Search the Community

Showing results for tags 'inventory'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Platform
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 4 results

  1. Hey, I need some help making an inventory system any help is appreciated I have almost no clue where to start :D... Looked at another post but it didn't help. Would like to have columns (or rows whichever you would say) have Items draggable and stackable.
  2. Ok, so I'm trying to set up an inventory system for a game of mine in Phaser 2.5.0 and there doesn't seem to be a way to have a scrollable view in for my inventory. I'm trying to make an inventory similar to that of Fallout's where part of the screen scrolls through the items, while the other part shows the item's description and picture (no fullscreen scroll please). Has someone found a work around to this? If I can't use a scroll view would the next best thing be a multi-page inventory? Maybe a grid based one? Any ideas? Thanks!
  3. Purgeri

    Game inventory

    I am trying to make simple inventory for my game, but I can't decide how to do it. Now I have something like this function Game() { this.player = new Player(); } function Player() { this.inventory = new Inventory(); function Inventory() { this.items = []; this.addItem(item) { this.items.push(item); } } } Is it good idea to do Inventory object inside Player object? Or is it better to do own Inventory object and create it inside Game object like this this.inventory = new Inventory();?
  4. I'm trying to make a silly RPG in phaser.js, right now I am working on the battle system and the battle menus. However there is a problem with the item inventory. I have made so that the texts for the names of the items that are in my inventory appear when I open the inventory and disappear when I close it or after I have used an item (and then I delete that item using splice since all the items are in a list). However, when I use an Item, the text for the name of that item does not disappear in the inventory when I open it again (but I cannot use the item at least). And also, the text for the name of the last item in the list stays on the sceern even when I haven't open the inventory. First i thought it was because the for-loop I use to create all the "name texts" for all items in the list was in the create function, but I tested puting it in the update function but it didn't change anything. I just want a simple item inventory that you find in almost every RPG. Can someone please help me with this? Some variabels in the code are on swedish. Here's a translation of some of those words to make it easier for you: Spel = Game Pil = Arrow / Cursor Pilar = Arrows / Cursors Here is the code (I couldn't attach the file to this message for some reason) : <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>My Brain</title> <script type="text/javascript" src="js/phaser.js"></script> <style type ="text/css"> body { margin: 0; } </style> </head> <body onload="start()"> <script type="text/javascript"> var spel = new Phaser.Game(1000, 700, Phaser.AUTO, 'phaser'); var modes = {}; function start() { spel.state.add("Game Over", modes.gameover); spel.state.add('battle', modes.battle); spel.state.start('battle') } //---------------------------------- Battle mode ------------------------------------------ modes.battle = { preload: function() { spel.load.image('battleground', 'Sprites/background.png'); spel.load.image('triangle', 'Sprites/EvilTriangle2.png'); var pil; Turn = 1; chooseCommand = true; chooseItem = false; chooseMagic = false; playerlife = 1000; enemylife = 300; attackNow = false; improvizeNow = false; magicNow = false; itemNow = false; USEspell = false; USEheal = false; spellingdecider = ""; waittime = 1 spellTime = 0 itemvalue = 0 }, create: function () { //------ Sprites ------- spel.add.sprite(0, 0, 'battleground'); triangle = spel.add.sprite(360, 200, 'triangle'); //------ Menyn ------ menyATTACK = spel.add.text(225, 540, 'Attack', { fontSize: '35px', fill: '#ffffff' }); menyITEMS = spel.add.text(655, 540, 'Items', { fontSize: '35px', fill: '#ffffff' }); menyMAGIC = spel.add.text(230, 620, 'Magic', { fontSize: '35px', fill: '#ffffff' }); menyIMPROVIZE = spel.add.text(575, 620, 'Improvize!', { fontSize: '35px', fill: '#ffffff' }); //--------- Magic meny ----------- HealMAGIC = spel.add.text(255, 540, 'Heal', { fontSize: '35px', fill: '#ffffff' }); deCORNERizeMAGIC = spel.add.text(500, 540, 'deCORNERize', { fontSize: '35px', fill: '#ffffff' }); SpellMAGIC = spel.add.text(245, 620, 'Spell', { fontSize: '35px', fill: '#ffffff' }); BackMAGIC = spel.add.text(655, 620, 'Back', { fontSize: '35px', fill: '#ffffff' }); //------ Items Meny ------ itemList = []; itemList.push(new item("Chocolate bar", 600, 50)); itemList.push(new item("Chokolate bar", 600, 50)); itemList.push(new item("Delicious Yoghurt", 600, 50)); itemList.push(new item("Coffee", 600, 50)); itemList.push(new item("Pencil Sharperner", 600, 50)); itemList.push(new item("Scary mask", 600, 50)); itemList.push(new item("Old reciept", 600, 50)); itemList.push(new item("Game Guy color", 600, 50)); for (var i = 0; i < itemList.length; i++) { itemList.y += i*50; if (i > 4) { itemList.x += 200; itemList.y = 50*(i-4); } } //----- skapar en text grupp till alla items så att jag kan deleta all text sen på ett enkelt sätt ------ textgroup = spel.add.group(); //------------------------------------------------------------------------------------------------------- for (var i = 0; i < itemList.length; i++) { ItemTEXT = spel.add.text(itemList.x, itemList.y, itemList.name, { fontSize: '20px', fill: '#ffffff' }); textgroup.add(ItemTEXT); } ItemListBack = spel.add.text(800, 300, "Back", { fontSize: '20px', fill: '#ffffff' }); //---- Pilar ---- pil = ""; pil = spel.add.text(350, 540, '<', { fontSize: '35px', fill: '#ffffff' }); Itempil = ""; Itempil = spel.add.text(580, 50, '>', { fontSize: '20px', fill: '#ffffff' }); //------------------ Fiendens Lifebar ------------------ enemylifeTEXT = ""; enemylifeTEXT = spel.add.text(20, 10, 'Enemy HP: 300', { fontSize: '25px', fill: '#ffffff' }); //------ Din Lifebar ------ playerlifeTEXT = ""; playerlifeTEXT = spel.add.text(770, 480, 'You: 1000/1000', { fontSize: '25px', fill: '#ffffff' }); //----- Knappar som man använder ------ pilar = spel.input.keyboard.createCursorKeys(); accept = spel.input.keyboard.addKey(Phaser.Keyboard.Z); }, update: function () { //------------- Gör så att alla item får sitt rätta namn -------------------- if (chooseItem == false) { for (var i = 0; i < itemList.length; i++) { textgroup.getAt(i).visible = false; } Itempil.visible = false; ItemListBack.visible = false; } // ----- Vad du kan göra på din tur ----- if (Turn == 1) { if (chooseCommand == true) { //Funktion åt pilen if (pilar.right.isDown && pil.x == 350) { pil.x = 765; } if (pilar.left.isDown && pil.x == 765) { pil.x = 350; } if (pilar.up.isDown && pil.y == 620) { pil.y = 540; } if (pilar.down.isDown && pil.y == 540) { pil.y = 620; } } // ----------------------------- Välj items i item meny ----------------------------------- if (chooseItem == true) { Itempil.visible = true; ItemListBack.visible = true; chooseCommand = false; for (var i = 0; i < itemList.length; i++) { textgroup.getAt(i).visible = true; } // Rör Itempilen upp och ner (med en egen sorts break) if (pilar.down.isDown) { Itempil.y += 50; pilar.down.isDown = false; } if (pilar.up.isDown) { Itempil.y -= 50; pilar.up.isDown = false; } // Om pilen går utanför toppen/botten går den tillbaka till botten/toppen if (Itempil.y < 50) { Itempil.y = 300; } if (Itempil.y > 300) { Itempil.y = 50; } // Rör Itempilen höger och vänster (med en egen sorts break) if (pilar.right.isDown) { Itempil.x += 200; pilar.right.isDown = false; } if (pilar.left.isDown) { Itempil.x -= 200; pilar.left.isDown = false; } // Om pilen går utanför någon av sidorna går den tillbaka till motsatta sida if (Itempil.x < 580) { Itempil.x = 780; } if (Itempil.x > 780) { Itempil.x = 580; } if (Itempil.y == 300) { Itempil.x = 780; } for (var i = 0; i < itemList.length; i++) { if (Itempil.x == itemList.x - 20 && Itempil.y == itemList.y && accept.isDown) { //----- HP/MP points increaser ----- if (itemList.name == "Chocolate bar") { itemuseTEXT = spel.add.text(350, 100, 'You ate the chocolate bar...', { fontSize: '35px', fill: '#ffffff' }); itemvalue = 1; } if (itemList.name == "Chokolate bar") { itemuseTEXT = spel.add.text(100, 350, 'Wait, the word chocolate is mispelled on this chocolate bar!', { fontSize: '35px', fill: '#ffffff' }); itemvalue = 2; } if (itemList.name == "Delicious Yoghurt") { itemuseTEXT = spel.add.text(100, 350, 'You took your spoon and swooped up some of the "Delicious ougurt".', { fontSize: '35px', fill: '#ffffff' }); itemvalue = 3; } if (itemList.name == "Coffee") { itemuseTEXT = spel.add.text(100, 350, 'You did it4', { fontSize: '35px', fill: '#ffffff' }); itemvalue = 4; } //------ Stats changer items ----- if (itemList.name == "Pencil Sharperner") { itemuseTEXT = spel.add.text(100, 350, 'You did it5', { fontSize: '35px', fill: '#ffffff' }); itemvalue = 5; } if (itemList.name == "Scary mask") { itemuseTEXT = spel.add.text(200, 200, 'You did it6', { fontSize: '35px', fill: '#ffffff' }); itemvalue = 6; } //----- Useless/funny items ----- if (itemList.name == "Old reciept") { itemuseTEXT = spel.add.text(200, 200, 'You did it7', { fontSize: '35px', fill: '#ffffff' }); itemvalue = 7; } if (itemList.name == "Game Guy color") { itemuseTEXT = spel.add.text(200, 200, 'You did it8', { fontSize: '35px', fill: '#ffffff' }); itemvalue = 8; } itemList.splice(i, 1); textgroup.remove(i, true); itemNow = true; Turn = 2; attackwait(); } } if (Itempil.y == 300 && Itempil.x == 780 && accept.isDown) { chooseItem = false; chooseCommand = true; accept.isDown = false; } } //--------- Attack commando / Heal Magic ------------ if (pil.x == 350 && pil.y == 540 && accept.isDown) { if (chooseMagic == false) { attackNow = true; Turn = 2; attackwait(); MYattackTEXT = spel.add.text(400, 50, 'You charged foward...', { fontSize: '35px', fill: '#ffffff' }); } if (chooseMagic == true) { magicNow = true; USEheal = true; Turn = 2; attackwait(); healTEXT = spel.add.text(400, 50, 'You used healing...', { fontSize: '35px', fill: '#ffffff' }); } } // ------------ Item commando / deCORNERize Magic ----------- if (pil.x == 765 && pil.y == 540 && accept.isDown) { if (chooseMagic == false) { chooseCommand = false; chooseItem = true; accept.isDown = false } if (chooseMagic == true) { //magicNow = true; //USEdeCORNERize = true; //Turn = 2; //attackwait(); deCORNERizerTEXT = spel.add.text(300, 300, 'deCORNERize', { fontSize: '35px', fill: '#ffffff' }); } } // ---------- Improvize commando ----------- if (pil.x == 765 && pil.y == 620 && accept.isDown) { if (chooseMagic == false) { var ImprovOpptions = ["You did a litte bellydance...", "You made a inappropriate joke...", "You recited the entire alphabet backwards...", "You tried to moonwalk..."]; var Improvdecider = Math.round(Math.random() * 3) ImprovizeText = ImprovOpptions[Improvdecider]; improvizeNow = true; Turn = 2; attackwait(); TheImprovizeTEXT = spel.add.text(200, 50, ImprovizeText, { fontSize: '35px', fill: '#ffffff' }); } if (chooseMagic == true) { chooseMagic = false; pil.x = 350; pil.y = 620; accept.isDown = false; } } // ------------ Magic commando / Spell Magic ----------- if (pil.x == 350 && pil.y == 620 && accept.isDown) { if (chooseMagic == false) { chooseMagic = true; pil.x = 350; pil.y = 540; accept.isDown = false; } if (chooseMagic == true && accept.isDown) { if (spellTime == 0) { spellingTEXT = spel.add.text(100, 100, 'Okay. Dog... D, O, G.', { fontSize: '35px', fill: '#ffffff' }); } if (spellTime > 0) { var spelling = ["Apple... A, P, P, L, E.", "Brian... B, R, I, A, N.", "Toys... T, O, Y, S", "Pseudopseudohypoparathyroidism... Uuuh... P, S... Q?"]; spellingdecider = Math.round(Math.random() * 3) TheSpelling = spelling[spellingdecider]; spellingTEXT = spel.add.text(100, 100, TheSpelling, { fontSize: '35px', fill: '#ffffff' }); } magicNow = true; USEspell = true; Turn = 2; attackwait(); } } //--------- Gör så att alla magi attacker som man kan välja visas ----------- if (chooseMagic == true) { deCORNERizeMAGIC.visible = true; HealMAGIC.visible = true; SpellMAGIC.visible = true; BackMAGIC.visible = true; menyATTACK.visible = false; menyITEMS.visible = false; menyMAGIC.visible = false; menyIMPROVIZE.visible = false; } if (chooseMagic == false) { deCORNERizeMAGIC.visible = false; HealMAGIC.visible = false; SpellMAGIC.visible = false; BackMAGIC.visible = false; menyATTACK.visible = true; menyITEMS.visible = true; menyMAGIC.visible = true; menyIMPROVIZE.visible = true; } } //--------------------------------------- Vad som händer vid olika turer (förutom tur = 1) ----------------------------------- if (Turn == 3 && accept.isDown) { if (attackNow == true) { MYattackTEXT.kill(); ENEMYdamageTEXT.kill(); attackNow = false; } if (improvizeNow == true) { TheImprovizeTEXT.kill(); TheReactionTEXT.kill(); improvizeNow = false; } if (magicNow == true) { if (USEspell == true) { spellingTEXT.kill(); SpellingAFTERTEXT.kill(); USEspell == false; } if (USEheal == true) { healTEXT.kill(); healingTEXT.kill(); USEheal = false; } magicNow = false; } if (itemNow == true) { itemuseTEXT.kill(); itemeffetTEXT.kill(); itemvalue = 0 itemNow = false; } Turn = 4; ENEMYattackTEXT = spel.add.text(70, 50, 'The Triangle pointed out that your shoes were untied...', { fontSize: '35px', fill: '#ffffff' }); attackwait(); } if (Turn == 5 && accept.isDown) { if (chooseItem == true) { chooseItem = false; } Turn = 1; ENEMYattackTEXT.kill(); MYdamageTEXT.kill(); accept.isDown = false; chooseMagic = false; chooseCommand = true; pil.x = 350; pil.y = 540; } }, } //--------------------------- Game over mode ------------------------------------ modes.gameover = { preload: function () { spel.load.image("Game over screen", "Phaser/Sprites/ded.png") }, create: function () { }, update: function () { }, } //----------------------- Funktion som håller koll på namnet och placerningen till itemet --------------------------- function item(name, x, y) { this.name = name; this.x = x; this.y = y; return name; } //------------------------- Funktionen som ger skada till fienden ---------------------------- function attackCommand() { Mydamage = Math.round(Math.random() * 50) + 100; enemylife -= Mydamage; enemylifeTEXT.text = "Enemy HP: " + enemylife; ENEMYdamageTEXT = spel.add.text(350, 100, 'The Triangle Recived ' + Mydamage + ' hit points.', { fontSize: '35px', fill: '#ffffff' }); } //------------------------------- Items funktioner efter användning ------------------------- function itemCommand() { if (itemvalue == 1) { playerlife += 500; itemeffetTEXT = spel.add.text(350, 100, "It was delisous in a chocolate kid of way. You restored 500 HP.", { fontSize: '35px', fill: '#ffffff' }); if (playerlife > 1000) { playerlife = 1000 } playerlifeTEXT.text = "You: " + playerlife + "/1000"; } if (itemvalue == 2) { playerlife += 500; itemeffetTEXT = spel.add.text(350, 100, "It dosen't matter, is just as delicious. You restored 500 HP.", { fontSize: '35px', fill: '#ffffff' }); if (playerlife > 1000) { playerlife = 1000 } playerlifeTEXT.text = "You: " + playerlife + "/1000"; } if (itemvalue == 3) { playerlife += 250; itemeffetTEXT = spel.add.text(350, 100, "Ironacally it taste great, but not delicious. You restored 500 HP.", { fontSize: '35px', fill: '#ffffff' }); if (playerlife > 1000) { playerlife = 1000 } playerlifeTEXT.text = "You: " + playerlife + "/1000"; } if (itemvalue == 4) { playerlife += 500; itemeffetTEXT = spel.add.text(350, 100, "Ironacally it taste great, but not delicious. You restored 500 HP.", { fontSize: '35px', fill: '#ffffff' }); } } // ------------------------ Alla Magi attackers funktioner -------------------------- function magicCommand() { //if (USEdeCORNERize == true) { //} if (USEheal == true) { HealEffect = Math.round(Math.random() * 200) + 100; playerlife += HealEffect; if (playerlife > 1000) { playerlife = 1000 } playerlifeTEXT.text = "You: " + playerlife + "/1000"; healingTEXT = spel.add.text(400, 100, 'You restored ' + HealEffect + ' HP.', { fontSize: '35px', fill: '#ffffff' }); } else if (USEspell == true) { if (spellTime == 0) { SpellingAFTERTEXT = spel.add.text(400, 100, '...What? YOU told me to spell...', { fontSize: '35px', fill: '#ffffff' }); } if (spellTime > 0) { if (spellingdecider < 5) { SpellingAFTERTEXT = spel.add.text(400, 100, '...Did you really expect something else would happend?', { fontSize: '35px', fill: '#ffffff' }); } if (spellingdecider > 5) { SpellingAFTERTEXT = spel.add.text(400, 100, "You know what? Lets just fight this guy instead. ", { fontSize: '35px', fill: '#ffffff' }); } } spellTime += 1; } } // -------------------------- Improvize Funktionen ----------------------------- function Monsterreaction() { var reaction = ["The Triangle was mildly amused.", "The triangle was impressed... But not really...", "The triangle pretended to care."]; var reactiondecider = Math.round(Math.random() * 2) reactionText = reaction[reactiondecider]; TheReactionTEXT = spel.add.text(100, 100, reactionText, { fontSize: '35px', fill: '#ffffff' }); } //-------------------- Funktion för vad fienden gör på sin tur---------------------- function EnemyTurn() { Triangledamage = Math.round(Math.random() * 50) + 200; playerlife -= Triangledamage; if (playerlife < 0) { playerlife = 0 } playerlifeTEXT.text = "You: " + playerlife + "/1000"; MYdamageTEXT = spel.add.text(350, 100, 'You Recived ' + Triangledamage + ' hit points.', { fontSize: '35px', fill: '#ffffff' }); } //------------------- Intervallen som gör att det blir en paus mellan attackerna ------------------------- function attackwait() { time = setInterval( function () { waittime -= 1 if (waittime <= 0) { if (Turn == 2) { if (attackNow == true) { attackCommand(); } if (improvizeNow == true) { Monsterreaction(); } if (magicNow == true) { magicCommand(); } if (itemNow == true) { itemCommand(); } Turn = 3; } if (Turn == 4) { EnemyTurn(); Turn = 5; } clearInterval(time); waittime = 1; } }, 1000 ) } </script> </body> </html>