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