added inventory testing buttons I to add items O to delete last items in inventory and p to get info about inventory

This commit is contained in:
Альберт Гадиев 2025-03-01 19:04:49 +06:00
parent a8ab5015b9
commit 880caecd97

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@ -112,6 +112,12 @@ namespace ZL
// Add AudioPlayer instance
std::unique_ptr<AudioPlayer> audioPlayer;
// Добавляем структуры для иконок инвентаря
VertexDataStruct inventoryIconMesh;
VertexRenderStruct inventoryIconMeshMutable;
const float INVENTORY_ICON_SIZE = 32.0f; // Размер иконки в пикселях
const float INVENTORY_MARGIN = 10.0f; // Отступ от края экрана
}
static SDL_Window* window = NULL;
@ -213,6 +219,18 @@ namespace ZL
}
}
// Отрисовка иконок инвентаря
const auto& inventory = ReturnInventory();
for (size_t i = 0; i < inventory.size(); ++i) {
renderer.PushMatrix();
float xPos = Env::width - GameObjects::INVENTORY_MARGIN - GameObjects::INVENTORY_ICON_SIZE;
float yPos = GameObjects::INVENTORY_MARGIN + i * (GameObjects::INVENTORY_ICON_SIZE + GameObjects::INVENTORY_MARGIN);
renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
glBindTexture(GL_TEXTURE_2D, inventory[i].texture->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::inventoryIconMeshMutable);
renderer.PopMatrix();
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
@ -393,14 +411,14 @@ namespace ZL
ZL::AddItemToInventory("RoomCeramics", roomTexturePtr);
ZL::AddItemToInventory("Cone", coneTexturePtr);
std::cout << "Before removal:\n";
// std::cout << "Before removal:\n";
ZL::PrintInventory();
// Удаляем "Cone" из инвентаря
ZL::RemoveItemFromInventory("Cone");
// ZL::RemoveItemFromInventory("Cone");
std::cout << "\nAfter removal:\n";
ZL::PrintInventory();
// std::cout << "\nAfter removal:\n";
// ZL::PrintInventory();
// Initialize audio player and start background music
GameObjects::audioPlayer = std::make_unique<AudioPlayer>();
@ -408,6 +426,15 @@ namespace ZL
GameObjects::audioPlayer->playMusic("Symphony No.6 (1st movement).ogg");
}
// Инициализация меша иконки инвентаря
GameObjects::inventoryIconMesh = CreateRect2D(
{0.0f, 0.0f},
{GameObjects::INVENTORY_ICON_SIZE/2, GameObjects::INVENTORY_ICON_SIZE/2},
0.5f
);
GameObjects::inventoryIconMeshMutable.AssignFrom(GameObjects::inventoryIconMesh);
GameObjects::inventoryIconMeshMutable.RefreshVBO();
///
}
@ -491,6 +518,32 @@ namespace ZL
GameObjects::audioPlayer->playMusic("Symphony No.6 (1st movement).ogg");
}
break;
// Добавляем тестовые клавиши
case SDLK_i: // Добавить предмет по нажатию I
{
static int testItemCount = 0;
auto testTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.bmp"));
AddItemToInventory("TestItem_" + std::to_string(testItemCount++), testTexture);
std::cout << "Added test item to inventory\n";
PrintInventory();
}
break;
case SDLK_o: // Удалить последний предмет по нажатию O
{
auto inventory = ReturnInventory();
if (!inventory.empty()) {
RemoveItemFromInventory(inventory.back().name);
std::cout << "Removed last item from inventory\n";
PrintInventory();
}
}
break;
case SDLK_p: // Вывести текущий инвентарь по нажатию P
std::cout << "\nCurrent inventory contents:\n";
PrintInventory();
break;
}
}