/traderous

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Viewing changes to trade_view.lua

  • Committer: Josh C
  • Date: 2013-06-30 21:40:21 UTC
  • Revision ID: josh@9ix.org-20130630214021-mw2vr14czefr09zb
set prices based on distance

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TradeView = Subview:extend {
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   drawParent = true, --default?
 
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   have = {},
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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 - 200
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              local boxT = the.app.height / 2 - 200
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              local boxR = boxL + 400
 
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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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                          fill = {255,255,255},
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                          x = boxL - 1,
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                          y = boxT - 1,
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                          width = 402,
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                          height = 402,
 
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                          width = 452,
 
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                          height = 302,
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                       })
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              self:add(Fill:new{
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                          fill = {0,0,0},
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                          x = boxL,
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                          y = boxT,
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                          width = 400,
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                          height = 400,
 
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                          width = 450,
 
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                          height = 300,
 
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                       })
 
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              self:add(Text:new{
 
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                          text = 'Name',
 
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                          x = boxL + 10,
 
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                          y = boxT + 10,
 
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                          width = 380
 
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                       })
 
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              self:add(Text:new{
 
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                          text = 'Price',
 
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                          x = boxL + 10,
 
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                          y = boxT + 10,
 
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                          width = 300,
 
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                          align = 'right'
 
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                       })
 
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              self:add(Text:new{
 
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                          text = 'Have',
 
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                          align = 'right',
 
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                          y = boxT + 10,
 
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                          x = boxR - 40
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                       })
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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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                    text = good[1],
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                    x = boxL + 10,
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                    y = boxT + 10 + (i-1) * lh,
 
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                    y = boxT + 10 + i * lh,
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                    width = 380
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                 }
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                 t = Text:new{
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                    text = good[2],
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                    x = boxL + 10,
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                    y = boxT + 10 + (i-1) * lh,
 
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                    y = boxT + 10 + i * lh,
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                    width = 300,
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                    align = 'right'
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                 }
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                 self:add(t)
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                 local b = Button:new{
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                    x = boxR - 80,
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                    y = boxT + 10 + (i-1) * lh - 1,
 
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                    x = boxR - 130,
 
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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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                 self:add(b)
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                 b = Button:new{
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                    x = boxR - 40,
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                    y = boxT + 10 + (i-1) * lh - 1,
 
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                    x = boxR - 90,
 
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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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                    height = th
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                 }
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                 self:add(b)
 
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                 local have = Text:new{
 
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                    x = boxR - 110,
 
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                    y = boxT + 10 + i * lh,
 
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                    width = 100,
 
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                    align = 'right',
 
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                 }
 
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                 self.have[good[1]] = have
 
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                 self:add(have)
 
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              end
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              local b = Button:new{
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                 height = th + 4
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              }
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              b.x = boxR - b.background.width - 10
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              b.y = boxT + 400 - b.background.height - 10
 
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              b.y = boxB - b.background.height - 10
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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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                 x = boxL + 10,
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                 y = boxT + 400 - th - 10
 
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                 y = boxB - th - 10
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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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                 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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              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
 
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                 end
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              end
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}
 
 
b'\\ No newline at end of file'