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Monday, March 7, 2011 - 12:25

@Tartos : My orginal C++ code had a rectangle packer algo implemented to do some auto sorting, personally i think its part of the appeal, you can sort to fit more stuff rather then be limited by some artificial number limiting your encumberance.

The code doesn't change though, the default size is 1x1, so it becomes a regular slotinventory when you don't specify sizes for the objects.

Using DAMN I'm not limited to a standard size for icons, it can render the mesh to the size i want, and it matters even less in webgl mode. But yeah I can see the issue if you have handpainted icons.

Saturday, March 5, 2011 - 15:56

The grid size is customizable (although i have the bad habbit of encoding such stuff in attributes)  "<div class="inventory" columns="3" rows="4">"

It doesn't really have a license, so consider it public domain, if you would improve it sending me a diff would be nice :) (but not obligatory)

Saturday, March 5, 2011 - 08:49

I read you're looking into making an inventory, I already made one as a JQuery plugin if you're interested.

You can see a test at http://sueastside.be/GUI/test/index2.html  It's a grid based inventory with object sizes (diablo II style)

Note: Objects can be anything, I used to have it set up as webgl so you had spinning shields and what not, but the event handling changed on our webgl viewer, so i switched it to images to show it to you. (You could change no3D to false in the line $(".draggable").InventoryObject().DAMNPreview({no3D: true, lazy: false}); and then you'll have webgl again, but it will be kind of odd, you'll see :) )