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game_inventory

A framework for generalizing inventory logic and abstracting it away from item data in your specific game.

See more examples and specific documentation about this crate on docs.rs.

Basic usage

use game_inventory::traits::{IItem, IItemInstance, ISlot};
use game_inventory::sample_structs::{ItemInstance, Slot};
use game_inventory::helpers::add_to_inventory;
// Define your item data however you like.
#[derive(Debug)]
pub struct Item<'a> {
    pub name: &'a str,
    pub max_quantity: u16,
    pub image: Option<Vec<(u8,u8,u8,u8)>>,
    pub item_type: &'a str
}
// implement IItem for it so it can interact with the rest of the system.
impl<'a> IItem for Item<'a> {
    fn stackable(&self) -> bool {
        self.max_quantity > 1
    }
    fn max_quant(&self) -> u16 {
        self.max_quantity
    }
    fn name(&self) -> &str {
        self.name
    }
}
// start using it in combination with everything else!
const CHEESE: Item = Item{name:"Cheese", max_quantity:100, image:None, item_type:"Food"};
const CHEESE_INST: Option<ItemInstance> = Some(ItemInstance{item:&CHEESE, quantity:32});
const SWORD: Item = Item{name:"Sword", max_quantity:0, image:None, item_type:"Weapon"};
const SWORD_INST: Option<ItemInstance> = Some(ItemInstance{item:&SWORD, quantity:0});
let mut inventory = vec![
    Slot::new(CHEESE_INST),
    Slot::new(None),
    Slot::new(None),
    Slot::new(CHEESE_INST)
];
add_to_inventory(&mut inventory, SWORD_INST.unwrap());
assert_eq!(inventory[0].item_instance().unwrap().item().name(), CHEESE.name());
assert_eq!(inventory[0].item_instance().unwrap().quant(), CHEESE_INST.unwrap().quant());
assert_eq!(inventory[1].item_instance().unwrap().item().name(), SWORD.name());
assert!(inventory[2].item_instance().is_none());
assert_eq!(inventory[3].item_instance().unwrap().item().name(), CHEESE.name());
assert_eq!(inventory[3].item_instance().unwrap().quant(), CHEESE_INST.unwrap().quant());

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