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Terraria inventory manager
Terraria inventory manager








terraria inventory manager
  1. #Terraria inventory manager how to
  2. #Terraria inventory manager code
  3. #Terraria inventory manager free

Get rid of unnecessary dependencies and redundancies.

#Terraria inventory manager free

For example, in InventorySlot, x, y, width, and height do not belong in the same class as free and content checking whether a slot in Itembar is free should not be done via a comparison of some rectangle positions etc.

  • Separate your classes' business logic from presentation logic.
  • Use the Active Record pattern: Store item data in a database or XML file and use statements like Item::findById(5) to create item objects. Still, here are a couple of pointers that might help you to improve your design: I agree with Petr Abdulin that the question is too vague. This turned out to be much longer than I had expected :(īut I hope someone is interested enough to comment. When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) AddtoInventory doesn't work because LookforfreeSlot doesn't work. Item.DestinationRect = inventory.mainSlots Items.DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32) Public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, Items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)) Items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)) update and draw methods are empty because im not too sure what to put there MainSlotscheck.Add(new InventorySlot(slot)) MainSlots.Add(inv1) mainSlots.Add(inv2) mainSlots.Add(inv3) mainSlots.Add(inv4) goes up to inv24 resulting in a 6x4 grid of Rectangles Public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32) Public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height) Public static Rectangle inv = new Rectangle(841, 469, 156, 231) Public List mainSlotscheck = new List(24) Here is the main inventory class: class Inventory I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc.This one is basically almost complete. SpriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White) Public void Draw(SpriteBatch spriteBatch) Public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) Public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40) Public static Rectangle itembar = new Rectangle(5, 218, 40, 391)

    #Terraria inventory manager code

    This is the code for the itembar on the main screen: class Itembar (there is a lot but I will try to keep it relevant) So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. the ability to use items from either location.Itembar outside of the main inventory which can be assigned to certain items.main inventory GUI (items can be dragged and placed in whatever slot desired.What I am aiming to end up with is some sort of system like Minecraft or Terraria. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. Please tell me if I am on the right track or not before I get too deep into making some badly structured system.

    #Terraria inventory manager how to

    Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development.










    Terraria inventory manager