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TradeView = Subview:extend {
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drawParent = true, --default?
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onNew = function (self)
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-- create all the interface bits from the planet
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-- and add them to the view
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local boxL = the.app.width / 2 - 225
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local boxT = the.app.height / 2 - 150
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local boxR = boxL + 450
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local boxB = boxT + 300
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local lh = 17 -- line height
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local boxL = the.app.width / 2 - 200
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local boxT = the.app.height / 2 - 200
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fill = {255,255,255},
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for i, good in ipairs(self.planet.goods) do
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local t = Text:new{
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y = boxT + 10 + i * lh,
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y = boxT + 10 + i * lh,
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y = boxT + 10 + i * lh - 1,
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label = Text:new{ text = 'BUY', x = 1 },
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onMouseDown = function (self)
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the.player:buy(good[1], good[2])
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local tw, th = b.label:getSize()
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b.background = Fill:new{
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y = boxT + 10 + i * lh - 1,
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label = Text:new{ text = 'SELL', x = 1 },
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onMouseDown = function (self)
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the.player:sell(good[1], good[2])
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local tw, th = b.label:getSize()
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b.background = Fill:new{
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local have = Text:new{
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y = boxT + 10 + i * lh,
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self.have[good[1]] = have
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local b = Button:new{
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label = Text:new{ text = 'Close', x = 3, y = 2 },
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onMouseDown = function()
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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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b.x = boxR - b.background.width - 10
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b.y = boxB - b.background.height - 10
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local sh = the.player.shield
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if sh.strength < sh.max then
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text = 'Your shield has been recharged',
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y = boxB - 4 * th - 12
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-- local cost = (sh.max - sh.strength) * sh.cost
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-- x = boxL, y = boxT,
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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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-- 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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-- 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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-- 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.playerMoney = Text:new{
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text = 'Your money: ',
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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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y = boxB - 2 * th - 12
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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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-- ' credits for killing bandits.',
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-- y = boxB - 4 * th - 12
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-- the.player.money = the.player.money + award
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-- give the buttons a cycle to get out of the T/L corner
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local tw, th = t:getSize()
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t.y = boxT + 10 + (i-1) * th -- (th + 2) -- for padding?
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activate = function (self)
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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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close = function (self)
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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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onUpdate = function (self)
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if the.keys:justPressed('escape') then
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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
b'\\ No newline at end of file'