Built out Inventory GUI, moved some things around to where they made more sense, altered how Cargo is managed.

This commit is contained in:
Robbie Antenesse 2016-04-11 16:22:56 -06:00
parent 2647ebd724
commit 1f24b91a28
5 changed files with 244 additions and 17 deletions

View File

@ -1,20 +1,200 @@
function inventoryGUI() {
guiControl.inventory = {
scroll: 0,
cursorPosition: 0
screen: "main",
cursorPosition: 0,
show: true,
moneyDisplay: function () {
var moneyString = "";
if (G.inventory.money >= 1000000) {
moneyString = G.inventory.money.toString().substr(0, 1);
if (parseInt(G.inventory.money.toString().substr(1, 1)) > 0) {
moneyString += "." + G.inventory.money.toString().substr(1, 1);
}
}
if (G.inventory.money >= 1000000000000) {
moneyString += "T";
} else if (G.inventory.money >= 1000000000) {
moneyString += "B";
} else if (G.inventory.money >= 1000000) {
moneyString += "M";
} else {
moneyString = G.inventory.money.toString();
}
return moneyString;
}
}
}
function drawInventoryGUI() {
OS.context.drawImage(guiBackground, 0, 0, 240, 240, 2 * OS.S.pixelScale, 2 * OS.S.pixelScale, 240, 240);
// Title
drawPixelText("Cargo", (10 + 2) * OS.S.pixelScale, guiControl.topOfBackground, 8, "black", 6);
if (guiControl.inventory.show) {
OS.context.drawImage(guiControl.background, 0, 0, 240, 240, 2 * OS.S.pixelScale, 2 * OS.S.pixelScale, 240, 240);
// Money and Supplies
// OS.context.drawImage()
if (ct_down().down) {
guiControl.inventory.cursorPosition++;
}
if (ct_up().down) {
guiControl.inventory.cursorPosition--;
}
if (guiControl.inventory.screen == "main") {
// Limit Cursor
if (guiControl.inventory.cursorPosition < 0) {
guiControl.inventory.cursorPosition = 0;
}
if (guiControl.inventory.cursorPosition > 3) {
guiControl.inventory.cursorPosition = 3;
}
// Cargo
for (var i = 0; i < G.inventory.cargo.length; i++) {
// if ()
// Title
guiControl.drawPixelText("Storage", guiControl.leftBorder - (2 * OS.S.pixelScale), guiControl.topOfBackground, 8, "black", 6);
// Money icon
guiControl.drawIcon(7, 2, guiControl.leftBorder, guiControl.rowTop(0));
guiControl.drawPixelText(guiControl.inventory.moneyDisplay(), guiControl.leftBorder + ((guiControl.iconSize + 4) * OS.S.pixelScale), guiControl.rowTop(0) + OS.S.pixelScale, 8, "black", 6);
// Supplies icon
guiControl.drawIcon(9, 2, guiControl.leftBorder, guiControl.rowTop(1));
guiControl.drawPixelText(G.inventory.supplies.toString(), guiControl.leftBorder + ((guiControl.iconSize + 4) * OS.S.pixelScale), guiControl.rowTop(1) + OS.S.pixelScale, 8, "black", 6);
// Cargo icon
guiControl.drawIcon(1, 0, guiControl.leftBorder, guiControl.rowTop(2));
guiControl.drawPixelText(G.inventory.CargoTotal().toString(), guiControl.leftBorder + ((guiControl.iconSize + 4) * OS.S.pixelScale), guiControl.rowTop(2) + OS.S.pixelScale, 8, "black", 6);
// Close Text
guiControl.drawPixelText("Close", guiControl.leftBorder, guiControl.rowTop(3) + OS.S.pixelScale, 8, "black", 6);
// Draw cursor
OS.context.drawImage(guiControl.cursor, guiControl.leftBorder - (guiControl.iconScaled), guiControl.rowTop(guiControl.inventory.cursorPosition));
// Button Action
if (ct_confirm().down) {
switch (guiControl.inventory.cursorPosition) {
case 0:
guiControl.inventory.screen = "money";
break;
case 1:
guiControl.inventory.screen = "supplies";
break;
case 2:
guiControl.inventory.screen = "cargo";
break;
default:
guiControl.inventory.show = false;
break;
}
guiControl.inventory.cursorPosition = 0;
}
}
else if (guiControl.inventory.screen == "money") {
// Limit Cursor
if (guiControl.inventory.cursorPosition < 0) {
guiControl.inventory.cursorPosition = 0;
}
if (guiControl.inventory.cursorPosition > 0) {
guiControl.inventory.cursorPosition = 0;
}
// Title
guiControl.drawPixelText("Money", guiControl.leftBorder - (2 * OS.S.pixelScale), guiControl.topOfBackground, 8, "black", 6);
guiControl.drawPixelText("Actual Amt", guiControl.leftBorder - (5 * OS.S.pixelScale), guiControl.rowTop(0) + OS.S.pixelScale, 10, "black", 4);
// Money icon
guiControl.drawIcon(7, 2, guiControl.leftBorder - (5 * OS.S.pixelScale), guiControl.rowTop(1) - (3 * OS.S.pixelScale));
guiControl.drawPixelText(G.inventory.money.toString(), guiControl.leftBorder - (5 * OS.S.pixelScale) + ((guiControl.iconSize + 2) * OS.S.pixelScale), guiControl.rowTop(1) + (2 * OS.S.pixelScale) - (3 * OS.S.pixelScale), 10, "black", 4);
// Back Text
guiControl.drawPixelText("Back", guiControl.leftBorder, guiControl.rowTop(4) - (3 * OS.S.pixelScale), 8, "black", 6);
// Draw cursor
OS.context.drawImage(guiControl.cursor, guiControl.leftBorder - (guiControl.iconScaled), guiControl.rowTop(4) - (4 * OS.S.pixelScale));
// Button Action
if (ct_confirm().down || ct_cancel().down) {
guiControl.inventory.screen = "main";
guiControl.inventory.cursorPosition = 0;
}
}
else if (guiControl.inventory.screen == "supplies") {
// Limit Cursor
if (guiControl.inventory.cursorPosition < 0) {
guiControl.inventory.cursorPosition = 0;
}
if (guiControl.inventory.cursorPosition > 2) {
guiControl.inventory.cursorPosition = 2;
}
// Title
guiControl.drawPixelText("Supplies", guiControl.leftBorder - (6 * OS.S.pixelScale), guiControl.topOfBackground, 8, "black", 6);
guiControl.drawPixelText("Heal Crew?", guiControl.leftBorder - (5 * OS.S.pixelScale), guiControl.rowTop(0) + OS.S.pixelScale, 10, "black", 4);
// Supplies icon
guiControl.drawIcon(9, 2, guiControl.leftBorder - (5 * OS.S.pixelScale), guiControl.rowTop(1) - (3 * OS.S.pixelScale));
guiControl.drawPixelText(G.inventory.supplies.toString(), guiControl.leftBorder - (5 * OS.S.pixelScale) + ((guiControl.iconSize + 2) * OS.S.pixelScale), guiControl.rowTop(1) + (2 * OS.S.pixelScale) - (3 * OS.S.pixelScale), 2, "black", 4);
// Illness icon
guiControl.drawIcon(4, 1, guiControl.leftBorder - (5 * OS.S.pixelScale) + (24 * OS.S.pixelScale), guiControl.rowTop(1) - (3 * OS.S.pixelScale));
guiControl.drawPixelText(G.stats.illness.toString(), guiControl.leftBorder - (5 * OS.S.pixelScale) + (24 * OS.S.pixelScale) + ((guiControl.iconSize + 2) * OS.S.pixelScale), guiControl.rowTop(1) + (2 * OS.S.pixelScale) - (3 * OS.S.pixelScale), 2, "black", 4);
// Yes/No options
guiControl.drawPixelText("No", guiControl.leftBorder, guiControl.rowTop(2) - (3 * OS.S.pixelScale), 3, "black", 6);
guiControl.drawPixelText("Yes", guiControl.leftBorder, guiControl.rowTop(3) - (3 * OS.S.pixelScale), 3, "black", 6);
// Back Text
guiControl.drawPixelText("Back", guiControl.leftBorder, guiControl.rowTop(4) - (3 * OS.S.pixelScale), 8, "black", 6);
// Draw cursor
guiControl.drawCursor(guiControl.leftBorder - (guiControl.iconScaled), guiControl.rowTop(guiControl.inventory.cursorPosition + 2) - (4 * OS.S.pixelScale));
// Button Action
if (ct_confirm().down) {
switch (guiControl.inventory.cursorPosition) {
case 1:
if (G.inventory.supplies > 0 && G.stats.illness > 0) { //If cursor is over yes, heal illness with supplies.
G.inventory.supplies--;
G.stats.illness--;
}
break;
default:
guiControl.inventory.screen = "main";
guiControl.inventory.cursorPosition = 1; // The position where "Supplies" is on main screen.
break;
}
}
if (ct_cancel().down) {
guiControl.inventory.screen = "main";
guiControl.inventory.cursorPosition = 1; // The position where "Supplies" is on main screen.
}
}
else if (guiControl.inventory.screen == "cargo") {
// Limit Cursor
if (guiControl.inventory.cursorPosition < 0) {
guiControl.inventory.cursorPosition = 0;
}
if (guiControl.inventory.cursorPosition > 0) {
guiControl.inventory.cursorPosition = 0;
}
// Title
guiControl.drawPixelText("Cargo", guiControl.leftBorder - (2 * OS.S.pixelScale), guiControl.topOfBackground, 8, "black", 6);
// Cargo icons
var cargo = G.inventory.CheckCargo(); // Contains the item ids that have more than 1 item
for (var i = 0; i < cargo.length; i++) {
guiControl.drawItem(cargo[i], guiControl.leftBorder, guiControl.rowTop(i));
guiControl.drawPixelText(G.inventory.cargo[cargo[i]], guiControl.leftBorder + ((guiControl.iconSize + 4) * OS.S.pixelScale), guiControl.rowTop(i) + OS.S.pixelScale, 8, "black", 6);
}
// Back Text
guiControl.drawPixelText("Back", guiControl.leftBorder, guiControl.rowTop(4) - (3 * OS.S.pixelScale), 8, "black", 6);
// Draw cursor
OS.context.drawImage(guiControl.cursor, guiControl.leftBorder - (guiControl.iconScaled), guiControl.rowTop(4) - (4 * OS.S.pixelScale));
// Button Action
if (ct_confirm().down || ct_cancel().down) {
guiControl.inventory.screen = "main";
guiControl.inventory.cursorPosition = 2;
}
}
}
}

View File

@ -6,8 +6,29 @@ var guiControl = {
topOfBackground: (2 + 2) * OS.S.pixelScale,
upperBorder: (13 + 2) * OS.S.pixelScale,
lowerBorder: (3 + 2) * OS.S.pixelScale,
leftBorder: (5 + 2) * OS.S.pixelScale,
rightBorder: (5 + 2) * OS.S.pixelScale
leftBorder: (10 + 2) * OS.S.pixelScale,
rightBorder: (5 + 2) * OS.S.pixelScale,
iconSize: 8,
iconScaled: 8 * OS.S.pixelScale,
iconPosition: function (cellPosition) {
return (guiControl.iconScaled * cellPosition);
},
rowTop: function (rowNumber) {
return guiControl.upperBorder + ((guiControl.iconSize + 2) * rowNumber * OS.S.pixelScale);
},
drawIcon: function (cellX, cellY, xPosition, yPosition) {
OS.context.drawImage(guiControl.icons, guiControl.iconPosition(cellX), guiControl.iconPosition(cellY), guiControl.iconScaled, guiControl.iconScaled, xPosition, yPosition, guiControl.iconScaled, guiControl.iconScaled);
},
drawItem: function (itemId, xPosition, yPosition) {
var cellX = itemId % 4;
var cellY = Math.floor(itemId / 4);
OS.context.drawImage(guiControl.itemSheet, guiControl.iconPosition(cellX), guiControl.iconPosition(cellY), guiControl.iconScaled, guiControl.iconScaled, xPosition, yPosition, guiControl.iconScaled, guiControl.iconScaled);
},
drawCursor: function (xPosition, yPosition) {
OS.context.drawImage(guiControl.cursor, xPosition, yPosition);
}
}
guiControl.background = new Image();
guiControl.background.src = "images/guiBackground.png";
@ -19,7 +40,7 @@ guiControl.itemSheet.src = "images/items_sheet.png";
guiControl.icons = new Image();
guiControl.icons.src = "images/icons_sheet.png";
function drawPixelText(text, x, y, wrapWidth, color, size) {
guiControl.drawPixelText = function (text, x, y, wrapWidth, color, size) {
// Draw the text at the given x and y on the canvas using the alphabet images.
// Remember to set the pixel scale for x and y when you call the function!
// 4x4 font modified from http://pixeljoint.com/forum/forum_posts.asp?TID=18755&PID=185995#185995

View File

@ -8,10 +8,30 @@ G.currentScreen = ""; // For pause screen, stats screen, inventory screen
G.inventory = {
money: 100,
supplies: 20, // How much stuff you have to maintain your crew's illness with.
cargo: []
cargo: [0, 0, 0, 0, // Keeps track of how much of each item you have.
0, 0, 0, 0, // Requires a check to make sure you can't buy more different kinds than you can hold.
0, 0, 0, 0,
0, 0, 0, 0],
CheckCargo: function () { // Returns an array of indices that have cargo
var indicesWithCargo = [];
for (var i = 0; i < G.inventory.cargo.length; i++) {
if (G.inventory.cargo[i] > 0) {
indicesWithCargo.push(i);
}
}
return indicesWithCargo;
},
CargoTotal: function () {
var cargo = G.inventory.CheckCargo();
var cargoTotal = 0;
for (var i = 0; i < cargo.length; i++) {
cargoTotal += G.inventory.cargo[cargo[i]];
}
return cargoTotal;
}
};
G.stats = {
inventory: 3, // Maximum number of different things the inventory can hold.
inventory: 3, // Maximum number of different things the cargo can hold.
hold: 20, // Maximum number of each individual kind of thing in the inventory.
speed: 1, // How many pixels you move.
hull: 3, // Your HP, pretty much. How many times you can crash without exploding.
@ -22,7 +42,7 @@ G.stats = {
energy: 25, // Drains rate determined by current speed. When drained, currentSpeed reduces until you have enough energy to continue.
maxEnergy: 50, // How much to refill your energy to. Can increase with upgrades.
illness: 1 // Your crew's overall health. When this is low, your ship slows down.
}
};
G.economy = { // Aww yea, supply and demand.
// Items are determined by their index, and their position on the sheet determines their index.
@ -52,6 +72,6 @@ G.economy = { // Aww yea, supply and demand.
}
}
}
}
};
function loadGameManager () {}

View File

@ -50,6 +50,10 @@ rm_Ocean.Do = function () {
this.waveTimer = Math.round(Math.randomRange(30, 150));
}
if (!guiControl.inventory.show && ct_cancel().down) {
guiControl.inventory.show = true;
}
}
rm_Ocean.DrawAbove = function () {
@ -61,6 +65,7 @@ rm_Ocean.DrawAbove = function () {
// drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4);
// drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6);
drawInventoryGUI();
}
rm_Ocean.DoLast = function () {

View File

@ -12,6 +12,7 @@ function start()
OS.AddScript("loadControls.js");
OS.AddScript("loadGameManager.js");
OS.AddScript("loadPrefabs.js");
OS.AddScript("loadGUIs.js");
OS.AddScript("loadRooms.js");
}