Mit nur einer Maus

Hallo allerseits, mein Name ist Vyacheslav und ich bin Programmierer, aber speziell bin ich jetzt mit der Spieleentwicklung auf GodotEngine beschĂ€ftigt und gleichzeitig betreibe ich meinen Telegrammkanal, in dem ich Notizen zum Erstellen meines eigenen Spiels auf dieser Engine und schreibe Geben Sie Neulingen Material fĂŒr das Studium von Godot.





Kommen wir nun zur Sache. Warum sollten wir mit Drag & Drop und einem Bonus von mir ein einfaches Inventar erstellen?





Lasst uns beginnen. Ich bin kein Designer, daher wird es eine funktionale Version geben. Machen Sie es spÀter selbst.





Zuerst erstellen wir ein Projekt und fĂŒgen die fĂŒr die Arbeit erforderlichen Knoten in der Mindestversion hinzu: 





Wir werfen den PanelContainer in das Steuerelement, strecken ihn ĂŒber die SchaltflĂ€che Layout (Ansicht) ĂŒber das gesamte Steuerelement und werfen sofort Flaggen auf die Erweiterung in Höhe und Breite:





Wir werfen einen GridContainer (Grid) mit einem Kind hinein, wir werfen bereits unsere Elemente hinein und zum bequemen Debuggen fĂŒgen wir eine SchaltflĂ€che hinzu, um das Element „aufzunehmen“. Es wird ein zufĂ€lliges Element mit einem Zufall erzeugt Nummer.





Wir werden 8 Spalten im Inventar und 4 Zeilen haben, fĂŒr die notwendige Vielfalt habe ich Artikelsymbole vorbereitet.





Laden Sie die Schriftart von Google herunter und legen Sie sie im Steuerelement ab, damit wir die SchriftgrĂ¶ĂŸe Ă€ndern können:





Lassen Sie es uns als NĂ€chstes ein wenig so gestalten, dass es eher wie ein Inventar aussieht, erstellen Sie einen Steckplatz und speichern Sie es seitdem in einer separaten Datei Wir werden dynamisch Slots erstellen:





Als nÀchstes werfen wir das folgende Skript in die Hauptszene:





extends Control

export (int, 1, 20) var columns = 8
export (int, 1, 20) var rows = 4
onready var inv = $InvContainer/InvContent
const slot_scene = preload("res://Slot.tscn")
func _ready():
 inv.columns = columns
 for i in range(columns*rows):
  var slot = slot_scene.instance()
  inv.add_child(slot)

      
      



Eine Zwischenoption ist ungefÀhr so:





, , , TextureRect Label - :





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:





Slot , :





extends PanelContainer

onready var item = $Item
onready var icon = $Item/Icon
onready var count = $Item/Count

var item_type = null
var item_count = 0

func _ready():
 update_data({"type": "item_type_1", "count": 0})

func update_data(data = null):
 item.visible = data != null
 if data:
  icon.texture = load("res://graphics/%s.png" % data.type) #  
  count.text = str(data.count)

      
      



:





:





:





extends Control

export (int, 1, 20) var columns = 8
export (int, 1, 20) var rows = 4

onready var inv = $InvContainer/InvContent

const slot_scene = preload("res://Slot.tscn")

func _ready():
 $InvContainer/HBoxContainer/Clear.connect("pressed", self, "clear_inventory")
 inv.columns = columns
 for i in range(columns*rows):
  var slot = slot_scene.instance()
  inv.add_child(slot)
  
func clear_inventory():
 for child in inv.get_children(): #   
  child.update_data() #   

      
      



, .





.





:





extends PanelContainer

onready var item = $Item
onready var icon = $Item/Icon
onready var count = $Item/Count

var item_data = null

func _ready():
 update_data()

func empty():
 return item_data == null

func update_data(data = null):
 item.visible = data != null
 item_data = data
 if item:
  icon.texture = load("res://graphics/%s.png" % item_data.type) #  
  count.text = str(item_data.count)
 return true

      
      



:





 func has_empty_slot(): #       
 for child in inv.get_children(): #   
  if child.empty():
   return true
 return false

func get_empty_slot(): #    
 var slot = null
 if has_empty_slot(): 
  #  ,      
  #            
  while slot == null: #   ,   
   var temp_slot = inv.get_child(rng.randi_range(0, columns*rows-1))
   if temp_slot.empty():
    slot = temp_slot
    break
 return slot

func add_item(): #   ,    
 var slot = get_empty_slot()
 if slot:
  var data = {"type":"", "count": 0}
  data.type = "item_type_" + str(rng.randi_range(1, 8))
  data.count = rng.randi_range(1, 999)
  slot.update_data(data)

      
      



“add_item”, .





D&D(Drag&Drop).





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, , .





extends PanelContainer

onready var icon = $Icon
onready var count = $Count

const path_to_items_icons = "res://graphics/%s.png"

func set_data(item_data):
 icon.texture = load(path_to_items_icons % item_data.type) #  
 count.text = str(item_data.count)

      
      



:





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extends Control

export (int, 1, 20) var columns = 8 #-  
export (int, 1, 20) var rows = 4 #-  

const slot_scene = preload("res://Slot.tscn") #    

onready var inv = $InvContainer/InvContent # 
onready var titem = $TempItem #     ,     
onready var rng = RandomNumberGenerator.new() #   
onready var item_dragging = null #    
onready var prev_slot = null #     

func ready():
 titem.visible = false #  
 rng.randomize() # 
 $InvContainer/HBoxContainer/Clear.connect("pressed", self, "clear_inventory")
 $InvContainer/HBoxContainer/Add.connect("pressed", self, "add_item")
 inv.columns = columns # -  
 for i in range(columns*rows): #  
  var slot = slot_scene.instance() #  
  slot.name = "Slot%d" % i #  ,     ,    
  slot.get_node("Num").text = str(i) #     ,     
 ,      
  inv.add_child(slot) #   

func clear_inventory(): #  
 for child in inv.get_children(): #   
  child.update_data() #   

func has_empty_slot(): #       
 for child in inv.get_children(): #   
  if child.empty():
   return true
 return false

func get_empty_slot(): #    
 var slot = null
 if has_empty_slot(): 
  #  ,      
  #            
  while slot == null: #   ,   
   var temp_slot = inv.get_child(rng.randi_range(0, columns*rows-1))
   if temp_slot.empty():
    slot = temp_slot
    break
 return slot

func add_item(): #   ,    
 var slot = get_empty_slot()
 if slot:
  var data = {"type":"", "count": 0}
  data.type = "item_type_" + str(rng.randi_range(1, 8))
  data.count = rng.randi_range(1, 999)
  slot.update_data(data)
  
func find_slot(pos:Vector2, need_data = false): #    
 #  - ,           
 for c in inv.get_children(): #   
  if (need_data and not c.empty()) or (not need_data):
   if Rect2(c.rect_position, c.rect_size).has_point(pos):
    #       ,  
    #         
    return c
 return null

func _process(delta):
 var mouse_pos = get_viewport().get_mouse_position() #  

 if Input.get_mouse_button_mask() == BUTTON_LEFT: #     
  if not item_dragging: #     
   var slot = find_slot(mouse_pos, true)#     
  
   if slot: #  
    item_dragging = slot.item_data #    
    titem.set_data(item_dragging) #    
    titem.visible = true #  
    titem.rect_position = slot.rect_position #     
    prev_slot = slot #      
    slot.update_data() #    
  else: #    ,      ,      (     )
   titem.rect_position = lerp(titem.rect_position, mouse_pos - titem.rect_size/2, 0.3)
  
 else: #  
  if item_dragging: #      
   var slot = find_slot(mouse_pos, false) #   
   if slot: #  ,      
    if not slot.update_data(item_dragging): #  ,    
     prev_slot.update_data(item_dragging)
    
prev_slot = null #    
item_dragging = null #  
titem.visible = false #  


      
      



, :





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func check_data(data):
 return "all" in available_types or data.type in available_types

func update_data(data = null):
 item.visible = data != null
 item_data = data
 if item_data:
  if check_data(data):
   item.set_data(item_data)
   return true
  return false
 return true

      
      



, _process:





func _process(delta):
 var mouse_pos = get_viewport().get_mouse_position() #  
 if Input.get_mouse_button_mask() == BUTTON_LEFT: #     
  if not item_dragging: #     
   var slot = find_slot(mouse_pos, true)#     
   if slot: #  
    item_dragging = slot.item_data #    
    titem.set_data(item_dragging) #    
    titem.visible = true #  
    titem.rect_position = slot.rect_position #     
    prev_slot = slot #      
    slot.update_data() #    
  else: #    ,      ,      (     )
   titem.rect_position = lerp(titem.rect_position, mouse_pos - titem.rect_size/2, 0.3)
 else: #  
  if item_dragging: #      
   var slot = find_slot(mouse_pos) #   
  
# №1
#if slot: #  ,      
#if slot.empty(): #   
#if slot.check_data(item_dragging): #    ,   
#slot.update_data(item_dragging)
#else: # ,    
#prev_slot.update_data(item_dragging)
#else: #   ,       ,    
#if slot.check_data(item_dragging) and prev_slot.check_data(slot.item_data):
#prev_slot.update_data(slot.item_data)
#slot.update_data(item_dragging)
#else: # ,   
#prev_slot.update_data(item_dragging)

# №2
   if slot: #  
    if slot.check_data(item_dragging): #       ,       
     if slot.empty(): #   
      slot.update_data(item_dragging)
     else: #   ,         
      if prev_slot.check_data(slot.item_data): # ,  
       prev_slot.update_data(slot.item_data)
       slot.update_data(item_dragging)
    else:
     prev_slot.update_data(item_dragging)
prev_slot = null #    
item_dragging = null #  
titem.visible = false #  


      
      



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:





extends PanelContainer

signal dropped(data)

export (Array) var available_types = ["all"#        

enum Actions {NONE, TRASH} #    

var cur_act = Actions.NONE #      

onready var item = $Item

var item_data = null #     

func _ready():
 update_data()

func set_action(new_value):
 cur_act = new_value
 $Item.visible = false
 $Trash.visible = false
 match cur_act:
  Actions.NONE:
   $Item.visible = true
  Actions.TRASH:
   $Trash.visible = true
  
func empty():
 return item_data == null

func check_data(data):
 if cur_act:
  return true
 return "all" in available_types or data.type in available_types

func update_data(data = null):
 if data and cur_act:
  emit_signal("dropped", data)
  return true
 item.visible = data != null
 item_data = data
 if item_data:
  if check_data(data):
   item.set_data(item_data)
   return true
  return false
 return true

      
      



:





func ready():
 titem.visible = false #  
 rng.randomize() # 
 $InvContainer/HBoxContainer/Clear.connect("pressed", self, "clear_inventory")
 $InvContainer/HBoxContainer/Add.connect("pressed", self, "add_item")
 inv.columns = columns # -  
 for i in range(columns*rows): #  
  var slot = slot_scene.instance() #  
  slot.name = "Slot%d" % i #  ,     ,    
  slot.get_node("Num").text = str(i) #     ,       ,      
  slot.set_action(slot.Actions.NONE)
  if i == columns*rows-1:
   slot.set_action(slot.Actions.TRASH)
   slot.connect("dropped", self, "trash_dropped")
  inv.add_child(slot) #   
  
func trash_dropped(data):
 print("dropped ", data)

      
      



_ready, , .





, .





:





Helmet , , .

:





extends PanelContainer

signal dropped(path, data) #    
signal accepted(path, data) #    

export (Array) var available_types = ["all"#        

enum Actions {NONE, TRASH} #    

var cur_act = Actions.NONE #      

onready var item = $Item

var item_data = null #     

func _ready():
 set_action()
 update_data()
  
func set_action(new_value = Actions.NONE):
 cur_act = new_value
 $Item.visible = false
 $Trash.visible = false
 $Num.visible = false
 match cur_act:
  Actions.NONE:
   $Item.visible = true
	 $Num.visible = true
  Actions.TRASH:
   $Trash.visible = true
  
func empty():
 return item_data == null

func check_data(data):
 if cur_act:
  return true
 return "all" in available_types or data.type in available_types

func update_data(data = null):
 if data and cur_act:
  emit_signal("dropped", get_path(), data)
  return true
 item.visible = data != null
 item_data = data
 if item_data:
  if check_data(data):
   item.set_data(item_data)
   emit_signal("accepted", get_path(), data)
   return true
  return false
 return true

      
      



, :





extends Control

export (int, 1, 20) var columns = 8 #-  
export (int, 1, 20) var rows = 4 #-  

export (Array, NodePath) var slots_containers #      

onready var slots = [] # 

const slot_scene = preload("res://scenes/Slot.tscn") #    

onready var inv = $PlayerInv/Inv/InvContent # 
onready var titem = $TempItem #     ,     
onready var clearButton = $PlayerInv/Inv/Button/Clear
onready var addButton = $PlayerInv/Inv/Button/Add
onready var rng = RandomNumberGenerator.new() #   
onready var item_dragging = null #    
onready var prev_slot = null #     

func ready():
 titem.visible = false #  
 rng.randomize() # 
 clearButton.connect("pressed", self, "clear_inventory")
 addButton.connect("pressed", self, "add_item")
 inv.columns = columns # -  
 for i in range(columns*rows): #  
  var slot = slot_scene.instance() #  
  slot.name = "Slot%d" % i #  ,     ,    
  slot.get_node("Num").text = str(i) #     ,       ,      
  inv.add_child(slot) #   
  if i == columns*rows-1:
   slot.set_action(slot.Actions.TRASH)
  slots.push_back(slot)
 for slots_node in slots_containers: #              
  for slot in get_node(slots_node).get_children():
   slots.push_back(slot)
 for slot in slots:
  slot.connect("accepted", self, "slot_accepted")
  slot.connect("dropped", self, "trash_dropped")
  
func slot_accepted(path, data):
 print("accepted ", path, " ", data)

func trash_dropped(path, data):
 print("dropped ", path, " ", data)

func clear_inventory(): #  
 for child in slots: #    
  child.update_data() #   
  
func has_empty_slot(): #       
 for child in slots: #    
  if child.empty() and child.cur_act != child.Actions.TRASH:
   return true
 return false

func get_empty_slot(): #    
 var rand_slot = null
 if has_empty_slot(): 
  var empty_slots = [] #  
  for slot in slots: #          
   if slot.empty() and slot.cur_act != slot.Actions.TRASH:
    empty_slots.push_back(slot)
  rand_slot = empty_slots[(rng.randi_range(0, empty_slots.size()-1))] #    
 return rand_slot

func add_item(): #   ,    
 var slot = get_empty_slot()
 if slot:
  var data = {"type":"", "count": 0}
  data.type = "item_type_" + str(rng.randi_range(1, 8))
  data.count = rng.randi_range(1, 999)
  slot.update_data(data)
  
func find_slot(pos:Vector2, need_data = false): #    
 #  - ,           
 for c in slots: #   
  if (need_data and not c.empty()) or (not need_data):
   if c.get_global_rect().has_point(pos):
    #       ,  
    #         
    return c
 return null

func _process(delta):
 var mouse_pos = get_viewport().get_mouse_position() #  
 if Input.get_mouse_button_mask() == BUTTON_LEFT: #     
  if not item_dragging: #     
   var slot = find_slot(mouse_pos, true)#     
   if slot: #  
    item_dragging = slot.item_data #    
    titem.set_data(item_dragging) #    
    titem.visible = true #  
    titem.rect_position = slot.get_global_rect().position #     
    prev_slot = slot #      
    slot.update_data() #    
  else: #    ,      ,      (     )
   titem.rect_position = lerp(titem.rect_position, mouse_pos - titem.rect_size/2, 0.3)
 else: #  
  if item_dragging: #      
   var slot = find_slot(mouse_pos) #   
   if slot: #  
    if slot.check_data(item_dragging): #       ,       
     if slot.empty(): #   
      slot.update_data(item_dragging)
     else: #   ,         
      if prev_slot.check_data(slot.item_data): # ,  
       prev_slot.update_data(slot.item_data)
       slot.update_data(item_dragging)
    else:
     prev_slot.update_data(item_dragging)
prev_slot = null #    
item_dragging = null #  


      
      



TatsĂ€chlich gibt es hier noch etwas zu verbessern. Es wĂ€re möglich, die Anzahl der Slots aufzugeben und alles ĂŒber das in Godot integrierte Tool zu erledigen, aber mehr dazu in einem der nĂ€chsten Artikel.





VollstÀndige Auflistung in meinem Github-Repository





UPD: Die Funktion get_empty_slot



in der letzten Liste wurde korrigiert , um die Möglichkeit zu beseitigen, in eine Endlosschleife zu geraten. Die Gita wird ebenfalls aktualisiert.





Auch in meinem Telegrammkanal können Sie die vorherigen Artikel lesen und als Erster Folgendes lesen - https://t.me/holydevlog








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