commit
ebc63e6663
@ -7,12 +7,13 @@
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namespace ZL {
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const float GameObjectManager::INVENTORY_ICON_SIZE = 32.0f;
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const float GameObjectManager::INVENTORY_ICON_SIZE = 64.0f;
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const float GameObjectManager::INVENTORY_MARGIN = 10.0f;
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void GameObjectManager::initialize() {
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current_room_index = 0;
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objects_in_inventory = 0;
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coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
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@ -104,7 +105,7 @@ void GameObjectManager::initialize() {
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// Initialize inventory
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inventoryIconMesh = CreateRect2D(
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{0.0f, 0.0f},
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{0.0f, 40.0f},
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{INVENTORY_ICON_SIZE/2, INVENTORY_ICON_SIZE/2},
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0.5f
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);
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@ -150,7 +151,8 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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continue;
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}
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AddItemToInventory(ao->name, ao->activeObjectTexturePtr);
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AddItemToInventory(ao->name, ao->activeObjectTexturePtr, objects_in_inventory+1);
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objects_in_inventory++;
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aoMgr.removeByName(ao->name);
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}
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@ -239,6 +241,30 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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Environment::violaLastWalkFrame = -1;
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}
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break;
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case SDLK_1:
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{
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int hot_key = 1;
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std::string keyStr = std::to_string(hot_key);
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auto it = gInventory.find(keyStr);
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if (it != gInventory.end()) {
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it->second.isSelected = true;
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}
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std::cout << keyStr << std::endl;
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} break;
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case SDLK_2:
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{
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int hot_key = 2;
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std::string keyStr = std::to_string(hot_key);
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auto it = gInventory.find(keyStr);
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if (it != gInventory.end()) {
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it->second.isSelected = true;
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}
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} break;
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// ...handle other keys...
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}
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}
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@ -55,6 +55,7 @@ public:
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static const float INVENTORY_ICON_SIZE;
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static const float INVENTORY_MARGIN;
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ActiveObjectManager aoMgr;
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int objects_in_inventory;
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private:
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//int animationCounter = 0;
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@ -5,11 +5,12 @@ namespace ZL
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// Определяем глобальную переменную
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std::unordered_map<std::string, InventoryItem> gInventoryMap;
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex)
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int hot_key)
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{
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InventoryItem item;
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item.name = name;
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item.texture = tex;
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item.hot_key = hot_key;
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// Вставляем или перезаписываем (operator[] так сделает).
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gInventoryMap[name] = item;
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@ -12,13 +12,15 @@ namespace ZL
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{
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std::string name;
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std::shared_ptr<Texture> texture;
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bool isSelected = false;
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int hot_key;
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};
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// Глобальное хранилище предметов
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extern std::unordered_map<std::string, InventoryItem> gInventory;
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// Добавить предмет в инвентарь
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex);
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int hot_key);
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// Удалить предмет из инвентаря
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void RemoveItemFromInventory(const std::string& name);
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