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######################################Inventory Stuff#################################
init -1 python:
import copy
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("MSPAR", 100, 50)
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)
class Item(store.object):
def __init__(self, name, player=None, hp=0, mp=0, element="", image="", cost=0, recipeItem=False):
self.selected=False
self.recipeItem=recipeItem
self.name = name
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
self.cost=cost # how much does it cost in shops?
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)
if self.name=="Palmhusk":
renpy.call_in_new_context("phonemenu")
if self.name=="Trophy":
renpy.call_in_new_context ("oldphoto")
if self.name=="Complete Panel":
renpy.call_in_new_context("roosterpuzzle")
if self.hp>0: #healing item
player.hp = player.hp+self.hp
if player.hp > player.max_hp: # can't heal beyond max HP
player.hp = player.max_hp
inventory.drop(self) # consumable item - drop after use
elif self.mp>0: #mp restore item
player.mp = player.mp+self.mp
if player.mp > player.max_mp: # can't increase MP beyond max MP
player.mp = player.max_mp
inventory.drop(self) # consumable item - drop after use
else:
player.element=self.element #item to change elemental damage; we don't drop it, since it's not a consumable item
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)
def buy(self, item):
if self.money >= item.cost:
self.items.append(item)
self.money -= item.cost
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 = "Money:" + str(inventory.money) + " 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
#use battle_frame(char=player, position=(.97,.20)) # we show characters stats (mp, hp) on the inv. screen
#use battle_frame(char=dog, position=(.97,.50))
hbox align (.75,.04) spacing 20:
textbutton "Close Inventory" action [ Hide("inventory_screen"), Show("inventory_button")]
$ x = 515 # coordinates of the top left item position
$ y = 25
$ i = 0
$ sorted_items = sorted(inventory.items, key=attrgetter('name')) #sort by name
$ next_inv_page = inv_page + 1
$ prev_inv_page = inv_page -1 #my code
if next_inv_page > int(len(inventory.items)/9):
$ next_inv_page = 0
if prev_inv_page < int(len(inventory.items)/9): #my code
$ prev_inv_page = 0
if next_inv_page < int(len(inventory.items)/9):
$ next_inv_page = 1
$ 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), 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 item.recipeItem:
if len(inventory.items)>9:
textbutton _("Next Page") action [SetVariable('inv_page', next_inv_page), Show("inventory_screen")] xpos .475 ypos .83
textbutton _("Prev Page") action [SetVariable('inv_page', prev_inv_page), Show("inventory_screen")] xpos .575 ypos .83
textbutton "Combine" action [Function(combine_items)] align (.70,.89)
if item.selected:
add "gui/selected.png" xpos x ypos y anchor(.5,.5)
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:
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_mushroom=LiveComposite((665, 73), (3,-30), ImageReference("information"), (3,0), Text("A small blue mushroom. Edible?", style="tips_bottom"))
image tooltip_inventory_husky=LiveComposite((665, 73), (3,-30), ImageReference("information"), (3,0), Text("Your trusty palmhusk!", style="tips_bottom"))
image tooltip_inventory_moss=LiveComposite((665, 73), (3,-30), ImageReference("information"), (3,0), Text("A clump of dry moss", style="tips_bottom"))
image tooltip_inventory_knife=LiveComposite((665, 73), (3,-30), ImageReference("information"), (3,0), Text("A stone knife", style="tips_bottom"))
image tooltip_inventory_fork=LiveComposite((665, 73), (3,-30), ImageReference("information"), (3,0), Text("A stone fork", style="tips_bottom"))
image tooltip_inventory_spoon=LiveComposite((665, 73), (3,-30), ImageReference("information"), (3,0), Text("A stone spoon", style="tips_bottom"))
image tooltip_inventory_bowl=LiveComposite((665, 73), (3,-30), ImageReference("information"), (3,0), Text("A stone bowl", style="tips_bottom"))
init python:
def combine_items():
for recipe in recipes:
recipe.combine_check()
inventory.selected_items = []
return
######################################################################################