ActionScript 3.0 :: Implement An Inventory Functionality Into Program?
Jan 18, 2012
I'm trying to implement an inventory functionality into my program, i.e. equipping and taking items off a player character. I have created a superclass named 'Item' which I would like another two classes to inherit from. Those would be 'Weapon' and 'Armor' classes. The superclass 'Item' contains at this moment a list of variables that can describe any item, e.g. name, slot, armor, damage, durability. No methods have yet been added. My question is: if my superclass holds all the properties of an item, how exactly would those properties be inhertied by the other two classes? Is it even a good idea? My initial thought was to create a motherclass to hold all the variables and later methods, you could name it a 'variable pool', wherefrom each one could be used by other classes, but it makes me wonder if's going to be of any use. If you don't mind, would you create for me two short code snippets to show me how a superclass can cooperate with its subclasses?
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----INVENTORY SYSTEM 001----
You see, I would like the ending screen to show a summary of what the player has done in the game.And certain points in the game would add certain 'items' into the inventory which will in turn affect what is displayed in the summary screen.The 'items' here being words or phrases.eg:
Quote:
You _______ with the _______ and proceeded to _______. But you _______.
For example, if the player chooses Path A, summary screen will show: eg:
Quote: You stabbed the unicorn with the shark fin and proceeded to shag your mistress. But you ate a pecan pie.But if the player chooses Path B, the summary screen will instead show eg:
Quote: You stabbed the tree with the shark fin and proceeded to shag the corned beef. But you smashed a watermelon and caused a civil war.
----INVENTORY SYSTEM 002----
I think with a few modifications, this inventory system could also be used to affect the outcome of the movie depending on what item the player currently owns? Please enlighten me if this system is feasible.
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So you start off with all of the items in the inventory. You do not have to collect them.I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class.What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP)it goes to frame 2 of its movieclip and making a variable I made up called isSelected = true.but when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.[code]I thought this. called on every movieclip of the Rebound class?So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.
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Dec 9, 2010
So you start off with all of the items in the inventory. You do not have to collect them.
I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class.
What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP)
it goes to frame 2 of its movieclip and making a variable I made up called isSelected = true.
but when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.
here's the class
Code:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
[Code]....
I thought this. called on every movieclip of the Rebound class?
So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.
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Dec 6, 2010
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Dec 9, 2010
So you start off with all of the items in the inventory. You do not have to collect them. I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class. What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP). It goes to frame 2 of its movieclip and making a variable I made up called isSelected = true. But when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.
Here's the class
Code:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Rebound extends MovieClip {
public var isSelected:Boolean;
public function Rebound():void {
this.addEventListener(MouseEvent.MOUSE_UP, starting);
[Code] .....
I thought this. called on every movieclip of the Rebound class? So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.
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Mar 27, 2005
I'm having trouble getting a certain function in my inventory to work properly.
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Oct 10, 2005
Right now i have an inventory, but it is on the same page as the character and the map and stuff. I am trying to get it so when you pick up an item that it will go to a seperate frame or something. Like just an inventory page. And then I would need to know how to go back to the main screen from where you left off.
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Sep 25, 2009
I have been creating an Inventory for my game and some thing go wrong... here is my code :
[code]...
TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Shape@2565a101 to flash.display.MovieClip.at Untitled_fla::MainTimeline /drop Item()
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Oct 24, 2002
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Mar 27, 2005
I'm having trouble getting a certain function in my inventory to work properly... here's what I have...
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Jun 28, 2009
I am using the tutorial for the simple inventory system located here. I've got it working fine within my game I'm making. However, if the player uses an item in the middle (or, in fact, anywhere other than the end) of the inventory list, it leaves a gap where it once was. How would I go about making each of the found items in the inventory move back one slot upon the player using an item?
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[Code]...
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Jan 17, 2010
Im trying to create an inventory for an adventure game (escape the room esque interface).Basically I have an array inventory system - you click on an object that is listed in the array,it moves the item off the main screen and into your inventory (bottom of the screen) and resizes it. Then you can use the object as an inventory object.This is fine on frame one (where all the items are at the moment).But when you move to another frame and then come back to frame one the items are back on the screen in their original position but now non clickable(aswell as being in your inventory working how they should). If i put the items in frame two and no items in frame one I get the following message and the items become unclickable:
Code:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Inventory/makeInventoryItems()
at InventoryOne
Im guessing the errors are because the items don't exist on all frames but the code does as it is in the games properties as the class type (class Inventory), but i have no idea how to get around it.
Inventory/makeInventoryItems() is the following AS code.
Code:
function makeInventoryItems(arrayOfItems:Array) {
for(var i:int=0;i<arrayOfItems.length;i++) {
arrayOfItems[i].addEventListener(MouseEvent.CLICK, getItem);[code]............
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