hackedvoxels-inventory
v0.0.1
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item inventory management
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hackedvoxels-inventory
TODO: UPDATE LINKS
Simple finite stackable item inventories (for games).
Creation
A new inventory can be created given its desired size (number of slots):
var Inventory = require('inventory');
var inv = new Inventory(5);
If omitted, defaults to 10. You can pass two arguments for 2D inventory:
new Inventory(3, 2)
creates a 3x2 = 6 slot inventory (3 columns, 2 rows). Internally it still stored as one-dimensional, but other modules can query the dimensions (width and height).
Adding items
Items are added to an inventory using give
, passing an itempile instance:
inv.give(new ItemPile('dirt', 42));
will add 42 dirt to inv
, returning the quantity that could not be added if the inventory is full.
give
first searches for existing piles and attempts to merge if possible, otherwise it will occupy an
empty slot.
This merging algorithm can be demonstrated by repeatingly giving 42 dirt and calling toString
to see the contents:
42:dirt
64:dirt 20:dirt
64:dirt 62:dirt
64:dirt 64:dirt 40:dirt
etc.
The items pile up to ItemPile.maxPileSize
, default 64. Note you can also give over-sized piles and the items
will be distributed in the inventory identically (giving e.g., 42 * 3, same as giving 42 three times).
Removing items
Similarly, take
removes items:
inv.take(new ItemPile('dirt', 1));
returns a new ItemPile
of 1 dirt, if present, and removes the same quantity from inv
. If called on the
inventory in the above example, the new contents will be:
63:dirt 64:dirt 40:dirt
For more examples see the unit tests.
Displaying items
This module only manages the inventory data structure. For graphical user interfaces to the inventory, check out:
License
MIT