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overlayMPAreaClaim.lua
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overlayMPAreaClaim.lua
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--the popup to claim an area in the app for Multiplayer mode.
--Spend points == size or length of the whole area/path.
local composer = require( "composer" )
local scene = composer.newScene()
require("database")
require("dataTracker") --for requestedMapTileCells
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
local bg = ""
local textDisplay = ""
local ownerDisplay = ""
local yesButton = ""
local noButton = ""
local hasPoints = false
local isDifferentTeam = false
local oldTeam = 0;
local function yesListener()
--check walking score, if high enough, spend points and color this area in.
if (debug) then print("yes tapped") end
local points = Score()
if (tonumber(points) >= tappedAreaScore) then
if (debug) then print("claiming") end
ClaimMPArea()
forceRedraw = true
yesButton.isVisible = false
noButton.isVisible = false
end
return true
end
local function noListener()
composer.hideOverlay("overlayMPAreaClaim")
return true
end
function GetAreaOwner(mapDataId)
network.request(serverURL .. "Data/Place/" .. tappedAreaMapDataId .. "/teamColor" .. defaultQueryString, "GET", AreaOwnerListener)
end
function AreaOwnerListener(event)
if (debug) then print("Area Owner listener fired:" .. event.status) end
if event.status == 200 then
netUp()
else
netDown(event)
textDisplay.text = "Error getting info"
end
if event.response ~= "" then
oldTeam = tonumber(event.response)
ownerDisplay.text = ownerDisplay.text .. " " .. factions[oldTeam].name
else
oldTeam = 0;
ownerDisplay.text = ownerDisplay.text .. " Nobody"
end
if (composer.getVariable("faction") ~= tonumber(event.response)) then
isDifferentTeam = true
end
yesButton.isVisible = (hasPoints and isDifferentTeam)
end
function GetAreaScore(mapDataId)
network.request(serverURL .. "Data/Score/" .. tappedAreaMapDataId .. defaultQueryString, "GET", AreaScoreListener)
end
function AreaScoreListener(event)
if (debug) then print("Area Score listener fired:" .. event.status) end
if event.status == 200 then
netUp()
else
netDown(event)
textDisplay.text = "Error getting info"
return
end
if (event.response == "") then
event.response = "1"
end
tappedAreaScore = tonumber(event.response)
textDisplay.text = textDisplay.text .. event.response .. " points?"
if (tappedAreaScore <= tonumber(Score())) then
hasPoints = true
end
yesButton.isVisible = (hasPoints and isDifferentTeam)
end
function ClaimMPArea()
--TODO: ponder making a generic 'retryListener' that makes another attempt to call a URL if it fails, and use it for all of these.
local teamID = composer.getVariable("faction") --GetTeamID()
netTransfer()
network.request(serverURL .. "Data/Player/Increment/" .. system.getInfo("deviceID") .. "/score/" .. tappedAreaScore .. defaultQueryString, "PUT", DefaultNetCallHandler)
network.request(serverURL .. "Data/Place/" .. tappedAreaMapDataId .. "/teamColor/" .. teamID .. defaultQueryString, "PUT", DefaultNetCallHandler)
if oldTeam ~= 0 then network.request(serverURL .. "Data/Global/Increment/scoreTeam" .. oldTeam .. "/-" .. tappedAreaScore .. defaultQueryString, "PUT", DefaultNetCallHandler) end
network.request(serverURL .. "Data/Global/Increment/scoreTeam" .. teamID .. "/" .. tappedAreaScore .. defaultQueryString, "PUT", DefaultNetCallHandler)
network.request(serverURL .. "MapTile/Expire/" .. tappedAreaMapDataId .. "/teamColor" .. defaultQueryString, "PUT", DefaultNetCallHandler)
SpendPoints(tappedAreaScore)
composer.hideOverlay("overlayMPAreaClaim")
end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create( event )
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
if (debug) then print("Creating MAC overlay") end
local bgFill = {.6, .6, .6, 1}
bg = display.newRect(sceneGroup, display.contentCenterX, display.contentCenterY, 700, 500)
bg.fill = bgFill
textDisplay = display.newText(sceneGroup, "Claim X with Y points?", display.contentCenterX, display.contentCenterY - 150, 600, 100, native.systemFont, 30)
ownerDisplay = display.newText(sceneGroup, "Owned by: ", display.contentCenterX, display.contentCenterY, 600, 100, native.systemFont, 30)
yesButton = display.newImageRect(sceneGroup, "themables/ACYes.png", 100, 100)
yesButton.x = display.contentCenterX - 200
yesButton.y = display.contentCenterY + 100
yesButton:addEventListener("tap", yesListener)
yesButton.isVisible = false
noButton = display.newImageRect(sceneGroup, "themables/ACNo.png", 100, 100)
noButton.x = display.contentCenterX + 200
noButton.y = display.contentCenterY + 100
noButton:addEventListener("tap", noListener)
end
-- show()
function scene:show( event )
if (debug) then print("Showing MAC Overlay") end
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is still off screen (but is about to come on screen)
textDisplay.text = "Claim " .. tappedAreaName .. " with "
GetAreaOwner(tappedAreaMapDataId)
GetAreaScore(tappedAreaMapDataId)
elseif ( phase == "did" ) then
-- Code here runs when the scene is entirely on screen
end
end
-- hide()
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif ( phase == "did" ) then
-- Code here runs immediately after the scene goes entirely off screen
end
end
-- destroy()
function scene:destroy( event )
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene