/traderous

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Viewing changes to trade_view.lua

  • Committer: Josh C
  • Date: 2013-10-21 18:31:55 UTC
  • Revision ID: josh@9ix.org-20131021183155-vl7pxaor2u3pw0t0
have enemies disengage when you land

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              self:add(b)
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              local sh = the.player.shield
 
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              if sh.strength < sh.max then
 
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                 sh.strength = sh.max
 
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                 self:add(Text:new{
 
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                             text = 'Your shield has been recharged',
 
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                             width = 450,
 
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                             align = 'center',
 
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                             x = boxL,
 
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                             y = boxB - 4 * th - 12
 
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                          })
 
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              end
 
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              -- local cost = (sh.max - sh.strength) * sh.cost
 
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              -- b = Button:new{
 
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              --    x = boxL, y = boxT,
 
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              --    width = 800,
 
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              --    -- WTF: trailing space makes it not wrap?
 
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              --    label = Text:new{ text = 'Repair shields (' .. cost .. ') ',
 
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              --                      x = 3, y = 2 },
 
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              --    onMouseDown = function(self)
 
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              --                     if the.player.money >= cost and sh.strength < sh.max then
 
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              --                        the.player.money = the.player.money - cost
 
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              --                        sh.strength = sh.max
 
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              --                        self.visible = false
 
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              --                     end
 
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              --                  end
 
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              -- }
 
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              -- local tw, th = b.label:getSize()
 
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              -- b.background = Fill:new{
 
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              --    fill = {100,100,100},
 
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              --    width = tw + 3,
 
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              --    height = th + 4
 
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              -- }
 
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              -- b.x = boxR - b.background.width - 60
 
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              -- b.y = boxB - b.background.height - 10
 
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              -- if sh.strength < sh.max then
 
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              --    self:add(b)
 
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              -- end
 
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              self.playerMoney = Text:new{
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                 text = 'Your money: ',
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                 width = 200,
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              }
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              self:add(self.playerMoney)
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              self.availSpace = Text:new{
 
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                 text = 'Available cargo space: ',
 
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                 width = 200,
 
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                 x = boxL + 10,
 
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                 y = boxB - 2 * th - 12
 
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              }
 
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              self:add(self.availSpace)
 
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              if the.player.kills > 0 then
 
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                 -- local award = the.player.kills * 100
 
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                 -- self:add(Text:new{
 
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                 --             text = 'You have been awarded ' ..
 
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                 --                award ..
 
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                 --                ' credits for killing bandits.',
 
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                 --             width = 450,
 
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                 --             align = 'center',
 
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                 --             x = boxL,
 
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                 --             y = boxB - 4 * th - 12
 
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                 --          })
 
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                 -- the.player.money = the.player.money + award
 
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                 the.player.kills = 0
 
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              end
 
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              -- give the buttons a cycle to get out of the T/L corner
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              self:update(0)
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           end,
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                 the.cursor.visible = false
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                 love.mouse.setVisible(true)
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                 love.mouse.setGrab(false)
 
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                 love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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                 Subview.activate(self)
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              end,
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   close = function (self)
 
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              the.player:save()
 
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              the.cursor.visible = true
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              love.mouse.setVisible(false)
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              love.mouse.setGrab(true)
 
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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              self:deactivate()
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           end,
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                 end
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                 self.playerMoney.text = 'Your money: ' .. the.player.money
 
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                 self.availSpace.text = 'Available cargo space: ' .. the.player:availableSpace()
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                 for good, have in pairs(self.have) do
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                    have.text = the.player.goods[good] or 0