Plan for Jacob Dankovchik
by Jacob Dankovchik · 04/03/2005 (4:41 pm) · 1 comments
Progress with my inventory has been like a diesel: Slow, but steady and unrelenting.
Unfortunatly due to complications, I've been forced to slightly change my design. You will no longer drag objects over your player to equip them, nor will you drag em into a "Trash" slot to dump them. These will now be handled through context menu's. The items can move around in the bag, but will never be able to be dragged outside of it.
Objects can now be infinitely stacked. Before, I was going to make a limit to the number of objects in a stack until it would be forced to create another seperate object, but I decided to go with infinite single-object stacks instead.
I just finished the problem thats been haunting me since yesterday morning: keeping the items from comming outside the bag. I created a new variable to the gui objects, maxPos and minPos. If the object is moved outside of its max or min Pos, it will snap back to where it previously was. This keeps objects from moving all over the place and making a mess on your screen.
The next stage is going to be the longest and hardest: the context menu's. After thought of it, I figured this would result in a cleaner look anyhow, all the item functions available by simply clicking the button, instead of dragging things all over the place. Hopefully this goes as smooth as the rest.
Finally, heres a picture. I can't claim rights of that artwork, I simply took it out of Ultima Online and peiced it together to make a prototype design. Those items shown are represented by my player's inventory. At the time of this picture i was holding 4 crossbows (1 isn't shown because I haven't set GUI updates for starting inventory), and a stack of bolts. Those objects are stuck in that bag object by the maxPos and minPos variables too. So far, so good. :D

Oh, and I know those item sprites are way too big. I just haven't gotten around to setting proper scaling yet.
Unfortunatly due to complications, I've been forced to slightly change my design. You will no longer drag objects over your player to equip them, nor will you drag em into a "Trash" slot to dump them. These will now be handled through context menu's. The items can move around in the bag, but will never be able to be dragged outside of it.
Objects can now be infinitely stacked. Before, I was going to make a limit to the number of objects in a stack until it would be forced to create another seperate object, but I decided to go with infinite single-object stacks instead.
I just finished the problem thats been haunting me since yesterday morning: keeping the items from comming outside the bag. I created a new variable to the gui objects, maxPos and minPos. If the object is moved outside of its max or min Pos, it will snap back to where it previously was. This keeps objects from moving all over the place and making a mess on your screen.
The next stage is going to be the longest and hardest: the context menu's. After thought of it, I figured this would result in a cleaner look anyhow, all the item functions available by simply clicking the button, instead of dragging things all over the place. Hopefully this goes as smooth as the rest.
Finally, heres a picture. I can't claim rights of that artwork, I simply took it out of Ultima Online and peiced it together to make a prototype design. Those items shown are represented by my player's inventory. At the time of this picture i was holding 4 crossbows (1 isn't shown because I haven't set GUI updates for starting inventory), and a stack of bolts. Those objects are stuck in that bag object by the maxPos and minPos variables too. So far, so good. :D

Oh, and I know those item sprites are way too big. I just haven't gotten around to setting proper scaling yet.

Torque Owner Ed Johnson