So I couldn't get it to work with my code, so to test it I tried it using yours purely. Still not working right as it's not selecting anything. Here's the code, maybe I'm missing something?
Code: Select all
init -1 python:
import copy
import renpy.store as store
import renpy.exports as renpy # we need this so Ren'Py properly handles rollback with classes
from operator import attrgetter # we need this for sorting items
inv_page = 0 # initial page of teh inventory screen
item = None
class Player(renpy.store.object):
def __init__(self, name, max_hp=0, max_mp=0, element=None):
self.name=name
self.max_hp=max_hp
self.hp=max_hp
self.max_mp=max_mp
self.mp=max_mp
self.element=element
player = Player("Derp", 100, 50)
class Item(store.object):
def __init__(self, name, player=None, hp=0, mp=0, element="", image="", recipeItem=False):
self.name = name
self.selected = False
self.recipeItem = recipeItem
self.player=player # which character can use this item?
self.hp = hp # does this item restore hp?
self.mp = mp # does this item restore mp?
self.element=element # does this item change elemental damage?
self.image=image # image file to use for this item
def use(self): #here we define what should happen when we use the item
if self.recipeItem:
if self in inventory.selected_items:
inventory.selected_items.remove(self)
else:
inventory.selected_items.append(self)
class Inventory(store.object):
def __init__(self):
self.items = []
self.selected_items = []
def add(self, item): # a simple method that adds an item; we could also add conditions here (like check if there is space in the inventory)
self.items.append(item)
def drop(self, item):
self.items.remove(item)
class Recipe(store.object):
def __init__(self, items=[], item_created=None):
self.items = items
self.item_created = item_created
def combine_check(self):
too_many=False # too many items selected?
correct_recipe_items = copy.copy(self.items) # make a copy of the list of recipe items
for item in inventory.selected_items:
if item.recipeItem: # and item in self.items:
if item in correct_recipe_items:
correct_recipe_items.remove(item) # remove the current item from the list of correct_recipe_items; if correct_recipe_items is empty at the end, we have created the recipe
if not (item in self.items): # current item is not in this recipe
too_many=True
if len(correct_recipe_items) == 0 and not too_many: # correct_recipe_items is empty means we have selecte just the right items
inventory.add(self.item_created) # add the newly created item
for drop_item in self.items: # remove all the items in this recipe from inventory
inventory.drop(drop_item)
def item_use():
item.use()
#Tooltips:
style.tips_top = Style(style.default)
#style.title.font="gui/arial.ttf"
style.tips_top.size=14
style.tips_top.color="fff"
style.tips_top.outlines=[(3, "6b7eef", 0,0)]
style.tips_top.kerning = 5
style.tips_bottom = Style(style.tips_top)
style.tips_top.size=20
style.tips_bottom.outlines=[(0, "6b7eef", 1, 1), (0, "6b7eef", 2, 2)]
style.tips_bottom.kerning = 2
style.button.background=Frame("gui/frame.png",25,25)
style.button.yminimum=52
style.button.xminimum=52
style.button_text.color="000"
showitems = True #turn True to debug the inventory
def display_items_overlay():
if showitems:
inventory_show = "HP: " + str(player.hp) + " bullets: " + str(player.mp) + " element: " + str(player.element) + "\nInventory: "
for i in range(0, len(inventory.items)):
item_name = inventory.items[i].name
if i > 0:
inventory_show += ", "
inventory_show += item_name
ui.frame()
ui.text(inventory_show, color="#000")
config.overlay_functions.append(display_items_overlay)
screen inventory_button:
textbutton "Show Inventory" action [ Show("inventory_screen"), Hide("inventory_button")] align (.95,.04)
screen inventory_screen:
add "gui/inventory.png" # the background
modal True #prevent clicking on other stuff when inventory is shown
hbox align (.95,.04) spacing 20:
textbutton "Close Inventory" action [ Hide("inventory_screen"), Show("inventory_button"), Return(None)]
$ x = 515 # coordinates of the top left item position
$ y = 25
$ i = 0
$ sorted_items = sorted(inventory.items, key=attrgetter('name')) #sort by name
$ sorted_items = sorted(inventory.items, key=attrgetter('element'), reverse=True) # we sort the items, so non-consumable items that change elemental damage (guns) are listed first
$ next_inv_page = inv_page + 1
if next_inv_page > int(len(inventory.items)/9):
$ next_inv_page = 0
$ tmp_inventory = []
for item in sorted_items:
$ tmp_inventory.append(item)
if tmp_inventory.count(item) == 1:
if i+1 <= (inv_page+1)*9 and i+1>inv_page*9:
$ x += 190
if i%3==0:
$ y += 170
$ x = 515
$ pic = item.image
$ my_tooltip = "tooltip_inventory_" + pic.replace("gui/inv_", "").replace(".png", "") # we use tooltips to describe what the item does.
if item.recipeItem:
imagebutton idle pic hover pic xpos x ypos y action [Hide("gui_tooltip"), SetVariable("item", item), item_use] hovered [ Play ("sound", "sfx/click.wav"), Show("gui_tooltip", my_picture=my_tooltip, my_tt_ypos=693) ] unhovered [Hide("gui_tooltip")] at inv_eff
else:
imagebutton idle pic hover pic xpos x ypos y action [Hide("gui_tooltip"), Show("inventory_button"), SetVariable("item", item), Hide("inventory_screen"), item_use] hovered [ Play ("sound", "sfx/click.wav"), Show("gui_tooltip", my_picture=my_tooltip, my_tt_ypos=693) ] unhovered [Hide("gui_tooltip")] at inv_eff
if item in inventory.selected_items:
add "gui/selected.png" xpos x ypos y anchor(.5,.5)
$ i += 1
if sorted_items.count(item) > 1:
text str(sorted_items.count(item)) xpos x+50 ypos y-50 anchor(.5,.5) color "#000" #align(.9,.1)
if len(inventory.items)>9:
textbutton _("Next Page") action [SetVariable('inv_page', next_inv_page), Show("inventory_screen")] xpos .475 ypos .83
textbutton "Combine" action [Function(combine_items), Hide("inventory_screen"), Show("inventory_screen")] align (.80,.80)
screen gui_tooltip (my_picture="", my_tt_xpos=58, my_tt_ypos=687):
add my_picture xpos my_tt_xpos ypos my_tt_ypos
init -1:
transform inv_eff: # too lazy to make another version of each item, we just use ATL to make hovered items super bright
zoom 0.5 xanchor 0.5 yanchor 0.5
on idle:
linear 0.2 alpha 1.0
on hover:
linear 0.2 alpha 2.5
on selected_idle:
linear 0.2 alpha 1.0
on selected_hover:
linear 0.2 alpha 2.5
image information = Text("INFORMATION", style="tips_top")
#Tooltips-inventory:
image tooltip_inventory_chocolate=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("Generic chocolate to heal\n40 points of health.", style="tips_bottom"))
image tooltip_inventory_banana=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("A healthy banana full of potassium! You can also use it as ammo for your guns! O.O Recharges 20 bullets.", style="tips_bottom"))
image tooltip_inventory_gun=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("An gun that looks like something a cop would\ncarry around. Most effective on humans.", style="tips_bottom"))
image tooltip_inventory_laser=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("An energy gun that shoots photon beams.\nMost effective on aliens.", style="tips_bottom"))
image tooltip_inventory_puffy=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("Mr. Puffy from the bakery.", style="tips_bottom"))
image tooltip_inventory_box=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("An unused box.", style="tips_bottom"))
image tooltip_inventory_puffyset=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("Can't go wrong with a box of Mr. Puffy.", style="tips_bottom"))
image sidewalk = "Sidewalk.jpg"
init python:
def combine_items():
for recipe in recipes:
recipe.combine_check()
inventory.selected_items = []
return
init python:
def combine_items():
for item in inventory.items:
for recipe in recipes:
recipe_tmp = recipe
if item in recipe and item.selected:
recipe_tmp.remove(item)
if len(recipe_tmp)==1:
for tmp_item in recipe:
pass
inventory.drop(item)
inventory.add(recipe[0])
return
# The game starts here.
label start:
python:
player = Player("Derp", 100, 50)
player.hp = 50
player.mp = 10
chocolate = Item("Chocolate", image="gui/inv_chocolate.png",recipeItem=True)
banana = Item("Banana", image="gui/inv_banana.png",recipeItem=True)
gun = Item("Gun", image="gui/inv_gun.png",recipeItem=True)
laser = Item("Laser Gun", image="gui/inv_laser.png",recipeItem=True)
puffy = Item("Mr. Puffy", image="gui/inv_puffy.png",recipeItem=True)
box = Item("Box", image="gui/inv_box.png",recipeItem=True)
puffyset = Item("Cream puffs", image="gui/inv_puffyset.png")
inventory = Inventory()
#add items to the initial inventory:
inventory.add(chocolate)
inventory.add(banana)
inventory.add(puffy)
inventory.add(box)
#recipes = []
#recipes.append([puffy, box, puffyset])
#recipes.append([chocolate, banana, laser])
recipes = [Recipe([chocolate, banana], laser), Recipe([puffy, box], puffyset)]