DungeonCrawler/inventory_panel.gd
Andre 9ab6deddff Inventar, Equipment, Klassensystem und Waffenschaden hinzugefügt
- CharacterClass mit Klassen (Krieger, Schurke, Magier) und unbewaffnetem Schaden
- Equipment-System mit 7 Slots, Seltenheiten und Stats
- Inventar-System mit 20 Slots und Gold
- LootTable/LootEntry für Gegner-Drops
- Character Panel (C) mit Stats und Equipment-Anzeige
- Inventory Panel (I) mit Item-Grid und Tooltips
- Klassenauswahl-Menü bei Spielstart
- Waffenschaden in Equipment-Spalte, unbewaffnet klassenabhängig

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 20:10:05 +01:00

128 lines
3.8 KiB
GDScript

# InventoryPanel.gd
# UI für das Spieler-Inventar
extends CanvasLayer
signal item_selected(item: Equipment, index: int)
var panel_visible = false
var player = null
@onready var panel = $Panel
@onready var gold_label = $Panel/VBoxContainer/Header/GoldLabel
@onready var item_grid = $Panel/VBoxContainer/ScrollContainer/ItemGrid
const SLOT_SIZE = 50
func _ready():
panel.visible = false
func setup(p):
player = p
if player and player.inventory:
player.inventory.inventory_changed.connect(_on_inventory_changed)
player.inventory.gold_changed.connect(_on_gold_changed)
_refresh_inventory()
func toggle():
panel_visible = !panel_visible
panel.visible = panel_visible
if panel_visible:
_refresh_inventory()
func _on_inventory_changed():
_refresh_inventory()
func _on_gold_changed(new_amount: int):
gold_label.text = str(new_amount) + " Gold"
func _refresh_inventory():
if player == null or player.inventory == null:
return
# Gold aktualisieren
gold_label.text = str(player.inventory.gold) + " Gold"
# Alte Slots entfernen
for child in item_grid.get_children():
child.queue_free()
# Slots erstellen (immer MAX_SLOTS anzeigen)
for i in range(Inventory.MAX_SLOTS):
var slot = _create_slot(i)
item_grid.add_child(slot)
func _create_slot(index: int) -> Panel:
var slot = Panel.new()
slot.custom_minimum_size = Vector2(SLOT_SIZE, SLOT_SIZE)
# Slot-Hintergrund stylen
var style = StyleBoxFlat.new()
style.bg_color = Color(0.15, 0.15, 0.15)
style.border_color = Color(0.3, 0.3, 0.3)
style.set_border_width_all(1)
slot.add_theme_stylebox_override("panel", style)
# Item vorhanden?
if player.inventory and index < player.inventory.item_count():
var item = player.inventory.get_item(index)
if item:
# Item-Name Label
var label = Label.new()
label.text = item.item_name.substr(0, 3) # Erste 3 Buchstaben
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.add_theme_font_size_override("font_size", 10)
label.modulate = Equipment.get_rarity_color(item.rarity)
label.anchors_preset = Control.PRESET_FULL_RECT
slot.add_child(label)
# Rahmen in Seltenheitsfarbe
style.border_color = Equipment.get_rarity_color(item.rarity)
style.set_border_width_all(2)
# Klick-Handler
slot.gui_input.connect(_on_slot_clicked.bind(index, item))
# Tooltip
slot.tooltip_text = _get_item_tooltip(item)
return slot
func _on_slot_clicked(event: InputEvent, index: int, item: Equipment):
if event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
# Linksklick: Item auswählen/anlegen
item_selected.emit(item, index)
elif event.button_index == MOUSE_BUTTON_RIGHT:
# Rechtsklick: Item direkt anlegen
if player:
var old_item = player.equip_item(item)
player.inventory.remove_item(item)
if old_item:
player.inventory.add_item(old_item)
_refresh_inventory()
func _get_item_tooltip(item: Equipment) -> String:
var tooltip = item.item_name + "\n"
tooltip += Equipment.get_slot_name(item.slot) + "\n"
tooltip += "---\n"
if item.slot == Equipment.Slot.WEAPON:
tooltip += "Schaden: " + str(item.min_damage) + "-" + str(item.max_damage) + "\n"
tooltip += "Tempo: " + str(item.attack_speed) + "s\n"
if item.armor > 0:
tooltip += "Rüstung: +" + str(item.armor) + "\n"
if item.strength > 0:
tooltip += "Stärke: +" + str(item.strength) + "\n"
if item.agility > 0:
tooltip += "Beweglichkeit: +" + str(item.agility) + "\n"
if item.intelligence > 0:
tooltip += "Intelligenz: +" + str(item.intelligence) + "\n"
if item.stamina > 0:
tooltip += "Ausdauer: +" + str(item.stamina) + "\n"
if item.haste > 0:
tooltip += "Tempo: +" + str(int(item.haste * 100)) + "%\n"
tooltip += "\n[Rechtsklick zum Anlegen]"
return tooltip