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@rbxts/backpack-plus

v1.1.2

Published

A modern Roblox backpack made /w React & inspired by ryanlua/satchel

Readme

A modern Roblox backpack made /w React & inspired by ryanlua/satchel

License

🎒 What can backpack-plus do?

  • Provide a better alternative to Roblox's inventory
  • Easy customization by mounting in react components
  • Easily manage player's inventory states by using atoms from littensy/charm
  • Attach metadata to tools
  • Preserve toolbar slot arrangement
  • Inventory filtering system that compliments tool metadata + fuzzy searching
  • Listen to what the player does (Mouse hover selection, tool dragging & others)
  • Automatic server to client replication using charm-sync

💎 Credits

  • ryanlua/satchel for the backpack dimension calculations 🙏

📦 Installation

npm:

npm add @rbxts/backpack-plus

Main Dependancies

  • littensy/charm
  • littensy/remo
  • littensy/rbxts-react
  • littensy/ripple

Quick side note

This is my first actual actual package so I hope it is not badly written, and if so don't hesitate to give any criticism. I will be using this for all my games so any bugs will be squashed immediantly too.

🗃️ Documentation

⚡️ Quick Start

Check out the demo in src/tests, compile with --type game (Also contains jest testings)

Start by setting up the server by registing clients

import { Players } from "@rbxts/services";
import { register_client, remove_client, initialize_backpack_server } from "backpack-plus";

initialize_backpack_server();

Players.PlayerAdded.Connect((client) => {
	register_client(client); // Sets up the backpack and replication
});

Players.PlayerRemoving.Connect((client) => {
	remove_client(client);
});

Now also make sure you initialize the client!

import { initialize_backpack } from "backpack-plus";

initialize_backpack({
    /**
     * You can customize the inventory here, and change it via customize_backpack()
     */
});

mount_component(<SomeReactComponentIWantOnMyInventoryButNotTheToolbar />, "inventory"); // Mounts a react component to the inventory

const ui_container = new Instance("ScreenGui");
ui_container.Parent = Players.LocalPlayer?.WaitForChild("PlayerGui");

const root = createRoot(ui_container);

render_backpack(root); // Render the backpack

initialize_inputs(); // Helper function that detects keys 0-9 and opening/closing of the inventory

Lets give the player some tools now

import { add_tool, remove_tool } from "backpack-plus";

const toolID = add_tool(client, {
	name: "Murasama",
	tooltip: "There will be blood!",
	metadata: {
		// Useful for filtering between what type of tools you want to display
		// For example: weapons, loot, chests etc.
		type: "sword",
		rarity: "epic",
	},
	tool: ReplicatedStorage.Assets.Murasama, // To be cloned and given to the player
});

// Maybe we should remove the tool now?
remove_tool(client, toolID);

What about adding filters to the inventory?

import { clear_filters, add_filter, filterList } from "backpack-plus";

add_filter((tool) => tool.metadata.type === "sword"); // I only want to see swords

clear_filters(); // Nevermind

// Or directly manipulate the filter atom

filterList((current) => {
	// Do something with it!
});

How do you preserve the toolbar arrangement?

Note: If you want to preserve the arrangement you should provide id from the source of truth's tool when adding tools

import { on_tool_move } from "backpack-plus

function where(id: string, arrangement) {
    // search through and find
    return location
}

// type idArrangement = {
// 	toolbar: Map<string, number>;
// 	inventory: string[];
// };

on_tool_move((client, arrangement: idArrangement) => {
    // Apply updates to the real inventory

    for (const tool of realInventory) {
        // save this to datastore of the arrangement
        const position = where(tool.Id, arrangement) as number | string

        if (position === undefined) continue

        tool.Position = position
    }
})

Now we can apply them next time

import { add_tool } from "backpack-plus";

for (const tool of realInventory) {
	add_tool(
		client,
		{
			name: tool.Name,
			tooltip: tool.Tooltip,
			tool: tool.Tool,
		},
		tool.Position,
	);
}