Diablo inventory
BlitzMax Forums/BlitzMax Programming/Diablo inventory
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| Has anyone ever tried creating a Diablo style inventory? I'm going to tackle this soon, just wanted to know if anyone has already made a start, or finish? As in you click on an object and drag it to the inventory and you can only drop it in if there is the space, i.e. every object uses a certain number of spaces. Thanks. |
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| What is your current skill level? Do you know how to drag and drop objects, or is it just this problem-specific you need help with? |
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| Yeah that part of it isn't going to bother me, I've been programming a while, it's the detecting the boxes with the weapon box area, that kind of stuff, I'll tackle it during the week, I just wanted to see if anyone had already made a start on it. |
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| should be a cake o' peace.. |
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| Find out the starting and ending x and y coordinate of the box, and see if the mouse pointer is within that area. |
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| cake o' peace LOL! probably will be. It's more the object being dragged that needs to do the detecting, not the cursor. |
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| One of the most known design methods: seperate user interaction, visualization and implementation. What you need to have is just inventory *technically*, and some methods to compare another object and see how it fits. You should be comparing that by just using methods.. without gfx or mouse input. Later on, when it all works, you'll be sending mouse events to such methods, and you'll display your inventory. |
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| yeah sounds like a good plan, just started working on it now. |
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I'd use an array of a type. The type would be called something like TInvSlot (Inventory Slot). Make a field with the img, x, y, width, height, and type pointer TItem type. If the TItem pointer is null then it can recieve an item. If mouse is within the TInvSlot x,y,w,h and mousehit(1) then swap the item pointer from the TInveSlot type to the MousePointer containter type. Or you can just attach an TInvSlot to the mouse pointer by updating the TInvSlot's x,y to MouseX() and MouseY() so the Item Image moves along with the mouse pointer.
Type TInvSlot
Field x:Int, y:Int, w:Int, h:Int
Field item:TItem
Method Draw()
If self.item <> Null
DrawImage item.image, self.x, self.y
Endif
End Method
End Type
Type TItem
Field image:TImage
Method Draw(x:Int, y:Int)
DrawImage self.image, x, y
End Method
End Type
Function MouseOver:Int(x%,y%,w%,h%)
If MouseX() > x And MouseX() < x + w
If MouseY() > y And MouseY() < y + h
Return True
Endif
Endif
End Function
You would only draw the little item graphic image if it was in a slot. Either the inventory or the mouse slot. That way you don't need xy fields for the TItem.Then in the loop see if the mouse is over a slot like this: If MouseOver(slot.x, slot.y, slot.w, slot.h) = True Then if the mouse slot is unoccupied transfer the item from the inventory slot to the mouse slot:
If MouseHit(1)
If invSlot.item <> Null
If mouseSlot.item = Null
mouseSlot.item = invSlot.item
invSlot.item = Null
Endif
Endif
Endif
I think the inventory is a major part of an rpg and should really be tightly coded and speedy. If it takes me a couple of clicks to get an item to transfer or if the inventory is laggy, I'll just stop playing the game. It's a major pet peeve of mine. Hope this gives you some ideas! |
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| let me see if I can dig up some of my old rpg code. |
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Ah great, your mouseover function worked fairly well, I've been stuck on it! Only problem is it's only picking the item up from the top left corner? I'm drawing the slots as you would tiles, so the slots for the inventory are drawn like this:For Local x:Int = 0 Until m_slotColumns; For Local y:Int = 0 Until m_slotRows; If (m_selected) If (x+m_slotX) >=0 And (x+m_slotX) <= (m_slotColumns) And (y+m_slotY) >=0 And (y+m_slotY) <= (m_slotRows) Then DrawImage item_slot_image, (x*m_slotWidth)+MouseX(), (y*m_slotHeight)+MouseY(); EndIf Else If (x+m_slotX) >=0 And (x+m_slotX) <= (m_slotColumns) And (y+m_slotY) >=0 And (y+m_slotY) <= (m_slotRows) Then DrawImage item_slot_image, (x*m_slotWidth)+m_posX, (y*m_slotHeight)+m_posY; EndIf EndIf Next Next and for the mouse over I'm doing it in a similar way, but it's only grabbing it in the very top left? For Local x:Int = 0 Until m_slotColumns; For Local y:Int = 0 Until m_slotRows; If MouseOver(m_posX, m_posY, m_slotWidth, m_slotHeight) = True Then m_selected = True; EndIf Next Next |
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| Okay done that, I forgot to * the m_slotWidth and Height by the Rows and Columns, I'm just having problem with the when you release the mouse button, need to lay it down now. |
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| Diablo had an inventory system where items had size, like a bow might take up 6 slots: a matrix 2 across, and 3 down. So, what he would need to do is know the dimensions of the item, then find the inventory location he is trying to put the item in, by finding what slot the top left corner of the item is in, then check the inventory for that matrix of slots and see if they are all empty. Then, if they are, allow the item to be dropped and it will take up those slots. |
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Here's a working sample for ya Verfum. Just use any 32x32 PNG image you have where it loads the .png
'Diablo Style Inventory System
'by Chroma
'Dec 17, 2007
Graphics 800,600
Local mainInventory:TInventory = New TInventory
mainInventory.SetParam(4,2,32) 'Set the inventory to be 4 across and 2 high and 32x32 in size
mainInventory.SetPos(300,200)
Local mouseSlot:TSlot = New TSlot
mouseSlot.item = New TItem
mouseSlot.item.image = LoadImage("sword001.png") 'Load any 32x32 PNG image here
Local mx:Int, my:Int
Local LMH:Int
MoveMouse 400,300
While KeyDown(KEY_ESCAPE)=False And AppTerminate()=False
Cls
'Get Mouse Info
mx = MouseX()
my = MouseY()
LMH = MouseHit(1)
'Hide the cursor if player is moving an item
If mouseSlot.item <> Null
HideMouse
Else
ShowMouse
EndIf
If LMH = True
Local slot:TSlot
For slot = EachIn mainInventory.SlotList
If MouseOver(mainInventory.x+slot.x, mainInventory.y+slot.y, slot.w, slot.h) = True
'Transfering from Mouse Slot to Inventory Slot
If mouseSlot.item <> Null
If slot.item = Null
slot.item = mouseSlot.item
mouseSlot.item = Null
EndIf
Else
'Transferring from Inventory Slot to Mouse Slot
If slot.item <> Null
mouseSlot.item = slot.item
slot.item = Null
EndIf
EndIf
EndIf
Next
EndIf
mainInventory.Render()
mouseSlot.Render(mx,my)
Flip
Wend
End
Type TInventory
Field x:Int, y:Int, size:Int
Field SlotList:TList = New TList
Method SetPos(x%,y%)
self.x = x
self.y = y
End Method
Method SetParam(x%,y%,s%)
Local a%, b%
For b = 0 To y-1
For a = 0 To x-1
Local slot:TSlot = New TSlot
slot.x = a*s
slot.y = b*s
slot.w = s
slot.h = s
slot.border = True 'so you can see the slot boundary temporary
self.SlotList.AddLast(slot)
Next
Next
End Method
Method Logic()
End Method
Method Render()
Local slot:TSlot
For slot = EachIn self.SlotList
slot.Render(self.x, self.y)
Next
End Method
End Type
Type TSlot
Field x:Int, y:Int, w:Int, h:Int
Field item:TItem
Field border:Int
Method Render(xorigin%, yorigin%)
If self.border = True
Local xp% = xorigin + self.x
Local yp% = yorigin + self.y
DrawLine xp, yp, xp+self.w, yp
DrawLine xp+self.w, yp, xp+self.w, yp+self.h
DrawLine xp+self.w, yp+self.h, xp, yp+self.h
DrawLine xp, yp+self.h, xp, yp
EndIf
If self.item <> Null
DrawImage self.item.image, xorigin + self.x, yorigin + self.y
EndIf
End Method
End Type
Type TItem
Field image:TImage
End Type
Function MouseOver:Int(x%, y%, w%, h%)
If MouseX() > x And MouseX() < x + w
If MouseY() > y And MouseY() < y + h
Return True
EndIf
EndIf
End Function
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| Wow, that's excellent, you beat me too it :( I'll adapt that code into mine, thanks for your help! |