Added rescued documentation from the old EZGame class.

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@140 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Ray Greenwell
2007-01-06 01:58:43 +00:00
parent 1078ac796f
commit 08d317b329
+166 -27
View File
@@ -9,6 +9,11 @@ import flash.events.MouseEvent;
import flash.display.DisplayObject;
/**
* The single point of control for each client in your multiplayer EZGame.
*
* TODO: lots of documentation.
*/
public class EZGameControl extends EventDispatcher
{
/**
@@ -59,13 +64,17 @@ public class EZGameControl extends EventDispatcher
}
}
// from EZGame
/**
* Data accessor.
*/
public function get data () :Object
{
return _gameData;
}
// from EZGame
/**
* Get a property from data.
*/
public function get (propName :String, index :int = -1) :Object
{
var value :Object = data[propName];
@@ -81,13 +90,20 @@ public class EZGameControl extends EventDispatcher
return value;
}
// from EZGame
/**
* Set a property that will be distributed.
*/
public function set (propName :String, value :Object, index :int = -1) :void
{
callEZCode("setProperty_v1", propName, value, index);
}
// from EZGame
/**
* Register an object to receive whatever events it should receive,
* based on which event listeners it implements. Note that it is not
* necessary to register any objects which appear on the display list,
* as they'll be registered automatically.
*/
public function registerListener (obj :Object) :void
{
if (obj is MessageReceivedListener) {
@@ -116,7 +132,9 @@ public class EZGameControl extends EventDispatcher
}
}
// from EZGame
/**
* Unregister the specified object from receiving events.
*/
public function unregisterListener (obj :Object) :void
{
if (obj is MessageReceivedListener) {
@@ -140,19 +158,40 @@ public class EZGameControl extends EventDispatcher
}
}
// from EZGame
/**
* Set the specified collection to contain the specified values,
* clearing any previous values.
*/
public function setCollection (collName :String, values :Array) :void
{
populateCollection(collName, values, true);
}
// from EZGame
/**
* Add to an existing collection. If it doesn't exist, it will
* be created. The new values will be inserted randomly into the
* collection.
*/
public function addToCollection (collName :String, values :Array) :void
{
populateCollection(collName, values, false);
}
// from EZGame
/**
* Pick (do not remove) the specified number of elements from a collection,
* and distribute them to a specific player or set them as a property
* in the game data.
*
* @param collName the collection name.
* @param count the number of elements to pick
* @param msgOrPropName the name of the message or property
* that will contain the picked elements.
* @param playerIndex if -1 (or unset), the picked elements should be
* set on the gameObject as a property for all to see.
* If a playerIndex is specified, only that player will receive
* the elements as a message.
*/
// TODO: a way to specify exclusive picks vs. duplicate-OK picks?
public function pickFromCollection (
collName :String, count :int, msgOrPropName :String,
playerIndex :int = -1) :void
@@ -161,7 +200,21 @@ public class EZGameControl extends EventDispatcher
false, null);
}
// from EZGame
/**
* Deal (remove) the specified number of elements from a collection,
* and distribute them to a specific player or set them as a property
* in the game data.
*
* @param collName the collection name.
* @param count the number of elements to pick
* @param msgOrPropName the name of the message or property
* that will contain the picked elements.
* @param playerIndex if -1 (or unset), the picked elements should be
* set on the gameObject as a property for all to see.
* If a playerIndex is specified, only that player will receive
* the elements as a message.
*/
// TODO: figure out the method signature of the callback
public function dealFromCollection (
collName :String, count :int, msgOrPropName :String,
callback :Function = null, playerIndex :int = -1) :void
@@ -170,104 +223,167 @@ public class EZGameControl extends EventDispatcher
true, callback);
}
// from EZGame
/**
* Merge the specified collection into the other collection.
* The source collection will be destroyed. The elements from
* The source collection will be shuffled and appended to the end
* of the destination collection.
*/
public function mergeCollection (srcColl :String, intoColl :String) :void
{
callEZCode("mergeCollection_v1", srcColl, intoColl);
}
// from EZGame
/**
* Send a "message" to other clients subscribed to the game.
* These is similar to setting a property, except that the
* value will not be saved- it will merely end up coming out
* as a MessageReceivedEvent.
*
* @param playerIndex if -1, sends to all players, otherwise
* the message will be private to just one player
*/
public function sendMessage (
messageName :String, value :Object, playerIndex :int = -1) :void
{
callEZCode("sendMessage_v1", messageName, value, playerIndex);
}
// from EZGame
/**
* Start the ticker with the specified name. It will deliver
* messages to the game object at the specified delay,
* the value of each message being a single integer, starting with 0
* and increasing by one with each messsage.
*/
public function startTicker (tickerName :String, msOfDelay :int) :void
{
callEZCode("setTicker_v1", tickerName, msOfDelay);
}
// from EZGame
/**
* Stop the specified ticker.
*/
public function stopTicker (tickerName :String) :void
{
startTicker(tickerName, 0);
}
// from EZGame
/**
* Send a message that will be heard by everyone in the game room,
* even observers.
*/
public function sendChat (msg :String) :void
{
callEZCode("sendChat_v1", msg);
}
// from EZGame
/**
* Display the specified message immediately locally: not sent
* to any other players or observers in the game room.
*/
public function localChat (msg :String) :void
{
callEZCode("localChat_v1", msg);
}
// from EZGame
/**
* Get the number of players currently in the game.
*/
public function getPlayerCount () :int
{
return int(callEZCode("getPlayerCount_v1"));
}
// from EZGame
/**
* Get the player names, as an array.
*/
public function getPlayerNames () :Array
{
return (callEZCode("getPlayerNames_v1") as Array);
}
// from EZGame
/**
* Get the index into the player names array of the current player,
* or -1 if the user is not a player.
*/
public function getMyIndex () :int
{
return int(callEZCode("getMyIndex_v1"));
}
// from EZGame
/**
* Get the turn holder's index, or -1 if it's nobody's turn.
*/
public function getTurnHolderIndex () :int
{
return int(callEZCode("getTurnHolderIndex_v1"));
}
// from EZGame
/**
* Get the indexes of the winners
*/
public function getWinnerIndexes () :Array /* of int */
{
return (callEZCode("getWinnerIndexes_v1") as Array);
}
// from EZGame
/**
* Get the user-specific game data for the specified user. The
* first time this is requested per game instance it will be retrieved
* from the database. After that, it will be returned from memory.
*/
public function getUserCookie (playerIndex :int, callback :Function) :void
{
callEZCode("getUserCookie_v1", playerIndex, callback);
}
// from EZGame
/**
* Store persistent data that can later be retrieved by an instance
* of this game. The maximum size of this data is 4096 bytes AFTER
* AMF3 encoding.
*
* Note: there is no playerIndex parameter because a cookie may only
* be stored for the current player.
*
* @return false if the cookie could not be encoded to 4096 bytes
* or less; true if the cookie is going to try to be saved. There is
* no guarantee it will be saved and no way to find out if it failed,
* but if it fails it will be because the shit hit the fan so hard that
* there's nothing you can do anyway.
*/
public function setUserCookie (cookie :Object) :Boolean
{
return Boolean(callEZCode("setUserCookie_v1", cookie));
}
// from EZGame
/**
* A convenience method to just check if it's our turn.
*/
public function isMyTurn () :Boolean
{
return Boolean(callEZCode("isMyTurn_v1"));
}
// from EZGame
/**
* Is the game currently in play?
*/
public function isInPlay () :Boolean
{
return Boolean(callEZCode("isInPlay_v1"));
}
// from EZGame
/**
* End the current turn. If no next player index is specified,
* then the next player after the current one is used.
*/
public function endTurn (nextPlayerIndex :int = -1) :void
{
callEZCode("endTurn_v1", nextPlayerIndex);
}
// from EZGame
/**
* End the game. The specified player indexes are winners!
*/
public function endGame (... winnerIndexes) :void
{
var args :Array = winnerIndexes;
@@ -277,6 +393,9 @@ public class EZGameControl extends EventDispatcher
callEZCode.apply(null, args);
}
/**
* Your own events may not be dispatched here.
*/
override public function dispatchEvent (event :Event) :Boolean
{
// Ideally we want to not be an IEventDispatcher so that people
@@ -320,6 +439,9 @@ public class EZGameControl extends EventDispatcher
o["dispatchEvent_v1"] = dispatch;
}
/**
* Private method to post a PropertyChangedEvent.
*/
private function propertyWasSet_v1 (
name :String, newValue :Object, oldValue :Object, index :int) :void
{
@@ -327,21 +449,33 @@ public class EZGameControl extends EventDispatcher
new PropertyChangedEvent(this, name, newValue, oldValue, index));
}
/**
* Private method to post a StateChangedEvent.
*/
private function turnDidChange_v1 () :void
{
dispatch(new StateChangedEvent(StateChangedEvent.TURN_CHANGED, this));
}
/**
* Private method to post a MessageReceivedEvent.
*/
private function messageReceived_v1 (name :String, value :Object) :void
{
dispatch(new MessageReceivedEvent(this, name, value));
}
/**
* Private method to post a StateChangedEvent.
*/
private function gameDidStart_v1 () :void
{
dispatch(new StateChangedEvent(StateChangedEvent.GAME_STARTED, this));
}
/**
* Private method to post a StateChangedEvent.
*/
private function gameDidEnd_v1 () :void
{
dispatch(new StateChangedEvent(StateChangedEvent.GAME_ENDED, this));
@@ -360,6 +494,9 @@ public class EZGameControl extends EventDispatcher
_funcs = o;
}
/**
* Call a method across the security boundary.
*/
protected function callEZCode (name :String, ... args) :*
{
if (_funcs != null) {
@@ -375,7 +512,7 @@ public class EZGameControl extends EventDispatcher
}
/**
* Internal method that is called whenever the mouse enters our root.
* Internal method that is called whenever the mouse clicks our root.
*/
protected function handleRootClick (evt :MouseEvent) :void
{
@@ -401,8 +538,10 @@ public class EZGameControl extends EventDispatcher
}
}
/** Contains the data properties shared by all players in the game. */
protected var _gameData :Object;
/** Contains functions exposed to us from the EZGame host. */
protected var _funcs :Object;
}
}