block drops into inventory
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6 changed files with 80 additions and 43 deletions
36
src/App.vue
36
src/App.vue
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@ -4,6 +4,7 @@ import Help from './screens/help.vue'
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import Inventory from './screens/inventory.vue'
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import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT, type Block, blockTypes } from './level/def'
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import { getItem, getItemClass } from './level/items'
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import createLevel from './level'
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import useTime from './util/useTime'
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@ -12,18 +13,16 @@ import usePlayer from './util/usePlayer'
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import useLightMap from './util/useLightMap'
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const { updateTime, time, timeOfDay, clock } = useTime()
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const { player, direction, dx, dy } = usePlayer()
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const { player, direction, dx, dy, pocket } = usePlayer()
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const { inputX, inputY, running, paused, help, inventory } = useInput()
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const level = createLevel(STAGE_WIDTH + 2, STAGE_HEIGHT + 2)
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const lightMapEl = ref<HTMLCanvasElement | undefined>(undefined)
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let updateLightMap: ReturnType<typeof useLightMap>
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player.inventory.push(
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{ name: 'Shovel', type: 'tool', icon: 'shovel', quality: 'bronze', amount: 1 },
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{ name: 'Sword', type: 'weapon', icon: 'sword', quality: 'bronze', amount: 2 },
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{ name: 'Pick Axe', type: 'tool', icon: 'pick', quality: 'bronze', amount: 1 },
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)
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pocket({ name: 'Shovel', type: 'tool', icon: 'shovel', quality: 'bronze' })
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pocket({ name: 'Sword', type: 'weapon', icon: 'sword', quality: 'bronze' })
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pocket({ name: 'Pick Axe', type: 'tool', icon: 'pick', quality: 'bronze' })
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let animationFrame = 0
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let lastTick = 0
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@ -74,15 +73,20 @@ const blocked = computed(() => {
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// TODO
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const damagedBlocks = ref([])
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function dig(blockX: number, blockY: number, oldBlockType: BlockType) {
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function dig(blockX: number, blockY: number, block: Block) {
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// § 4 ArbZG
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if (paused.value) return
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// TODO: temporary filter
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if (oldBlockType === 'air' || oldBlockType === 'cave') return
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// when we finally dig that block
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// air cannot be digged, I guess
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if (block.type === 'air' || block.type === 'cave') return
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// can only dig in player proximity
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if (Math.abs(player.x - blockX) > 2 || Math.abs(player.y - blockY) > 2) return
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// finally dig that block
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// TODO: damage blocks first
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level.change({ type: 'exchange', x: floorX.value + blockX, y: floorY.value + blockY, newType: 'air' })
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if (block.drops) pocket(getItem(block.drops))
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// This feels like cheating, but it makes Vue recalculate floorX
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// which then recalculates the blocks, so that the changes are
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// applied. Otherwise, they wouldn't be visible before moving
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@ -165,6 +169,12 @@ function calcBrightness(level: number, row: number) {
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return `sun-${delta}`
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}
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function selectTool(item: InventoryItem) {
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// only tools and weapons can be selected
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// if (item.type !== 'tool' && item.type !== 'weapon') return
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inventorySelection.value = item
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}
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onMounted(() => {
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const canvas = lightMapEl.value!
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canvas.height = (BLOCK_SIZE + 2) * STAGE_HEIGHT
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@ -184,7 +194,7 @@ onMounted(() => {
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<template v-for="(row, y) in rows">
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<div v-for="(block, x) in row"
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:class="['block', block.type]"
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@click="dig(x, y, block.type)"
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@click="dig(x, y, block)"
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/>
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</template>
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</div>
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@ -198,7 +208,7 @@ onMounted(() => {
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</div>
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<div class="arms">
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<div v-if="inventorySelection"
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:class="['item', `${inventorySelection.type}-${inventorySelection.icon}-${inventorySelection.quality}`]"
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:class="['item', getItemClass(inventorySelection)]"
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></div>
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</div>
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</div>
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@ -213,7 +223,7 @@ onMounted(() => {
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<Inventory :shown="inventory"
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:items="player.inventory"
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@selection="inventorySelection = $event"
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@selection="selectTool($event)"
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/>
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<Help v-show="help" />
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</div>
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@ -1,9 +1,5 @@
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.item.tool-shovel-bronze {
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background-image: url("/Items/shovel_bronze.png");
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}
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.item.weapon-sword-bronze {
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background-image: url("/Items/sword_bronze.png");
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}
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.item.tool-pick-bronze {
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background-image: url("/Items/pick_bronze.png");
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}
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.item.tool-shovel-bronze { background-image: url("/Items/shovel_bronze.png"); }
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.item.weapon-sword-bronze { background-image: url("/Items/sword_bronze.png"); }
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.item.tool-pick-bronze { background-image: url("/Items/pick_bronze.png"); }
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.item.block-dirt { background-image: url("/Tiles/dirt.png"); }
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@ -8,12 +8,13 @@ export const STAGE_HEIGHT = 12 // 12*64 = 768 pixel high stage
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export const GRAVITY = 10 // blocks per second
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export type Block = {
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type: string,
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hp: number,
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walkable: boolean,
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climbable?: boolean,
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transparent?: boolean,
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illuminated?: boolean,
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type: string, // what is it?
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hp: number, // how long do I need to hit it?
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walkable: boolean, // can I walk through it?
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climbable?: boolean, // can I climb it?
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transparent?: boolean, // can I see through it?
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illuminated?: boolean, // is it glowing?
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drops?: string, // what do I get, when loot it?
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}
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export type BlockType =
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@ -23,19 +24,19 @@ export type BlockType =
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| 'bedrock' | 'cave'
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export const blockTypes: Record<BlockType, Block> = {
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air: { type: 'air', hp: Infinity, walkable: true, transparent: true, illuminated: true },
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grass: { type: 'grass', hp: 5, walkable: false },
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air: { type: 'air', hp: Infinity, walkable: true, transparent: true },
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grass: { type: 'grass', hp: 5, walkable: false, drops: 'dirt' },
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treeCrown: { type: 'treeCrown', hp: 1, walkable: true, transparent: true },
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treeLeaves: { type: 'treeLeaves', hp: 1, walkable: true, transparent: true },
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treeTrunk: { type: 'treeTrunk', hp: 10, walkable: true, climbable: true, transparent: true },
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treeRoot: { type: 'treeRoot', hp: 10, walkable: true, climbable: true },
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treeCrown: { type: 'treeCrown', hp: 1, walkable: true, transparent: true, drops: 'leaves' },
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treeLeaves: { type: 'treeLeaves', hp: 1, walkable: true, transparent: true, drops: 'leaves' },
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treeTrunk: { type: 'treeTrunk', hp: 10, walkable: true, climbable: true, transparent: true, drops: 'wood' },
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treeRoot: { type: 'treeRoot', hp: 10, walkable: true, climbable: true, drops: 'wood' },
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soil: { type: 'soil', hp: 5, walkable: false },
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soilGravel: { type: 'soilGravel', hp: 5, walkable: false },
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stoneGravel: { type: 'stoneGravel', hp: 10, walkable: false },
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stone: { type: 'stone', hp: 10, walkable: false },
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bedrock: { type: 'bedrock', hp: 25, walkable: false },
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soil: { type: 'soil', hp: 5, walkable: false, drops: 'dirt' },
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soilGravel: { type: 'soilGravel', hp: 5, walkable: false, drops: 'gravel' },
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stoneGravel: { type: 'stoneGravel', hp: 10, walkable: false, drops: 'gravel' },
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stone: { type: 'stone', hp: 10, walkable: false, drops: 'stone' },
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bedrock: { type: 'bedrock', hp: 25, walkable: false, drops: 'stone' },
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cave: { type: 'cave', hp: Infinity, walkable: true, transparent: true },
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}
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@ -1,9 +1,10 @@
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import type { BlockType } from './def'
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import type { InventoryItem } from '../util/usePlayer'
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export type ItemQuality = 'wood' | 'iron' | 'silver' | 'gold' | 'diamond'
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export type ItemType = 'tool' | 'weapon'
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export type ItemType = 'tool' | 'weapon' | 'block' | 'ore'
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export interface Item = {
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export interface Item {
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name: string
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type: ItemType
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icon: string
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@ -19,6 +20,7 @@ export const items: Item[] = [
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{ name: 'dirt', type: 'block', icon: 'dirt', hasQuality: false },
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{ name: 'wood', type: 'block', icon: 'wood', hasQuality: false },
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{ name: 'stone', type: 'block', icon: 'stone', hasQuality: false },
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{ name: 'gravel', type: 'block', icon: 'stone', hasQuality: false }, // TODO
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{ name: 'coal', type: 'ore', icon: 'ore_coal', hasQuality: false },
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{ name: 'iron', type: 'ore', icon: 'ore_iron', hasQuality: false },
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@ -36,3 +38,18 @@ export const damage: Record<ItemQuality, number> = {
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gold: 5,
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diamond: 8,
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}
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export function getItem(name: string, quality = null) {
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const item = items.find(i => i.name === name)
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if (item) {
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return {
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...item,
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quality,
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}
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}
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}
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export function getItemClass(item: InventoryItem) {
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if (item.quality) return `${item.type}-${item.icon}-${item.quality}`
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return `${item.type}-${item.icon}`
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}
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@ -1,5 +1,7 @@
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<script setup lang="ts">
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import { ref, computed } from 'vue'
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import { getItemClass } from '../level/items'
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import type { InventoryItem } from '../util/usePlayer'
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export interface Props {
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items: InventoryItem[]
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@ -39,7 +41,7 @@ function setSelection(i: number) {
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<i>(empty)</i>
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</li>
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<li v-else
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:class="['item', `${item.type}-${item.icon}-${item.quality}`, {
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:class="['item', getItemClass(item), {
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selected: selectedIndex === i
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}]"
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@click="setSelection(i)"
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@ -20,10 +20,21 @@ const player = reactive<Player>({
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inventory: [], // not yet in use
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})
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const pocket = (newItem: InventoryItem) => {
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const existing = player.inventory.find(item => item.name === newItem.name)
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if (existing) existing.amount += 1
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else player.inventory.push({
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quality: null,
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amount: 1,
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...newItem
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})
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}
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export default function usePlayer() {
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const dx = computed(() => player.vx * RECIPROCAL)
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const dy = computed(() => player.vy * RECIPROCAL)
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const direction = computed(() => (player.lastDir < 0 ? 'left' : 'right'))
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return { player, direction, dx, dy }
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return { player, direction, dx, dy, pocket }
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}
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