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37
inc/inventory.lua
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37
inc/inventory.lua
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--------------------------------------------------------------------------------
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-- Inventory Module
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--------------------------------------------------------------------------------
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function InventoryWindow.draw()
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UI.draw_top_bar("Inventory")
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if #Context.inventory == 0 then
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print("Inventory is empty.", 70, 70, Config.colors.light_grey)
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else
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for i, item in ipairs(Context.inventory) do
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local color = Config.colors.light_grey
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if i == Context.selected_inventory_item then
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color = Config.colors.green
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print(">", 60, 20 + i * 10, color)
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end
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print(item.name, 70, 20 + i * 10, color)
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end
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end
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end
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function InventoryWindow.update()
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Context.selected_inventory_item = UI.update_menu(Context.inventory, Context.selected_inventory_item)
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if Input.menu_confirm() and #Context.inventory > 0 then
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local selected_item = Context.inventory[Context.selected_inventory_item]
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PopupWindow.show_menu_dialog(selected_item, {
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{label = "Use", action = ItemActions.use},
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{label = "Drop", action = ItemActions.drop},
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{label = "Look at", action = ItemActions.look_at},
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{label = "Go back", action = ItemActions.go_back_from_inventory_action}
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}, WINDOW_INVENTORY_ACTION)
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end
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if Input.menu_back() then
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GameWindow.set_state(WINDOW_GAME)
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end
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end
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