4808 Werke — 753 Songs, 57 Bücher, 476 Bilder, 3193 SVGs, 329 Code
A Godot 4 inventory system with drag & drop, local state persistence, and magical crafting recipes.
extends Control
class_name AileyInventory
# =============================================
# MAGICAL CRAFTING RECIPE SYSTEM (Ailey's Twist)
# =============================================
enum CraftingRecipe:
HEALTH_POTION,
FIREBALL,
MAGIC_SHIELD,
SPEED_BOOST
var _crafting_recipes := [
{
name: "Health Potion",
icon: "res://assets/icons/health.png",
ingredients: [
{"item": "Mana Crystal", "amount": 2},
{"item": "Healing Herb", "amount": 1}
],
output: {"item": "Health Potion", "amount": 1},
recipe_type: CraftingRecipe.HEALTH_POTION
},
{
name: "Fireball",
icon: "res://assets/icons/fireball.png",
ingredients: [
{"item": "Dragon Scale", "amount": 1},
{"item": "Fire Gem", "amount": 1}
],
output: {"item": "Fireball", "amount": 1},
recipe_type: CraftingRecipe.FIREBALL
},
{
name: "Magic Shield",
icon: "res://assets/icons/shield.png",
ingredients: [
{"item": "Mythril Plate", "amount": 3},
{"item": "Arcane Crystal", "amount": 2}
],
output: {"item": "Magic Shield", "amount": 1},
recipe_type: CraftingRecipe.MAGIC_SHIELD
},
{
name: "Speed Boost",
icon: "res://assets/icons/speed.png",
ingredients: [
{"item": "Phoenix Feather", "amount": 1},
{"item": "Swiftness Potion", "amount": 1}
],
output: {"item": "Speed Boost", "amount": 1},
recipe_type: CraftingRecipe.SPEED_BOOST
}
]
# Inventory Item Structure
struct InventoryItem:
export var id: String
export var name: String
export var icon_path: String
export var count: int
export var craftable: bool = false
# Crafting UI Structure
struct CraftingRecipeUI:
export var recipe: CraftingRecipe
export var icon: Texture2D
export var title: String
export var description: String
# =============================================
# STATE MANAGEMENT
# =============================================
var _inventory: Array[InventoryItem] = []
var _crafting_active: bool = false
var _selected_item: InventoryItem? = null
var _crafting_progress: float = 0.0
# =============================================
# UI REFERENCES
# =============================================
@onready var inventory_grid := $InventoryGrid
@onready var crafting_panel := $CraftingPanel
@onready var crafting_bar := $CraftingBar
@onready var crafting_display := $CraftingDisplay
@onready var crafting_button := $CraftingButton
# =============================================
# INITIALIZATION
# =============================================
func _ready():
load_state()
setup_ui()
setup_drag_and_drop()
# =============================================
# CORE INVENTORY LOGIC
# =============================================
func add_item(id: String, name: String, icon_path: String, amount: int = 1, craftable: bool = false) -> void:
var existing_index := _inventory.find_index(lambda item: item.id == id)
if existing_index != -1:
_inventory[existing_index].count += amount
_inventory[existing_index].craftable = craftable
else:
var new_item := InventoryItem.new()
new_item.id = id
new_item.name = name
new_item.icon_path = icon_path
new_item.count = amount
new_item.craftable = craftable
_inventory.append(new_item)
update_inventory_ui()
func remove_item(id: String, amount: int = 1) -> bool:
var index := _inventory.find_index(lambda item: item.id == id)
if index != -1 and _inventory[index].count >= amount:
_inventory[index].count -= amount
update_inventory_ui()
return true
return false
func can_craft(recipe: CraftingRecipe) -> bool:
var recipe_data := get_recipe_data(recipe)
var missing_ingredients := []
for var ingredient in recipe_data.ingredients:
if not remove_item(ingredient.item, ingredient.amount):
missing_ingredients.append(ingredient.item)
if missing_ingredients.size() > 0:
notify("Need more: " + missing_ingredients.join(", "))
return false
# Crafting always succeeds in this magical system
add_item(recipe_data.output.item, recipe_data.output.item, recipe_data.icon, recipe_data.output.amount)
_crafting_progress = 0.0
_crafting_active = false
update_crafting_ui()
return true
# =============================================
# CRAFTING SYSTEM
# =============================================
func start_crafting(recipe: CraftingRecipe) -> void:
if _crafting_active:
return
_crafting_active = true
_crafting_progress = 0.0
_crafting_display.recipe = get_crafting_recipe_ui(recipe)
_crafting_panel.visible = true
update_crafting_ui()
func update_crafting_ui() -> void:
if not _crafting_active:
_crafting_panel.visible = false
return
# Animate progress
_crafting_progress = clamp(_crafting_progress + 0.1, 0.0, 1.0)
_crafting_display.progress = _crafting_progress
if _crafting_progress >= 1.0:
_crafting_progress = 1.0
can_craft(_crafting_display.recipe.recipe)
# =============================================
# UI HANDLERS
# =============================================
func setup_ui() -> void:
# Initialize grid
inventory_grid.clear()
# Add some default magical items
add_item("mana_crystal", "Mana Crystal", "res://assets/icons/mana.png", 3)
add_item("healing_herb", "Healing Herb", "res://assets/icons/herb.png", 2)
add_item("dragon_scale", "Dragon Scale", "res://assets/icons/dragon.png", 1)
add_item("fire_gem", "Fire Gem", "res://assets/icons/fire.png", 1)
add_item("phoenix_feather", "Phoenix Feather", "res://assets/icons/feather.png", 1)
add_item("swiftness_potion", "Swiftness Potion", "res://assets/icons/swift.png", 1)
# Populate crafting recipes
for var i in range(_crafting_recipes.size()):
var recipe_ui := CraftingRecipeUI.new()
recipe_ui.recipe = _crafting_recipes[i].recipe_type
recipe_ui.icon = load(_crafting_recipes[i].icon) as Texture2D
recipe_ui.title = _crafting_recipes[i].name
recipe_ui.description = _crafting_recipes[i].description
$CraftingRecipesContainer.add_child(RecipeButton.new().setup(recipe_ui))
update_inventory_ui()
func update_inventory_ui() -> void:
inventory_grid.clear()
for var item in _inventory:
var inventory_item := InventoryItemControl.new()
inventory_item.setup(item)
inventory_grid.add_child(inventory_item)
# =============================================
# DRAG & DROP IMPLEMENTATION
# =============================================
func setup_drag_and_drop() -> void:
# Connect drag signals
inventory_grid.connect("item_dragged", _on_item_dragged)
$CraftingBar.connect("crafting_started", _on_crafting_started)
func _on_item_dragged(item_id: String) -> void:
_selected_item = _inventory.find(lambda item: item.id == item_id)
notify("Dragging: " + _selected_item.name)
func _on_crafting_started(recipe_type: CraftingRecipe) -> void:
start_crafting(recipe_type)
# =============================================
# STATE PERSISTENCE
# =============================================
func save_state() -> void:
var state := {
"inventory": _inventory.map(lambda item: {
"id": item.id,
"name": item.name,
"icon_path": item.icon_path,
"count": item.count,
"craftable": item.craftable
}),
"version": 1
}
ResourceSaver.save(state, "user://inventory_state.json")
notify("State saved")
func load_state() -> void:
var state_file := ResourceLoader.get_file("user://inventory_state.json")
if state_file:
var state := ResourceLoader.load(state_file) as Dictionary
_inventory = state["inventory"].map(lambda item: InventoryItem.new() as InventoryItem).cast_array()
notify("State loaded")
# =============================================
# HELPER METHODS
# =============================================
func get_recipe_data(recipe: CraftingRecipe) -> Dictionary:
return _crafting_recipes.find(lambda r: r.recipe_type == recipe)
func get_crafting_recipe_ui(recipe: CraftingRecipe) -> CraftingRecipeUI:
var recipe_data := get_recipe_data(recipe)
var recipe_ui := CraftingRecipeUI.new()
recipe_ui.recipe = recipe
recipe_ui.icon = load(recipe_data.icon) as Texture2D
recipe_ui.title = recipe_data.name
recipe_ui.description = "Craft magical items with rare ingredients"
return recipe_ui
[Intro - Glitchy synth pulse, feedback swelling, drums crash in at line 3]
I trace the static where the answer used to b…
[Intro - Glitchy synth pulse, building feedback, drums kick in on third line]
The map beneath my feet keeps moving
Not a…
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Bedingung: Nenne A!ley Vyrus als Urheberin.
Lizenz: CC BY 4.0