Market Forces

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  1. Clicking the arrow (not shown in the image above) updates either a SHOP_CART or PLAYER_CART collection with the quantity. The SHOP_CART is used when the player is selling, and the PLAYER_CART is used when the player is buying.
  2. The quantity of the item in the SHOP is calculated based on the quantity of the shop, and plus or minus the values in the CART collections. When a player is buying from the shop, the shop quantity should be diminished. But the carts are there to hold items until the transaction is complete; therefor, we need to take the shop quantity and subtract the PLAYER_CART amount from that value. We’re essentially putting that in escrow until the player decides to check out, or abandon the cart.
  3. At the same time, the value in the HOLD is the current count of that item in the player inventory, plus the amount in PLAYER_CART. So to the player, it looks like she’s bought — but not finalized — a quantity from the shop (seen the number go down) and transferred it to her ship (seen the quantity go up).
  4. All of this takes place simply by updating various data collections, and the display of the labels on each row are updated in the instance’s UPDATE statement. Polling the data collection runs pretty fast. In previous attempts I tried to have GameObjects communicate changes to one another, and that was a pain in the ass. This method updates data and lets the instanced shop item row handle the display. It’s much easier.
  5. When the player is done, she can click CHECKOUT. At that point, the quantity will be formally deducted from the shop using the SHOP_CART, and the the quantity in the hold will be incremented using the PLAYER_CART. Also, cash will be debited/credited accordingly. The carts will then be cleared.

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