---
title: "Inventory: API"
package: "@phaser-ae/inventory"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Item stacks, containers with slot and weight limits, equipment slots and currency, changed only in all-or-nothing transactions that keep the inventory valid."
url: https://phaser.io/packs/inventory/api
site: Phaser - https://phaser.io
---

# Inventory: API

`@phaser-ae/inventory` — Renderer independent item stacks, weighted containers, equipment swaps and atomic currency transactions.

## The pack

### `inventory`

```ts
function inventory():Pack<{inventory:typeof rules}>
```

Install renderer-independent inventory policies.

## Helpers

### `createInventory`

```ts
function createInventory(items: readonly ItemDefinition[], containers: readonly ContainerDefinition[], slots: readonly string[] = [], credits = 0)
```

Create an inventory from `items` and `containers`, with the named equipment `slots` (default none) and opening
`credits` (default 0). Throws on duplicate or empty ids or values out of range.

## Classes

### `Inventory`

```ts
class Inventory
```

All operations in a transaction succeed together, including equipment swaps and currency deductions.

- `readonly items: ItemDefinition[]` — Copies of the item definitions given at creation.
- `readonly containers: ContainerDefinition[]` — Copies of the container definitions given at creation.
- `state: InventoryState` — The live state, replaced by each committed `transact` and by `restore`. Use `snapshot` for a copy.
- `constructor(items: readonly ItemDefinition[], containers: readonly ContainerDefinition[], slots: readonly string[] = [], credits = 0)`
- `item(id: string)` — The definition of item `id`. Throws 'Unknown item <id>' if there is none.
- `count(item: string, container?: string)` — Total units of `item` held across every container, or only in `container` if given; equipped items are not counted. Throws if the item is unknown.
- `weight(container: string)` — Total weight of the stacks in `container`, equipped items excluded; 0 for an unknown container.
- `transact(operations: readonly InventoryOperation[], preview = false): { /** Whether every operation was valid and the result fits. */ ok: boolean; /** Why the transaction failed, such as 'Not enough items'; the empty string when \`ok\`. */ reason: string; /** * A copy of the resulting state when \`ok\` (the proposed state when previewing), otherwise of the unchanged * state. */ state: InventoryState; }` — Apply `operations` in order to a copy of the state, check capacity, weight and equipment, and commit all of them or none. With `preview` true nothing is committed. Rule failures do not throw: the result has `ok` false, the `reason` and the unchanged state.
- `buy(item: string, container: string, count = 1)` — Buy `count` units (default 1) of `item` into `container`: deducts price times count in credits and adds the items in one transaction, returning the `transact` result. Too few credits, no room or too much weight give `ok` false. Throws for an unknown item or a count that is not a whole number of 1 or more.
- `snapshot()` — An owned deep copy of the state, for saving.
- `restore(state: InventoryState)` — Replace the state with a copy of `state` after checking it against the definitions. Throws on a wrong version, mismatched containers or equipment slots, too many stacks, an overweight container, a bad count or incompatible equipment.

## Types

### `ContainerDefinition`

```ts
interface ContainerDefinition
```

A bag, chest or shop shelf: a limited number of stacks and a weight limit.

- `id: string` — Unique non-empty container id.
- `capacity: number` — Most stacks the container holds (its slots), a whole number of 0 or more.
- `maxWeight: number` — Most total weight its stacks may reach; finite, 0 or more. Equipped items do not count.

### `InventoryOperation`

```ts
type InventoryOperation = { /** 'add' puts the items into the container; 'remove' takes them out. */ kind: 'add' | 'remove'; /** Id of the container to add to or remove from. */ container: string; /** Id of the item to add or remove. */ item: string; /** Units to add or remove, a whole number of 1 or more. */ count: number; } | { /** Moves items from one container to another. */ kind: 'transfer'; /** Id of the container the items leave; fails if it holds too few. */ from: string; /** Id of the container the items enter; must differ from `from`. */ to: string; /** Id of the item to move. */ item: string; /** Units to move, a whole number of 1 or more. */ count: number; } | { /** Equips an item taken from a container; any item already in the slot returns to the same container. */ kind: 'equip'; /** Id of the container the item comes from. */ container: string; /** Id of the item to equip; its definition must list `slot`. */ item: string; /** Id of the equipment slot to fill. */ slot: string; } | { /** Empties an equipment slot back into a container. */ kind: 'unequip'; /** Id of the container the item returns to; fails if it does not fit. */ container: string; /** Id of the equipment slot to empty; fails if it is already empty. */ slot: string; } | { /** Adds to or subtracts from the credit balance. */ kind: 'credits'; /** Whole credits to add, or to take away when negative; the balance may not drop below 0. */ amount: number; }
```

One step of a transaction: add or remove items, move them between containers, equip or unequip, or change credits.

### `InventoryState`

```ts
interface InventoryState
```

The part of an inventory that changes: credits, container contents and equipment. `snapshot` and `restore` carry it.

- `version: 1` — Snapshot format version, always 1; `restore` rejects any other.
- `credits: number` — Currency held, a whole number from 0 up to 4294967295.
- `containers: Record<string, ItemStack[]>` — Stacks held in each container, by container id, in the order they were allocated.
- `equipment: Record<string, string | null>` — Id of the item equipped in each slot, by slot id, or null when the slot is empty. Equipped items are outside container capacity and weight.

### `ItemDefinition`

```ts
interface ItemDefinition
```

A kind of item: how it stacks, weighs, equips and sells.

- `id: string` — Unique non-empty id that stacks, operations and equipment use to refer to the item.
- `name: string` — Display name; the rules never read it.
- `maxStack: number` — Most units in one stack, a whole number of 1 or more; a larger count fills further stacks, each using one container slot.
- `weight: number` — Weight of one unit in the game's own weight units; finite, 0 or more. Totals are compared with `ContainerDefinition.maxWeight`.
- `slots: string[]` — Ids of the equipment slots the item can be equipped into; empty if it cannot be equipped.
- `price: number` — Credits `buy` charges for one unit, a whole number of 0 or more.
- `tags: string[]` — Free labels such as 'weapon' for game code to filter on; the rules never read them.

### `ItemStack`

```ts
interface ItemStack
```

A run of identical items occupying one container slot.

- `item: string` — Id of the item's definition.
- `count: number` — Units in the stack, from 1 to the item's `maxStack`.

---

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