Array-based inventory

5

Index

Attached Files

The following files have been attached to this tutorial:

.png
.capx

array-based-inventory.capx

Download now 83.25 KB

Stats

13,887 visits, 43,520 views

Tools

License

This tutorial is licensed under CC BY 4.0. Please refer to the license text if you wish to reuse, share or remix the content contained within this tutorial.

Published on 7 Jul, 2013. Last updated 19 Feb, 2019

Creating inventory in array

Let's create some items in our inventory array.

Add to the second slot 21 coins and to the fourth 3 apples just like there:

Your item ID must be item.animationframe + 1. In this case, apple will have ID = 1, as I said before.

Here comes the hardest part of this tutotial. I promise, will be easier further %)

Now we need to visually display our inventory.

For creating visual part Im using this algorithm:

(check for full size in attached files)

But all is not as difficult as it seems to ( or not :D )

What this algorithm does:

- Automatically creates a new line for your inventory slots. If you want 5 slots in one line and 10 slots total, it will automatically split it.

This formula is probably scariest thing throughout algorithm :

Let's examine it in more detail:

X = (((inventory.curx)-(sn(a-1)))ss)+tx

- inventory.curx - current X index in a For Each loop

- sn - number of slots in one line

- a - just some variable for calculating. It is increased by 1 each time when inventory.curx MOD (remainder of division of one number by another) sn = 0

- ss - slot size (32 + border between slots (2)) = 34

- tx - my algorithm is not perfect, it is necessary to subtract some number from the X and Y coordinates if you want to get true coordinates. tx and ty are this "some number" to subtract.

Here is formula to calculate tx variable:

This algorithm is fully exposed to criticism. I will be very happy to hear your feedback to improve its performance :S

So, at first, it creates an inventory slot and sets the values ​​of the variables according to the data in the array.

/ A small correction. Despite the fact that the inventory array starts at 0, the slot's ID we will start with 1. /

After, it checks for the object in the inventory by checking value at inventory.curx.

If its > 0, then object is exists and then it creates it.

That's why items ID are by 1 more than it's animation frame.

At the end, it checks if number of this item > 0. If it so, it also creates Text object.

It sets value item.number to number in the array and Text.text to item.number.

  • 0 Comments

Want to leave a comment? Login or Register an account!