/traderous

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Viewing changes to trade_view.lua

  • Committer: Josh C
  • Date: 2013-06-19 02:01:02 UTC
  • Revision ID: josh@9ix.org-20130619020102-gw53ss3mrq8gjiud
add enemy state switch

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              self:add(b)
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              local sh = the.player.shield
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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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              -- 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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                 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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                 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