added basics of grid inventory and equipment slots

This commit is contained in:
Damien Ostler 2024-01-07 05:03:02 -05:00
parent ecc80fd2fb
commit 629fb82cb6
22 changed files with 736 additions and 11 deletions

21
debug.gd Normal file
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extends Node
func _on_button_3_pressed():
$"..".pickup_item("small_debug_item")
func _on_button_2_pressed():
$"..".pickup_item("medium_debug_item")
func _on_button_pressed():
$"..".pickup_item("large_debug_item")
func _on_button_4_pressed():
$"..".pickup_item("shirt")
func _on_button_5_pressed():
$"..".pickup_item("hat")

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[gd_scene load_steps=2 format=3 uid="uid://c2c7v5idagdqr"]
[ext_resource type="Script" path="res://debug.gd" id="1_qtffx"]
[node name="DEBUG" type="Node"]
script = ExtResource("1_qtffx")
[node name="Button" type="Button" parent="."]
offset_left = 493.0
offset_top = 112.0
offset_right = 653.0
offset_bottom = 143.0
text = "GIVE LARGE ITEM"
[node name="Button4" type="Button" parent="."]
offset_left = 672.0
offset_top = 151.0
offset_right = 832.0
offset_bottom = 182.0
text = "GIVE SHIRT"
[node name="Button5" type="Button" parent="."]
offset_left = 673.0
offset_top = 110.0
offset_right = 833.0
offset_bottom = 141.0
text = "GIVE HAT"
[node name="Button2" type="Button" parent="."]
offset_left = 496.0
offset_top = 149.0
offset_right = 653.0
offset_bottom = 180.0
text = "GIVE MEDIUM ITEM"
[node name="Button3" type="Button" parent="."]
offset_left = 498.0
offset_top = 186.0
offset_right = 656.0
offset_bottom = 217.0
text = "GIVE SMALL ITEM"
[connection signal="pressed" from="Button" to="." method="_on_button_pressed"]
[connection signal="pressed" from="Button4" to="." method="_on_button_4_pressed"]
[connection signal="pressed" from="Button5" to="." method="_on_button_5_pressed"]
[connection signal="pressed" from="Button2" to="." method="_on_button_2_pressed"]
[connection signal="pressed" from="Button3" to="." method="_on_button_3_pressed"]

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ghlfm76i4kve"
path="res://.godot/imported/hat.png-706aaac0cb9cc74c2e7d8c97ed023b0c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://grid_inventory_system/debug/hat.png"
dest_files=["res://.godot/imported/hat.png-706aaac0cb9cc74c2e7d8c97ed023b0c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
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process/size_limit=0
detect_3d/compress_to=1

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[gd_scene load_steps=5 format=3 uid="uid://brs6u78mwggbp"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/InventoryController.gd" id="1_hmtt6"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/InventoryGrid.gd" id="2_8imhp"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemEquipmentSlots.gd" id="3_sri3o"]
[ext_resource type="PackedScene" uid="uid://c2c7v5idagdqr" path="res://grid_inventory_system/debug/debug_ui.tscn" id="4_abx0e"]
[node name="Inventory" type="Control" node_paths=PackedStringArray("inventory_grid", "inventory_background", "inventory_equipment_slots")]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_hmtt6")
inventory_grid = NodePath("UI/Background/Items")
inventory_background = NodePath("UI/Background")
inventory_equipment_slots = NodePath("UI/Background/Equipment")
[node name="UI" type="CanvasLayer" parent="."]
[node name="Background" type="ColorRect" parent="UI"]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -473.5
offset_top = -235.5
offset_right = 473.5
offset_bottom = 235.5
grow_horizontal = 2
grow_vertical = 2
color = Color(0.121569, 0.121569, 0.121569, 1)
[node name="Equipment" type="ColorRect" parent="UI/Background"]
layout_mode = 1
anchors_preset = 11
anchor_left = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -237.0
offset_top = 4.0
offset_right = -4.0
offset_bottom = -4.0
grow_horizontal = 0
grow_vertical = 2
color = Color(0.184314, 0.184314, 0.184314, 1)
script = ExtResource("3_sri3o")
[node name="HEAD" type="ColorRect" parent="UI/Background/Equipment"]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -37.0
offset_top = 16.5
offset_right = 38.0
offset_bottom = 91.5
grow_horizontal = 2
color = Color(0.278431, 0.278431, 0.278431, 1)
[node name="BODY" type="ColorRect" parent="UI/Background/Equipment"]
layout_mode = 1
anchors_preset = 4
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 32.5
offset_top = -121.0
offset_right = 202.5
offset_bottom = 49.0
grow_vertical = 2
color = Color(0.278431, 0.278431, 0.278431, 1)
[node name="WEAPON" type="ColorRect" parent="UI/Background/Equipment"]
layout_mode = 1
anchors_preset = 4
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 7.5
offset_top = 91.0
offset_right = 227.5
offset_bottom = 194.0
grow_vertical = 2
color = Color(0.278431, 0.278431, 0.278431, 1)
[node name="Items" type="ColorRect" parent="UI/Background"]
layout_mode = 1
anchors_preset = 9
anchor_bottom = 1.0
offset_left = 12.0
offset_top = 8.0
offset_right = 701.0
offset_bottom = -8.0
grow_vertical = 2
color = Color(0.164706, 0.164706, 0.164706, 1)
script = ExtResource("2_8imhp")
inventory_item_grid_width = 21
inventory_item_grid_height = 14
inventory_grid_default_color = Color(1, 1, 1, 1)
inventory_grid_used_color = Color(0, 1, 0, 1)
[node name="DEBUG" parent="." instance=ExtResource("4_abx0e")]

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bdfcmsyry3sg3"
path="res://.godot/imported/shirt.png-c04d1f8c53dc5f843f267734a8b0f810.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://grid_inventory_system/debug/shirt.png"
dest_files=["res://.godot/imported/shirt.png-c04d1f8c53dc5f843f267734a8b0f810.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://bu1t7ogoct2pm"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="1_f4bsa"]
[ext_resource type="Texture2D" uid="uid://bdfcmsyry3sg3" path="res://grid_inventory_system/debug/shirt.png" id="1_gmlai"]
[resource]
script = ExtResource("1_f4bsa")
item_id = "shirt"
item_name = "Shirt"
item_description = "This is a shirt"
item_size = Vector2(256, 256)
item_usable = false
item_equipment = true
item_equipment_slot = "BODY"
item_texture = ExtResource("1_gmlai")

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[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://cauw4i0kveld6"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="1_hflmv"]
[ext_resource type="Texture2D" uid="uid://ghlfm76i4kve" path="res://grid_inventory_system/debug/hat.png" id="1_vm0jo"]
[resource]
script = ExtResource("1_hflmv")
item_id = "hat"
item_name = "Hat"
item_description = "This is a hat"
item_size = Vector2(224, 160)
item_usable = false
item_equipment = true
item_equipment_slot = "HEAD"
item_texture = ExtResource("1_vm0jo")

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[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://d2orfaiyhg0sa"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="1_l6twi"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="2_40ofh"]
[resource]
script = ExtResource("2_40ofh")
item_id = "large_debug_item"
item_name = "Debug Item Large"
item_description = "A large item for debugging."
item_size = Vector2(256, 256)
item_usable = false
item_equipment = false
item_equipment_slot = "NONE"
item_texture = ExtResource("1_l6twi")

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[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://drkcx6hkx0ay8"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="1_jwlst"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="2_xdqd2"]
[resource]
script = ExtResource("2_xdqd2")
item_id = "medium_debug_item"
item_name = "Debug Item Medium"
item_description = "A medium item for debugging."
item_size = Vector2(128, 128)
item_usable = false
item_equipment = false
item_equipment_slot = "NONE"
item_texture = ExtResource("1_jwlst")

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[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://p3m1yi3kw1q6"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="1_g0vsl"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="2_lq0i6"]
[resource]
script = ExtResource("2_lq0i6")
item_id = "small_debug_item"
item_name = "Debug Item Small"
item_description = "A small item for debugging."
item_size = Vector2(64, 64)
item_usable = false
item_equipment = false
item_equipment_slot = "NONE"
item_texture = ExtResource("1_g0vsl")

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[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=2 format=3 uid="uid://cvy3nwmcgx5le"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="1_jvmcf"]
[resource]
script = ExtResource("1_jvmcf")
item_id = "item"
item_name = "Item Name"
item_description = "This is the default item description."
item_size = Vector2(3, 3)
item_usable = false
item_equipment = false
item_equipment_slot = "NONE"

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[gd_scene load_steps=2 format=3 uid="uid://dtir5hovd6i3h"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemGraphic.gd" id="1_bih4t"]
[node name="Item" type="TextureRect"]
expand_mode = 2
script = ExtResource("1_bih4t")

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extends Control
class_name InventoryController
const ITEM_BASE = preload("res://grid_inventory_system/scenes/ItemGraphic.tscn")
@export var inventory_open_input:String = "inventory_open"
@export var inventory_close_input:String = "inventory_close"
@export var inventory_use_input:String = "inventory_use"
@export var inventory_grab_input:String = "inventory_grab"
@export var inventory_rotate_input:String = "inventory_rotate"
@export var inventory_grid:Control
@export var inventory_background:Control
@export var inventory_equipment_slots:Control
var inventory_open = true
var inventory_item_dragged = null
var inventory_item_cursor_offset = Vector2()
var inventory_item_dragged_last_container = null
var inventory_item_dragged_last_pos = Vector2()
signal inventory_item_equipped(item_config,slot)
signal inventory_item_unequipped(item_config,slot)
signal inventory_item_dropped(item_config)
signal inventory_item_grabbed(item_config, x, y, container)
signal inventory_item_released(item_config, x, y, container)
func _ready():
if(inventory_grid==null):
printerr("The inventory grid was not assigned to the inventory controller!")
if(inventory_background==null):
printerr("The inventory background was not assigned to the inventory controller!")
if(inventory_grid==null):
printerr("The inventory equipment slots was not assigned to the inventory controller!")
func _process(delta):
if(Input.is_action_just_pressed(inventory_open_input) and inventory_open==false):
inventory_open = true
inventory_background.visible=true
if(Input.is_action_just_pressed(inventory_close_input) and inventory_open==true):
inventory_open = false
inventory_background.visible=false
var cursor_pos = get_global_mouse_position()
if Input.is_action_just_pressed("inventory_grab"):
grab(cursor_pos)
if Input.is_action_just_released("inventory_grab"):
release(cursor_pos)
if Input.is_action_just_pressed("inventory_use"):
use(cursor_pos)
if inventory_item_dragged != null:
inventory_item_dragged.global_position = cursor_pos + inventory_item_cursor_offset
func grab(cursor_pos):
var c = _get_container_mouse_over()
if c != null and c.has_method("grab_item"):
inventory_item_dragged = c.grab_item(cursor_pos)
if inventory_item_dragged != null:
add_child(inventory_item_dragged)
inventory_item_dragged_last_container = c
inventory_item_dragged_last_pos = inventory_item_dragged.global_position
inventory_item_cursor_offset = inventory_item_dragged.global_position - cursor_pos
func release(cursor_pos):
if inventory_item_dragged == null:
return
var c = _get_container_mouse_over()
if c == null:
drop_item()
elif c.has_method("insert_item"):
if c.insert_item(inventory_item_dragged):
inventory_item_dragged = null
else:
return_item()
else:
return_item()
func use(cursor_pos):
pass
func pickup_item(item_id):
var item = ITEM_BASE.instantiate()
item.set_meta("id", item_id)
var dbItem = ItemDb.get_item(item_id)
item.item_config = dbItem
item.set_size(Vector2(dbItem.item_size.x, dbItem.item_size.y))
item.texture = dbItem.item_texture
if not inventory_grid.insert_item_at_first_available_spot(item):
item.queue_free()
return false
return true
func drop_item():
inventory_item_dropped.emit(inventory_item_dragged.item_config)
inventory_item_dragged.queue_free()
inventory_item_dragged = null
# Function to return the dragged item to its original position or container
func return_item():
inventory_item_dragged.global_position = inventory_item_dragged_last_pos
inventory_item_dragged_last_container.insert_item(inventory_item_dragged)
inventory_item_dragged = null
func _get_container_mouse_over():
if(_is_mouse_ontop_of_control(inventory_grid)==true):
return inventory_grid
elif(_is_mouse_ontop_of_control(inventory_equipment_slots)==true):
return inventory_equipment_slots
elif(_is_mouse_ontop_of_control(inventory_background)==true):
return inventory_background
return null
func _is_mouse_ontop_of_control(c):
var cursor_pos = get_global_mouse_position()
return c.get_global_rect().has_point(cursor_pos)

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extends ColorRect
class_name InventoryItemGrid
# Arrays to store inventory items and the grid representation
var inventory_item_grid_items = []
# 2D dictionary to represent the inventory grid, where each cell has information about usage and a corresponding ColorRect node
var inventory_item_grid = {}
var inventory_item_grid_cell_size = 32
@export var inventory_item_grid_width = 0
@export var inventory_item_grid_height = 0
@export var inventory_grid_default_color: Color
@export var inventory_grid_used_color: Color
# Signals for item-related events
signal weapon_equipped(weapon_id, item)
signal weapon_unequipped(weapon_id, item)
signal item_used(item_id)
func _ready():
# Initialize the inventory grid
for x in range(inventory_item_grid_width):
inventory_item_grid[x] = {}
for y in range(inventory_item_grid_height):
inventory_item_grid[x][y] = {}
inventory_item_grid[x][y]["used"] = false
# Create ColorRect nodes for each grid cell and set their default colors
for y in range(inventory_item_grid_height):
for x in range(inventory_item_grid_width):
var color_rect = ColorRect.new()
color_rect.global_position = Vector2(x * inventory_item_grid_cell_size, y * inventory_item_grid_cell_size)
color_rect.size = Vector2(inventory_item_grid_cell_size - 2, inventory_item_grid_cell_size - 2)
add_child(color_rect)
color_rect.color = inventory_grid_default_color
inventory_item_grid[x][y]["rect"] = color_rect
# Function to insert an item into the inventory grid
func insert_item(item):
var item_pos = item.position
var g_pos = pos_to_grid_coord(item_pos)
var item_size = get_grid_size(item)
# Check if there is enough space to insert the item
if is_grid_space_available(g_pos.x, g_pos.y, item_size.x, item_size.y)==true:
set_grid_space(g_pos.x, g_pos.y, item_size.x, item_size.y, true)
item.position = Vector2(g_pos.x, g_pos.y) * inventory_item_grid_cell_size
add_child(item)
inventory_item_grid_items.append(item)
return true
else:
return false
# Function to grab an item from the inventory grid based on a position
func grab_item(pos):
var item = get_item_under_pos(pos)
if item == null:
return null
var item_pos = item.position
var g_pos = pos_to_grid_coord(item_pos)
var item_size = get_grid_size(item)
set_grid_space(g_pos.x, g_pos.y, item_size.x, item_size.y, false)
inventory_item_grid_items.remove_at(inventory_item_grid_items.find(item))
return item
# Function to use an item from the inventory grid based on a position
func use_item(pos):
var item = get_item_under_pos(pos)
if item == null:
return null
# Emit signal if the item is usable
if item.item_config.item_usable == true:
item_used.emit(item.item_config.item_id)
item.queue_free()
var item_size = get_grid_size(item)
var item_pos = item.position
var g_pos = pos_to_grid_coord(item_pos)
inventory_item_grid_items.remove_at(inventory_item_grid_items.find(item))
set_grid_space(g_pos.x, g_pos.y, item_size.x, item_size.y, false)
# Function to convert global position to grid coordinates
func pos_to_grid_coord(pos):
var results = {}
results.x = int(pos.x / inventory_item_grid_cell_size)
results.y = int(pos.y / inventory_item_grid_cell_size)
return results
# Function to get the grid size of an item in terms of grid cells
func get_grid_size(item):
var results = {}
var s = item.size
results.x = int(clamp(s.x / inventory_item_grid_cell_size, 1.0, 500.0))
results.y = int(clamp(s.y / inventory_item_grid_cell_size, 1.0, 500.0))
return results
# Function to check if there is enough space in the grid to place an item
func is_grid_space_available(x, y, w, h):
if x < 0 or y < 0:
return false
if x + w > inventory_item_grid_width or y + h > inventory_item_grid_height:
return false
for i in range(x, x + w):
for j in range(y, y + h):
if inventory_item_grid[i][j]["used"] == true:
return false
return true
# Function to set the usage state of grid cells and update ColorRect colors accordingly
func set_grid_space(x, y, w, h, state):
for i in range(x, x + w):
for j in range(y, y + h):
if state == true:
inventory_item_grid[i][j]["used"] = true
inventory_item_grid[i][j]["rect"].color = inventory_grid_used_color
else:
inventory_item_grid[i][j]["used"] = false
inventory_item_grid[i][j]["rect"].color = inventory_grid_default_color
# Function to get the item under a given position
func get_item_under_pos(pos):
for item in inventory_item_grid_items:
if item.get_global_rect().has_point(pos):
return item
return null
# Function to insert an item at the first available spot in the grid
func insert_item_at_first_available_spot(item):
for x in inventory_item_grid_width:
for y in inventory_item_grid_height:
if not inventory_item_grid[x][y]["used"]:
item.global_position = Vector2(x* inventory_item_grid_cell_size, (y)* inventory_item_grid_cell_size)
if insert_item(item)==true:
return true
return false

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extends Resource
class_name ItemConfiguration
@export var item_id:String = "item"
@export var item_name:String = "Item Name"
@export var item_description:String = "This is the default item description."
@export var item_size:Vector2 = Vector2(3,3)
@export var item_usable:bool = false
@export var item_equipment:bool = false
@export var item_equipment_slot:String = "NONE"
@export var item_texture:Texture2D

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extends Node
# Dictionary to store loaded items with their item_id as the key
var ITEMS = {}
func _ready():
# Load items from the "items" directory and populate the ITEMS dictionary
for i in DirAccess.get_files_at("res://grid_inventory_system/items"):
var item = load("res://grid_inventory_system/items/" + i)
ITEMS[item.item_id] = item
# Function to retrieve an item based on its item_id
func get_item(item_id):
# Check if the item_id exists in the ITEMS dictionary
if ITEMS.has(item_id):
return ITEMS[item_id]
else:
return null

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extends ColorRect
# Reference to child slots
@onready var slots = get_children()
# Dictionary to store items associated with their respective slots
var items = {}
# Signals for item-related events
signal weapon_equipped(weapon_id, item)
signal weapon_unequipped(weapon_id, item)
func _ready():
# Initialize the items dictionary with slots
for slot in slots:
items[slot.name] = null
# Function to insert an item into the equipment slots
func insert_item(item):
# Calculate the center position of the item
var item_pos = item.global_position + item.size / 2
# Get the slot under the item's position
var slot = get_slot_under_pos(item_pos)
# Check if the item can be inserted into the slot
if slot == null:
return false
# Retrieve item slot information from the ItemDb
var item_slot = ItemDb.get_item(item.get_meta("id")).item_equipment_slot
# Check if the item's slot matches the target slot
if item_slot != slot.name:
return false
# Check if the slot is already occupied
if items[item_slot] != null:
return false
# Place the item in the slot and emit the weapon_equipped signal
items[item_slot] = item
item.global_position = slot.global_position + slot.size / 2 - item.size / 2
weapon_equipped.emit(item.item_config.item_id, item.item_config)
return true
# Function to grab an item from the equipment slots
func grab_item(pos):
# Get the item under the specified position
var item = get_item_under_pos(pos)
if item == null:
return null
# Retrieve item slot information from the ItemDb
var item_slot = ItemDb.get_item(item.get_meta("id")).item_slot
# Remove the item from the slot and emit the weapon_unequipped signal
items[item_slot] = null
weapon_unequipped.emit(item.item_config.item_id, item.item_config)
return item
# Function to get the slot under a specified position
func get_slot_under_pos(pos):
return get_thing_under_pos(slots, pos)
# Function to get the item under a specified position
func get_item_under_pos(pos):
return get_thing_under_pos(items.values(), pos)
# Generic function to get the object (slot or item) under a specified position
func get_thing_under_pos(arr, pos):
for thing in arr:
if thing != null and thing.get_global_rect().has_point(pos):
return thing
return null

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@ -0,0 +1,3 @@
extends TextureRect
class_name ItemGraphic
@export var item_config:ItemConfiguration

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@ -1,9 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://brs6u78mwggbp"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="1_xhw8e"]
[node name="Node2D" type="Node2D"]
[node name="Icon" type="Sprite2D" parent="."]
position = Vector2(552, 307)
texture = ExtResource("1_xhw8e")

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@ -10,7 +10,49 @@ config_version=5
[application]
config/name="Godot Template"
run/main_scene="res://main.tscn"
config/name="Grid Inventory System"
run/main_scene="res://grid_inventory_system/debug/main.tscn"
config/features=PackedStringArray("4.2", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
ItemDb="*res://grid_inventory_system/scripts/ItemDB.gd"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
[input]
inventory_open={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
inventory_close={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
inventory_use={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
inventory_grab={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
inventory_rotate={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"echo":false,"script":null)
]
}
mouse={
"deadzone": 0.5,
"events": []
}