private void drawStoreBG(Graphics g) // PRE: g must be initialized. // POST: Draws the background associated with store. { switch (store) // draw background based on value of store. { case 0: Drawing.drawGradient( g, new Color(180, 80, 80), new Color(20, 0, 0), 0, 0, getWidth(), getHeight() / 2); Drawing.drawGradient( g, new Color(20, 0, 0), new Color(180, 80, 80), 0, getHeight() / 2, getWidth(), getHeight() / 2 + 1); break; case 1: Drawing.drawGradient( g, new Color(80, 180, 80), new Color(0, 20, 0), 0, 0, getWidth(), getHeight()); break; case 2: Drawing.drawGradient( g, new Color(230, 170, 50), new Color(60, 20, 0), 0, 0, getWidth(), getHeight()); break; case 3: Drawing.drawGradient( g, new Color(120, 120, 120), new Color(20, 20, 20), 0, 0, getWidth(), getHeight()); break; default: Drawing.drawGradient( g, new Color(80, 80, 180), new Color(0, 0, 20), 0, 0, getWidth(), getHeight()); } }
private void drawInventory(Graphics g) // PRE: g must be initialized. // POST: Draws the inventory of the store if mode == 0, else draws the players inventory. // If an item is selected, its border is highlighted white. { Graphics2D g2; // Graphics 2D object to allow for different brush stroke widths. Color start; // The start color for the inventory window gradient. Color end; // The end color for the inventory window gradient. int x1; // Upper-left x coordinate. int y1; // Upper-left y coordinate. int x2; // Bottom-right x coordinate. int y2; // Bottom-right y coordinate. int width; // Width of the inventory box. int height; // Height of the inventory box. int itemHeight; // The height of an item box. int itemY; // The y coordinate of the item. Item currentItem; // Item to store the current item g2 = (Graphics2D) g; start = new Color(120, 120, 220); end = new Color(50, 50, 150); x1 = inventoryPos[0].getScaledX(); y1 = inventoryPos[0].getScaledY(); x2 = inventoryPos[1].getScaledX(); y2 = inventoryPos[1].getScaledY(); width = x2 - x1; height = y2 - y1; while (height % ITEMSPERPAGE != 0) // ensure that the item boxes do not fall short of the window { height = ++y2 - y1; } itemHeight = height / ITEMSPERPAGE; Drawing.drawGradient(g2, start, end, x1, y1, width, height / 2); Drawing.drawGradient(g2, end, start, x1, y1 + height / 2, width, height / 2); g2.setColor(Color.BLACK); g2.setStroke(new BasicStroke(3)); g2.drawRect(--x1, --y1, ++width, height); g2.setColor(Color.WHITE); switch (store) // Chooses the current store { case 0: connectItems(getUserItems("Weapon", orderToSort)); break; case 1: connectItems(getUserItems("ArmorSmith", orderToSort)); break; case 2: connectItems(getUserItems("Accessory", orderToSort)); break; case 3: connectItems(getUserItems("General", orderToSort)); break; } if (mode) // Sets mode to true for user inventory and displays { connectItems(getUserItems("Player", orderToSort)); } int count = 0; // count = currentPage * ITEMSPERPAGE ; try // Try loading 10 items per page { currentItem = null; count = currentPage * ITEMSPERPAGE; for (int i = 0; i < ITEMSPERPAGE; i++) // draw each item into the window { if (i > itemsArray.length - 1) // Check if i excceds the array size { return; } itemY = y1 + (itemHeight) * i; currentItem = itemsArray[count]; if (itemSelected == i) // if the item was selected, highlight it { g2.drawRect(x1, itemY, width, itemHeight); } drawItem(g2, i, currentItem); count++; } } catch (Exception e) // Catch generic exception and print it out { System.err.println(e.toString()); System.err.println("Oh no, not like this..."); } }