GameState {
if iss.exitMenu {
iss.prevState.Unpause()
return iss.prevState
}
if iss.dropSelectedInventorySlot {
iss.player.Inventory().Drop(iss.selectedInventorySlot.XY())
iss.dropSelectedInventorySlot = false
}
if iss.moveInventorySlotDirection != model.DirectionNone {
switch iss.moveInventorySlotDirection {
case model.DirectionUp:
if iss.selectedInventorySlot.Y() == 0 {
break
}
iss.selectedInventorySlot = iss.selectedInventorySlot.WithOffset(0, -1)
case model.DirectionDown:
if iss.selectedInventorySlot.Y() == iss.player.Inventory().Shape().Height()-1 {
break
}
iss.selectedInventorySlot = iss.selectedInventorySlot.WithOffset(0, +1)
case model.DirectionLeft:
if iss.selectedInventorySlot.X() == 0 {
break
}
iss.selectedInventorySlot = iss.selectedInventorySlot.WithOffset(-1, 0)
case model.DirectionRight:
if iss.selectedInventorySlot.X() == iss.player.Inventory().Shape().Width()-1 {
break
}
iss.selectedInventorySlot = iss.selectedInventorySlot.WithOffset(+1, 0)
}
iss.inventoryGrid.Highlight(iss.selectedInventorySlot)
iss.moveInventorySlotDirection = model.DirectionNone
}
return iss
}
func (iss *InventoryScreenState) CollectDrawables() []render.Drawable {
drawables := append(
iss.prevState.CollectDrawables(),
iss.inventoryMenu,
iss.armourLabel,
iss.armourGrid,
iss.leftHandLabel,
iss.leftHandBox,
iss.rightHandLabel,
iss.rightHandBox,
iss.inventoryGrid,
iss.playerItems,
iss.selectedItem,
iss.help,
)
return drawables
}