In-Game Currency
Using the Sui Closed-Loop Token standard, you can create in-game currency (such as gems or diamonds in mobile games) that you can grant to players for their actions or make available to purchase. You mint the tokens on Sui, but players can only use the tokens within the economy of the game itself. These types of tokens are usually not transferrable and you would typically mint them in predefined amounts to maintain scarcity and game balance.
The following example creates an in-game currency called a GEM, which represents a certain number of SUI. In the example, the user can buy fungible GEMs using SUI, which can then be used as currency within the game. Use the code comments to follow the logic of the example.
Example
The Sui repo hosts a basic example of creating in-game currency. The Move modules that create the economy of the example are in the gems.move source file.
Module examples::sword
The examples::sword
module creates one of the objects, a sword
, that has in-game value. The module assigns a value in GEMs (the other valuable in-game item) to the sword. The module also provides the logic for trading GEMs to receive a sword.
module examples::sword {
use examples::gem::GEM;
use sui::token::{Self, Token, ActionRequest};
const EWrongAmount: u64 = 0;
const SWORD_PRICE: u64 = 10;
public struct Sword has key, store { id: UID }
public fun buy_sword(gems: Token<GEM>, ctx: &mut TxContext): (Sword, ActionRequest<GEM>) {
assert!(SWORD_PRICE == token::value(&gems), EWrongAmount);
(Sword { id: object::new(ctx) }, token::spend(gems, ctx))
}
}
Module examples::gem
The examples::gem
module creates the in-game currency, GEMs. Users spend SUI to purchase GEMs, which can then be traded for swords. The module defines three groups of GEMs (small, medium, and large), with each group representing a different in-game value. Constants hold both the value of each package and the actual number of GEMs the groups contain.
The module's init
function uses coin::create_currency
to create the GEM. The init
function, which runs only the one time when the module publishes, also sets the policies for the in-game currency, freezes the metadata for the coin, and transfers the policy capability to the publisher of the package.
fun init(otw: GEM, ctx: &mut TxContext) {
let (treasury_cap, coin_metadata) = coin::create_currency(
otw,
0,
b"GEM",
b"Capy Gems", // otw, decimal, symbol, name
b"In-game currency for Capy Miners",
none(), // description, url
ctx,
);
let (mut policy, cap) = token::new_policy(&treasury_cap, ctx);
token::allow(&mut policy, &cap, buy_action(), ctx);
token::allow(&mut policy, &cap, token::spend_action(), ctx);
transfer::share_object(GemStore {
id: object::new(ctx),
gem_treasury: treasury_cap,
profits: balance::zero(),
});
transfer::public_freeze_object(coin_metadata);
transfer::public_transfer(cap, ctx.sender());
token::share_policy(policy);
}
The module handles the purchase of GEMs with the buy_gems
function.
public fun buy_gems(
self: &mut GemStore,
payment: Coin<SUI>,
ctx: &mut TxContext,
): (Token<GEM>, ActionRequest<GEM>) {
let amount = coin::value(&payment);
let purchased = if (amount == SMALL_BUNDLE) {
SMALL_AMOUNT
} else if (amount == MEDIUM_BUNDLE) {
MEDIUM_AMOUNT
} else if (amount == LARGE_BUNDLE) {
LARGE_AMOUNT
} else {
abort EUnknownAmount
};
coin::put(&mut self.profits, payment);
let gems = token::mint(&mut self.gem_treasury, purchased, ctx);
let req = token::new_request(buy_action(), purchased, none(), none(), ctx);
(gems, req)
}
Use the following toggle to control the display of the complete module.
examples::gem
module in gems.move
examples::gem
module in gems.move
module examples::gem {
use std::{option::none, string::{Self, String}};
use sui::{
balance::{Self, Balance},
coin::{Self, Coin, TreasuryCap},
sui::SUI,
token::{Self, Token, ActionRequest},
tx_context::sender
};
const EUnknownAmount: u64 = 0;
const SMALL_BUNDLE: u64 = 10_000_000_000;
const SMALL_AMOUNT: u64 = 100;
const MEDIUM_BUNDLE: u64 = 100_000_000_000;
const MEDIUM_AMOUNT: u64 = 5_000;
const LARGE_BUNDLE: u64 = 1_000_000_000_000;
const LARGE_AMOUNT: u64 = 100_000;
#[allow(lint(coin_field))]
public struct GemStore has key {
id: UID,
profits: Balance<SUI>,
gem_treasury: TreasuryCap<GEM>,
}
public struct GEM has drop {}
fun init(otw: GEM, ctx: &mut TxContext) {
let (treasury_cap, coin_metadata) = coin::create_currency(
otw,
0,
b"GEM",
b"Capy Gems", // otw, decimal, symbol, name
b"In-game currency for Capy Miners",
none(), // description, url
ctx,
);
let (mut policy, cap) = token::new_policy(&treasury_cap, ctx);
token::allow(&mut policy, &cap, buy_action(), ctx);
token::allow(&mut policy, &cap, token::spend_action(), ctx);
transfer::share_object(GemStore {
id: object::new(ctx),
gem_treasury: treasury_cap,
profits: balance::zero(),
});
transfer::public_freeze_object(coin_metadata);
transfer::public_transfer(cap, ctx.sender());
token::share_policy(policy);
}
public fun buy_gems(
self: &mut GemStore,
payment: Coin<SUI>,
ctx: &mut TxContext,
): (Token<GEM>, ActionRequest<GEM>) {
let amount = coin::value(&payment);
let purchased = if (amount == SMALL_BUNDLE) {
SMALL_AMOUNT
} else if (amount == MEDIUM_BUNDLE) {
MEDIUM_AMOUNT
} else if (amount == LARGE_BUNDLE) {
LARGE_AMOUNT
} else {
abort EUnknownAmount
};
coin::put(&mut self.profits, payment);
let gems = token::mint(&mut self.gem_treasury, purchased, ctx);
let req = token::new_request(buy_action(), purchased, none(), none(), ctx);
(gems, req)
}
public fun buy_action(): String { string::utf8(b"buy") }
}
Complete code
Toggle display of the complete source for this example, including comments, or use the link in the Related links section to view the project source on GitHub.
gems.move
gems.move
/// This is a simple example of a permissionless module for an imaginary game
/// that sells swords for Gems. Gems are an in-game currency that can be bought
/// with SUI.
module examples::sword {
use examples::gem::GEM;
use sui::token::{Self, Token, ActionRequest};
/// Trying to purchase a sword with an incorrect amount.
const EWrongAmount: u64 = 0;
/// The price of a sword in Gems.
const SWORD_PRICE: u64 = 10;
/// A game item that can be purchased with Gems.
public struct Sword has key, store { id: UID }
/// Purchase a sword with Gems.
public fun buy_sword(gems: Token<GEM>, ctx: &mut TxContext): (Sword, ActionRequest<GEM>) {
assert!(SWORD_PRICE == token::value(&gems), EWrongAmount);
(Sword { id: object::new(ctx) }, token::spend(gems, ctx))
}
}
/// Module that defines the in-game currency: GEMs which can be purchased with
/// SUI and used to buy swords (in the `sword` module).
module examples::gem {
use std::{option::none, string::{Self, String}};
use sui::{
balance::{Self, Balance},
coin::{Self, Coin, TreasuryCap},
sui::SUI,
token::{Self, Token, ActionRequest},
tx_context::sender
};
/// Trying to purchase Gems with an unexpected amount.
const EUnknownAmount: u64 = 0;
/// 10 SUI is the price of a small bundle of Gems.
const SMALL_BUNDLE: u64 = 10_000_000_000;
const SMALL_AMOUNT: u64 = 100;
/// 100 SUI is the price of a medium bundle of Gems.
const MEDIUM_BUNDLE: u64 = 100_000_000_000;
const MEDIUM_AMOUNT: u64 = 5_000;
/// 1000 SUI is the price of a large bundle of Gems.
/// This is the best deal.
const LARGE_BUNDLE: u64 = 1_000_000_000_000;
const LARGE_AMOUNT: u64 = 100_000;
#[allow(lint(coin_field))]
/// Gems can be purchased through the `Store`.
public struct GemStore has key {
id: UID,
/// Profits from selling Gems.
profits: Balance<SUI>,
/// The Treasury Cap for the in-game currency.
gem_treasury: TreasuryCap<GEM>,
}
/// The OTW to create the in-game currency.
public struct GEM has drop {}
// In the module initializer we create the in-game currency and define the
// rules for different types of actions.
fun init(otw: GEM, ctx: &mut TxContext) {
let (treasury_cap, coin_metadata) = coin::create_currency(
otw,
0,
b"GEM",
b"Capy Gems", // otw, decimal, symbol, name
b"In-game currency for Capy Miners",
none(), // description, url
ctx,
);
// create a `TokenPolicy` for GEMs
let (mut policy, cap) = token::new_policy(&treasury_cap, ctx);
token::allow(&mut policy, &cap, buy_action(), ctx);
token::allow(&mut policy, &cap, token::spend_action(), ctx);
// create and share the GemStore
transfer::share_object(GemStore {
id: object::new(ctx),
gem_treasury: treasury_cap,
profits: balance::zero(),
});
// deal with `TokenPolicy`, `CoinMetadata` and `TokenPolicyCap`
transfer::public_freeze_object(coin_metadata);
transfer::public_transfer(cap, ctx.sender());
token::share_policy(policy);
}
/// Purchase Gems from the GemStore. Very silly value matching against module
/// constants...
public fun buy_gems(
self: &mut GemStore,
payment: Coin<SUI>,
ctx: &mut TxContext,
): (Token<GEM>, ActionRequest<GEM>) {
let amount = coin::value(&payment);
let purchased = if (amount == SMALL_BUNDLE) {
SMALL_AMOUNT
} else if (amount == MEDIUM_BUNDLE) {
MEDIUM_AMOUNT
} else if (amount == LARGE_BUNDLE) {
LARGE_AMOUNT
} else {
abort EUnknownAmount
};
coin::put(&mut self.profits, payment);
// create custom request and mint some Gems
let gems = token::mint(&mut self.gem_treasury, purchased, ctx);
let req = token::new_request(buy_action(), purchased, none(), none(), ctx);
(gems, req)
}
/// The name of the `buy` action in the `GemStore`.
public fun buy_action(): String { string::utf8(b"buy") }
}
Related links
- Closed Loop Token standard: Details for the standard used to create tokens on Sui.
- Source code: The source code in GitHub for this example.
- Loyalty Tokens: Example of how to create tokens that are valid only for a specific service, useful in loyalty reward programs.
- Regulated Coin and Deny List: Example of how to create regulated coins on the Sui network.