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A drag-and-drop grid inventory system that allows for definition of custom patterns, as seen in inventory management games.
Grid Inventory System with Custom Patterns for Godot 4
Project Overview
This project implements a grid-based inventory system as seen in inventory management games using Godot 4, with features such as:
- Customizable Item Patterns: Items can have varying shapes defined by patterns.
- Rotatable Items: Items can rotate to fit within the grid.
- Item Stacking and Merging: Supports stacking of items and merging items with specific conditions.
- Dynamic Inventory Grid: Fully scalable and customizable inventory grid.
- Inventory Save/Load Support: States of the inventory and items can be saved and reloaded.
- Item Rarity System: Different rarities with associated probabilities and visual indicators.
- Interactive Inventory: Drag-and-drop functionality for item placement and repositioning.
How to Use
Setup
- Include the
apeloot
folder in your addons directory, or download it from asset library. - Attach
inventory_interface.gd
to aPanelContainer
node in your scene. This node represents the inventory grid. You can also drag and dropinventory_interface.tscn
to your scene.
Features
Item Definitions
Define items in Apeloot.gd
under the items
dictionary:
const items := {
"steak": {
"name": "Steak",
"desc": "Made from happy cows.",
"price": 31,
"rarity": Rarity.COMMON,
"pattern": "3x1",
"merge": true,
}
}
- name: Display name.
- desc: Description.
- price: Price of the item.
- rarity: Rarity of the item (e.g., COMMON, UNCOMMON). Used for merging.
- pattern: The shape/pattern of the item on the grid (refer to
item_patterns
). - merge: Whether the item can merge with another of the same type.
- stack: Maximum stack count for item, accepts int.
Grid Configuration
inventory_interface.gd
allows customization:
id
: This is identifier for the inventory, should be unique.slot_count
: Total number of slots in the inventory.columns
: Number of columns in the grid.single_slot
: Restrict items to single-slot grids.pickup_only
: Disable item placement; inventory becomes read-only.slot_background
: Texture for slot backgrounds.slot_separation
: Defines spacing between slots.
API Reference
Signals
item_placed(item: DraggableItem)
: Fired when an item is placed in the inventory.item_removed(item: DraggableItem)
: Fired when an item is removed.item_updated(item: DraggableItem)
: Fired when an item's state changes.
Functions
initialize_inventory(states: Array = item_states)
- Initializes the inventory with predefined states.
- Parameters:
states
(optional): Array of saved states to load.
load_inventory(data: Dictionary)
- Loads inventory from a saved dictionary.
- Parameters:
data
: Dictionary containing inventory data.
try_fit_and_place(item: DraggableItem) -> bool
- Attempts to fit and place an item in the inventory.
- Returns
true
if successful.
remove_item(item: DraggableItem)
- Removes a specified item from the inventory.
find_valid_slot(item: DraggableItem) -> int
- Finds the first valid slot where an item can fit.
- Returns the slot index or
-1
if no slot is valid.
get_item_at_slot(slot_id: int) -> DraggableItem
- Retrieves the item at a specified slot index.
reconstruct_grid_from_states(saved_states: Array)
- Reconstructs the grid layout from saved item states.
get_occupied_slots(item: DraggableItem, center_slot_id: int) -> Array
- Returns a list of slots occupied by an item based on its center position.
Example Usage
You can also refer to example.tscn
for example usages.
Adding Items
var item = inventory.spawn_item("steak")
if inventory.can_place_item(item, target_slot):
inventory.snap_item_to_grid(item, target_slot)
else:
item.queue_free() # Cleanup if placement fails
Loading Inventory
var saved_inventory = {
"inventories": {
"main_inventory": [
{"id": "steak", "stack_count": 1, "previous_center_slot": 5}
]
}
}
inventory.load_inventory(saved_inventory)
Saving Inventory
var saved_states = inventory.item_states
# Save `saved_states` externally
Item Patterns
Patterns define item shapes on the grid. Use square matrices, 1 defines occupied slots.
Examples:
const item_patterns = {
"1x1": [[1]],
"2x2": [
[1, 1],
[1, 1]
],
"T": [
[1, 1, 1],
[0, 1, 0],
[0, 1, 0]
]
}
Future Enhancements
- Advanced Sorting: Organize items by type, rarity, or other attributes.
- Multiplayer Synchronization: Real-time inventory updates across networked instances.
- Drag-and-Drop UI Refinements: Enhanced visual cues during item interactions.
A drag-and-drop grid inventory system that allows for definition of custom patterns, as seen in inventory management games.
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Quick Information

A drag-and-drop grid inventory system that allows for definition of custom patterns, as seen in inventory management games.