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hackedvoxels-inventory

v0.0.1

Published

item inventory management

Downloads

6

Readme

hackedvoxels-inventory

TODO: UPDATE LINKS

Simple finite stackable item inventories (for games).

Build Status

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