inventory actions

This commit is contained in:
2025-12-08 22:57:05 +01:00
parent 7fa148d329
commit 94a33e6e40

View File

@@ -49,6 +49,7 @@ local GAME_STATE_MENU = 2
local GAME_STATE_GAME = 3
local GAME_STATE_DIALOG = 4
local GAME_STATE_INVENTORY = 5
local GAME_STATE_INVENTORY_ACTION = 6
--------------------------------------------------------------------------------
-- Modules
@@ -96,6 +97,7 @@ local State = {
},
menu_items = {},
selected_menu_item = 1,
selected_inventory_item = 1,
dialog_menu_items = {},
selected_dialog_menu_item = 1,
active_entity = nil,
@@ -158,12 +160,33 @@ function Inventory.draw()
print("Inventory is empty.", 70, 70, Config.colors.light_grey)
else
for i, item in ipairs(State.inventory) do
print(item.name, 70, 20 + i * 10, Config.colors.light_grey)
local color = Config.colors.light_grey
if i == State.selected_inventory_item then
color = Config.colors.green
print(">", 60, 20 + i * 10, color)
end
print(item.name, 70, 20 + i * 10, color)
end
end
end
function Inventory.update()
State.selected_inventory_item = UI.update_menu(State.inventory, State.selected_inventory_item)
if Input.action() and #State.inventory > 0 then
local selected_item = State.inventory[State.selected_inventory_item]
State.active_entity = selected_item
State.dialog_text = selected_item.name
State.game_state = GAME_STATE_INVENTORY_ACTION
State.dialog_menu_items = {
{label = "Use", action = ItemActions.use},
{label = "Drop", action = ItemActions.drop},
{label = "Look at", action = ItemActions.look_at},
{label = "Goodbye", action = ItemActions.inventory_goodbye}
}
State.selected_dialog_menu_item = 1
end
if Input.back() then
State.game_state = GAME_STATE_GAME
end
@@ -205,8 +228,14 @@ end
--------------------------------------------------------------------------------
-- Item Actions
--------------------------------------------------------------------------------
function ItemActions.use() end
function ItemActions.look_at() end
function ItemActions.use()
print("Used item: " .. State.active_entity.name)
State.game_state = GAME_STATE_INVENTORY
end
function ItemActions.look_at()
print("Looked at item: " .. State.active_entity.name)
State.game_state = GAME_STATE_INVENTORY
end
function ItemActions.put_away()
-- Add item to inventory
table.insert(State.inventory, State.active_entity)
@@ -227,6 +256,29 @@ function ItemActions.goodbye()
State.game_state = GAME_STATE_GAME
end
function ItemActions.inventory_goodbye()
State.game_state = GAME_STATE_INVENTORY
end
function ItemActions.drop()
-- Remove item from inventory
for i, item in ipairs(State.inventory) do
if item == State.active_entity then
table.remove(State.inventory, i)
break
end
end
-- Add item to screen
local currentScreenData = State.screens[State.current_screen]
State.active_entity.x = State.player.x
State.active_entity.y = State.player.y
table.insert(currentScreenData.items, State.active_entity)
-- Go back to inventory
State.game_state = GAME_STATE_INVENTORY
end
--------------------------------------------------------------------------------
-- Input Module
@@ -523,6 +575,11 @@ local STATE_HANDLERS = {
Inventory.update()
Inventory.draw()
end,
[GAME_STATE_INVENTORY_ACTION] = function()
Inventory.draw() -- Draw inventory behind dialog
UI.draw_dialog()
Game.update_dialog()
end,
}
function TIC()