The great Game API re-org.

Moved everything onto sub-control objects.
Got rid of the Listener interfaces.
https://intranet.earth.threerings.net/metasoy/EZGame_API_Reorg

I'll go through and make the documentation nice next.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@535 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Ray Greenwell
2007-12-21 23:57:02 +00:00
parent 8c27874128
commit d711f2ae97
25 changed files with 1346 additions and 1069 deletions
@@ -0,0 +1,142 @@
//
// $Id: BaseControl.as 414 2007-08-23 00:32:36Z mdb $
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
import flash.errors.IllegalOperationError;
import flash.events.Event;
import flash.events.EventDispatcher;
/**
* The abstract base class for EZ controls.
*/
public class AbstractControl extends EventDispatcher
{
public function AbstractControl ()
{
if (Object(this).constructor == AbstractControl) {
throw new IllegalOperationError("Abstract");
}
}
/**
* Are we connected and running inside the EZGame environment, or has someone just
* loaded up our SWF by itself?
*/
public function isConnected () :Boolean
{
return false;
}
/**
* Execute the specified function as a batch of commands that will be sent to the server
* together. This is no different from executing the commands outside of a batch, but
* may result in better use of the network and should be used if setting a number of things
* at once.
*
* Example:
* _ctrl.doBatch(function () :void {
* _ctrl.set("board", new Array());
* _ctrl.set("scores", new Array());
* _ctrl.set("captures", 0);
* });
*/
public function doBatch (fn :Function) :void
{
callHostCode("startTransaction");
try {
fn();
} finally {
callHostCode("commitTransaction");
}
}
/**
* Populate any properties or functions we want to expose to the host code.
*/
protected function populateProperties (o :Object) :void
{
// nothing by default
}
/**
* Grab any properties needed from our host code.
*/
protected function setHostProps (o :Object) :void
{
// nothing by default
}
/**
* Your own events may not be dispatched here.
*/
override public function dispatchEvent (event :Event) :Boolean
{
// Ideally we want to not be an EventDispatcher so that people
// won't try to do this on us, but if we do that, then some other
// object will be the target during dispatch, and that's confusing.
throw new IllegalOperationError();
}
/**
* Secret function to dispatch property changed events.
*/
protected function dispatch (event :Event) :void
{
try {
super.dispatchEvent(event);
} catch (err :Error) {
trace("Error dispatching event to user game.");
trace(err.getStackTrace());
}
}
/**
* Call a method exposed by the host code.
*/
protected function callHostCode (name :String, ... args) :*
{
return undefined; // no-op by default
}
/**
* Exposed to sub controls.
*/
internal function callHostCodeFriend (name :String, args :Array) :*
{
args.unshift(name);
return callHostCode.apply(this, args);
}
/**
* Helper method to throw an error if we're not connected.
*/
protected function checkIsConnected () :void
{
if (!isConnected()) {
throw new IllegalOperationError(
"The game is not connected to the host framework, please check isConnected(). " +
"If false, your game is being viewed standalone and should adjust.");
}
}
}
}
@@ -0,0 +1,244 @@
//
// $Id: EZGameControl.as 526 2007-12-13 01:42:10Z ray $
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
import flash.display.DisplayObject;
import flash.errors.IllegalOperationError;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Point;
/**
* Dispatched when the game client is unloaded and you should clean up any Timers or
* other bits left hanging.
*
* @eventType flash.events.Event.UNLOAD
*/
[Event(name="unload", type="flash.events.Event")]
/**
* The single point of control for each client in your multiplayer EZGame.
*/
public class AbstractGameControl extends AbstractControl
{
/**
* Create an EZGameControl object using some display object currently on the hierarchy.
*
* @param disp the display object that is the game's UI.
* @param autoReady if true, the game will automatically be started when initialization is
* complete, if false, the game will not start until all clients call {@link #playerReady}.
*/
public function AbstractGameControl (disp :DisplayObject, autoReady :Boolean)
{
createSubControls();
var event :DynEvent = new DynEvent();
event.userProps = new Object();
populateProperties(event.userProps);
event.userProps["autoReady_v1"] = autoReady;
disp.root.loaderInfo.sharedEvents.dispatchEvent(event);
if ("ezProps" in event) {
setHostProps(event.ezProps);
}
// set up our focusing click handler
disp.root.addEventListener(MouseEvent.CLICK, handleRootClick);
// set up the unload event to propagate
disp.root.loaderInfo.addEventListener(Event.UNLOAD, dispatch);
}
override public function isConnected () :Boolean
{
return _connected;
}
/**
* Create any subcontrols used by this game.
*/
protected function createSubControls () :void
{
_subControls.push(
_localCtrl = createLocalControl(),
_netCtrl = createNetControl(),
_playerCtrl = createPlayerControl(),
_gameCtrl = createGameControl(),
_servicesCtrl = createServicesControl()
);
}
/**
* Create the 'local' subcontrol.
*/
protected function createLocalControl () :EZLocalSubControl
{
return new EZLocalSubControl(this);
}
/**
* Create the 'net' subcontrol.
*/
protected function createNetControl () :EZNetSubControl
{
return new EZNetSubControl(this);
}
/**
* Create the 'player' subcontrol.
*/
protected function createPlayerControl () :EZPlayerSubControl
{
return new EZPlayerSubControl(this);
}
/**
* Create the 'game' subcontrol.
*/
protected function createGameControl () :EZGameSubControl
{
return new EZGameSubControl(this);
}
/**
* Create the 'services' subcontrol.
*/
protected function createServicesControl () :EZServicesSubControl
{
return new EZServicesSubControl(this);
}
/**
* Populate any properties or functions we want to expose to the other side of the ezgame
* security boundary.
*/
override protected function populateProperties (o :Object) :void
{
super.populateProperties(o);
o["connectionClosed_v1"] = connectionClosed_v1;
for each (var ctrl :AbstractSubControl in _subControls) {
ctrl.populatePropertiesFriend(o);
}
}
/**
* Sets the properties we received from the host framework on the other side of the security
* boundary.
*/
override protected function setHostProps (o :Object) :void
{
super.setHostProps(o);
// see if we're connected
_connected = (o.gameData != null);
for each (var ctrl :AbstractSubControl in _subControls) {
ctrl.setHostPropsFriend(o);
}
// and assign our functions
_funcs = o;
}
override protected function callHostCode (name :String, ... args) :*
{
if (_funcs != null) {
try {
var func :Function = (_funcs[name] as Function);
if (func != null) {
return func.apply(null, args);
}
} catch (err :Error) {
trace(err.getStackTrace());
trace("--");
throw new Error("Unable to call host code: " + err.message);
}
} else {
// if _funcs is null, this will almost certainly throw an error..
checkIsConnected();
}
}
/**
* Internal method that is called whenever the mouse clicks our root.
*/
protected function handleRootClick (evt :MouseEvent) :void
{
if (!isConnected()) {
return;
}
try {
if (evt.target.stage == null || evt.target.stage.focus != null) {
return;
}
} catch (err :SecurityError) {
}
callHostCode("focusContainer_v1");
}
/**
* Private method called when the backend disconnects from us.
*/
private function connectionClosed_v1 () :void
{
_connected = false;
}
/** Are we connected? */
protected var _connected :Boolean;
/** Contains functions exposed to us from the EZGame host. */
protected var _funcs :Object;
/** Holds all our sub-controls. */
protected var _subControls :Array = [];
/** Specific sub-controls. */
protected var _localCtrl :EZLocalSubControl;
protected var _netCtrl :EZNetSubControl;
protected var _playerCtrl :EZPlayerSubControl;
protected var _gameCtrl :EZGameSubControl;
protected var _servicesCtrl :EZServicesSubControl;
}
}
import flash.events.Event;
dynamic class DynEvent extends Event
{
public function DynEvent ()
{
super("ezgameQuery", true, false);
}
override public function clone () :Event
{
return new DynEvent();
}
}
@@ -1,5 +1,5 @@
//
// $Id$
// $Id: SubControl.as 271 2007-04-07 00:25:58Z dhoover $
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
@@ -26,18 +26,43 @@ import flash.errors.IllegalOperationError;
/**
* Abstract base class. Do not instantiate.
*/
public class SubControl extends BaseControl
public class AbstractSubControl extends AbstractControl
{
public function SubControl (ctrl :EZGameControl)
public function AbstractSubControl (parent :AbstractControl)
{
super();
if (ctrl == null || Object(this).constructor == SubControl) {
if (parent == null || Object(this).constructor == AbstractSubControl) {
throw new IllegalOperationError("Abstract");
}
_ctrl = ctrl;
_parent = parent;
}
protected var _ctrl :EZGameControl;
override public function isConnected () :Boolean
{
return _parent.isConnected();
}
override public function doBatch (fn :Function) :void
{
return _parent.doBatch(fn);
}
override protected function callHostCode (name :String, ... args) :*
{
return _parent.callHostCodeFriend(name, args);
}
internal function populatePropertiesFriend (o :Object) :void
{
populateProperties(o);
}
internal function setHostPropsFriend (o :Object) :void
{
setHostProps(o);
}
protected var _parent :AbstractControl;
}
}
@@ -1,65 +0,0 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
import flash.errors.IllegalOperationError;
import flash.events.Event;
import flash.events.EventDispatcher;
/**
* The abstract base class for EZ controls.
*/
public class BaseControl extends EventDispatcher
{
public function BaseControl ()
{
if (Object(this).constructor == BaseControl) {
throw new IllegalOperationError("Abstract");
}
}
/**
* Your own events may not be dispatched here.
*/
override public function dispatchEvent (event :Event) :Boolean
{
// Ideally we want to not be an EventDispatcher so that people
// won't try to do this on us, but if we do that, then some other
// object will be the target during dispatch, and that's confusing.
throw new IllegalOperationError();
}
/**
* Secret function to dispatch property changed events.
*/
protected function dispatch (event :Event) :void
{
try {
super.dispatchEvent(event);
} catch (err :Error) {
trace("Error dispatching event to user game.");
trace(err.getStackTrace());
}
}
}
}
+3 -3
View File
@@ -40,19 +40,19 @@ public class CardDeck
}
}
_gameCtrl.collections.create(_deckName, deck);
_gameCtrl.services.bags.create(_deckName, deck);
}
public function dealToPlayer (
playerId :int, count :int, msgName :String) :void
{
// TODO: support the callback
_gameCtrl.collections.deal(_deckName, count, msgName, null, playerId);
_gameCtrl.services.bags.deal(_deckName, count, msgName, null, playerId);
}
public function dealToData (count :int, propName :String) :void
{
_gameCtrl.collections.deal(_deckName, count, propName, null);
_gameCtrl.services.bags.deal(_deckName, count, propName, null);
}
/** The game control. */
@@ -22,51 +22,50 @@
package com.threerings.ezgame {
/**
* Contains EZ methods related to collections.
* Contains 'bags' game services.
*/
public class CollectionsControl extends SubControl
public class EZBagsSubControl extends AbstractSubControl
{
public function CollectionsControl (ctrl :EZGameControl)
public function EZBagsSubControl (parent :AbstractControl)
{
super(ctrl);
super(parent);
}
/**
* Create a collection containing the specified values,
* clearing any previous collection with the same name.
* Create a bag containing the specified values,
* clearing any previous bag with the same name.
*/
public function create (collName :String, values :Array) :void
public function create (bagName :String, values :Array) :void
{
populate(collName, values, true);
populate(bagName, values, true);
}
/**
* Add to an existing collection. If it doesn't exist, it will
* be created. The new values will be inserted randomly into the
* collection.
* Add to an existing bag. If it doesn't exist, it will
* be created.
*/
public function addTo (collName :String, values :Array) :void
public function addTo (bagName :String, values :Array) :void
{
populate(collName, values, false);
populate(bagName, values, false);
}
/**
* 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.
* Merge the specified bag into the other bag.
* The source bag will be destroyed. The elements from
* the source bag will be shuffled and appended to the end
* of the destination bag.
*/
public function merge (srcColl :String, intoColl :String) :void
public function merge (srcBag :String, intoBag :String) :void
{
_ctrl.callEZCodeFriend("mergeCollection_v1", srcColl, intoColl);
callHostCode("mergeCollection_v1", srcBag, intoBag);
}
/**
* Pick (do not remove) the specified number of elements from a collection,
* Pick (do not remove) the specified number of elements from a bag,
* and distribute them to a specific player or set them as a property
* in the game data.
*
* @param collName the collection name.
* @param bagName 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.
@@ -77,18 +76,18 @@ public class CollectionsControl extends SubControl
*/
// TODO: a way to specify exclusive picks vs. duplicate-OK picks?
public function pick (
collName :String, count :int, msgOrPropName :String,
bagName :String, count :int, msgOrPropName :String,
playerId :int = 0) :void
{
getFrom(collName, count, msgOrPropName, playerId, false, null);
getFrom(bagName, count, msgOrPropName, playerId, false, null);
}
/**
* Deal (remove) the specified number of elements from a collection,
* Deal (remove) the specified number of elements from a bag,
* and distribute them to a specific player or set them as a property
* in the game data.
*
* @param collName the collection name.
* @param bagName 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.
@@ -99,10 +98,10 @@ public class CollectionsControl extends SubControl
*/
// TODO: figure out the method signature of the callback
public function deal (
collName :String, count :int, msgOrPropName :String,
bagName :String, count :int, msgOrPropName :String,
callback :Function = null, playerId :int = 0) :void
{
getFrom(collName, count, msgOrPropName, playerId, true, callback);
getFrom(bagName, count, msgOrPropName, playerId, true, callback);
}
@@ -112,19 +111,19 @@ public class CollectionsControl extends SubControl
* Helper method for create and addTo.
*/
protected function populate (
collName :String, values :Array, clearExisting :Boolean) :void
bagName :String, values :Array, clearExisting :Boolean) :void
{
_ctrl.callEZCodeFriend("populateCollection_v1", collName, values, clearExisting);
callHostCode("populateCollection_v1", bagName, values, clearExisting);
}
/**
* Helper method for pick and deal.
*/
protected function getFrom (
collName :String, count :int, msgOrPropName :String, playerId :int,
bagName :String, count :int, msgOrPropName :String, playerId :int,
consume :Boolean, callback :Function) :void
{
_ctrl.callEZCodeFriend("getFromCollection_v2", collName, count, msgOrPropName,
callHostCode("getFromCollection_v2", bagName, count, msgOrPropName,
playerId, consume, callback);
}
}
+6 -5
View File
@@ -30,19 +30,20 @@ public /*abstract*/ class EZEvent extends Event
{
/**
* Access the game control to which this event applies.
* Note: you will need to cast this to the appropriate GameControl type.
*/
public function get gameControl () :EZGameControl
public function get gameControl () :AbstractGameControl
{
return _ezgame;
return _gameCtrl;
}
public function EZEvent (type :String, ezgame :EZGameControl)
public function EZEvent (type :String, gameCtrl :Object)
{
super(type);
_ezgame = ezgame;
_gameCtrl = gameCtrl as AbstractGameControl;
}
/** The game control for this event. */
protected var _ezgame :EZGameControl;
protected var _gameCtrl :AbstractGameControl;
}
}
+18 -790
View File
@@ -23,113 +23,12 @@ package com.threerings.ezgame {
import flash.display.DisplayObject;
import flash.errors.IllegalOperationError;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Point;
/**
* Dispatched when a key is pressed when the game has focus.
*
* @eventType flash.events.KeyboardEvent.KEY_DOWN
*/
[Event(name="keyDown", type="flash.events.KeyboardEvent")]
/**
* Dispatched when a key is released when the game has focus.
*
* @eventType flash.events.KeyboardEvent.KEY_UP
*/
[Event(name="keyUp", type="flash.events.KeyboardEvent")]
/**
* Dispatched when the size of the game area changes.
*
* @eventType com.threerings.ezgame.SizeChangedEvent.TYPE
*/
[Event(name="SizeChanged", type="com.threerings.ezgame.SizeChangedEvent")]
/**
* Dispatched when the controller changes for the game.
*
* @eventType com.threerings.ezgame.StateChangedEvent.CONTROL_CHANGED
*/
[Event(name="ControlChanged", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when the game starts, usually after all players are present.
*
* @eventType com.threerings.ezgame.StateChangedEvent.GAME_STARTED
*/
[Event(name="GameStarted", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when a round starts.
*
* @eventType com.threerings.ezgame.StateChangedEvent.ROUND_STARTED
*/
[Event(name="RoundStarted", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when the turn changes in a turn-based game.
*
* @eventType com.threerings.ezgame.StateChangedEvent.TURN_CHANGED
*/
[Event(name="TurnChanged", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when a round ends.
*
* @eventType com.threerings.ezgame.StateChangedEvent.ROUND_ENDED
*/
[Event(name="RoundEnded", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when the game ends.
*
* @eventType com.threerings.ezgame.StateChangedEvent.GAME_ENDED
*/
[Event(name="GameEnded", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when the game client is unloaded and you should clean up any Timers or
* other bits left hanging.
*
* @eventType flash.events.Event.UNLOAD
*/
[Event(name="unload", type="flash.events.Event")]
/**
* Dispatched when a property has changed in the shared game state.
*
* @eventType com.threerings.ezgame.PropertyChangedEvent.TYPE
*/
[Event(name="PropChanged", type="com.threerings.ezgame.PropertyChangedEvent")]
/**
* Dispatched when a message arrives with information that is not part of the shared game state.
*
* @eventType com.threerings.ezgame.MessageReceivedEvent.TYPE
*/
[Event(name="msgReceived", type="com.threerings.ezgame.MessageReceivedEvent")]
/**
* Dispatched when a user chats.
*
* @eventType com.threerings.ezgame.UserChatEvent.TYPE
*/
[Event(name="UserChat", type="com.threerings.ezgame.UserChatEvent")]
/**
* The single point of control for each client in your multiplayer EZGame.
*
* TODO: lots of documentation.
*/
public class EZGameControl extends BaseControl
public class EZGameControl extends AbstractGameControl
{
/**
* Create an EZGameControl object using some display object currently on the hierarchy.
@@ -138,720 +37,49 @@ public class EZGameControl extends BaseControl
* @param autoReady if true, the game will automatically be started when initialization is
* complete, if false, the game will not start until all clients call {@link #playerReady}.
*/
public function EZGameControl (disp :DisplayObject, autoReady :Boolean)
public function EZGameControl (disp :DisplayObject, autoReady :Boolean = true)
{
var event :DynEvent = new DynEvent();
event.userProps = new Object();
populateProperties(event.userProps);
event.userProps["autoReady_v1"] = autoReady;
disp.root.loaderInfo.sharedEvents.dispatchEvent(event);
if ("ezProps" in event) {
setEZProps(event.ezProps);
}
// set up our focusing click handler
disp.root.addEventListener(MouseEvent.CLICK, handleRootClick);
// set up the unload event to propagate
disp.root.loaderInfo.addEventListener(Event.UNLOAD, dispatch);
// TODO: this should only be available if the game uses it
_seating = new SeatingControl(this);
}
// documentation inherited
override public function addEventListener (
type :String, listener :Function, useCapture :Boolean = false,
priority :int = 0, useWeakReference :Boolean = false) :void
{
super.addEventListener(type, listener, useCapture, priority, useWeakReference);
switch (type) {
case KeyboardEvent.KEY_UP:
case KeyboardEvent.KEY_DOWN:
if (hasEventListener(type)) { // ensure it was added
callEZCode("alterKeyEvents_v1", type, true);
}
break;
}
}
// documentation inherited
override public function removeEventListener (
type :String, listener :Function, useCapture :Boolean = false) :void
{
super.removeEventListener(type, listener, useCapture);
switch (type) {
case KeyboardEvent.KEY_UP:
case KeyboardEvent.KEY_DOWN:
if (!hasEventListener(type)) { // once it's no longer needed
callEZCode("alterKeyEvents_v1", type, false);
}
break;
}
super(disp, autoReady);
}
/**
* Are we connected and running inside the EZGame environment, or has someone just loaded up
* this swf by itself?
* Access the 'local' services.
*/
public function isConnected () :Boolean
public function get local () :EZLocalSubControl
{
return (_gameData != null);
return _localCtrl;
}
/**
* Get any game-specific configurations that were set up in the lobby.
* Access the 'net' services.
*/
public function getConfig () :Object
public function get net () :EZNetSubControl
{
return _gameConfig;
return _netCtrl;
}
/**
* Get the size of the game area, expressed as a Point
* (x = width, y = height).
* Access the 'player' services.
*/
public function getSize () :Point
public function get player () :EZPlayerSubControl
{
return callEZCode("getSize_v1") as Point;
return _playerCtrl;
}
/**
* Get the CollectionsControl, which contains methods for utilizing the server to dispatch
* private information.
* Access the 'game' services.
*/
public function get collections () :CollectionsControl
public function get game () :EZGameSubControl
{
if (_collections == null) {
_collections = new CollectionsControl(this);
}
return _collections;
return _gameCtrl;
}
/**
* Get the SeatingControl, which contains methods for checking and assigning player seating
* positions.
* Access the 'services' services.
*/
public function get seating () :SeatingControl
public function get services () :EZServicesSubControl
{
return _seating;
return _servicesCtrl;
}
/**
* Get a property from data.
*/
public function get (propName :String, index :int = -1) :Object
{
checkIsConnected();
var value :Object = _gameData[propName];
if (index >= 0) {
if (value is Array) {
return (value as Array)[index];
} else {
throw new ArgumentError("Property " + propName + " is not an array.");
}
}
return value;
}
/**
* Set a property that will be distributed.
*/
public function set (propName :String, value :Object, index :int = -1) :void
{
callEZCode("setProperty_v1", propName, value, index, false);
}
/**
* Set a property, but have this client immediately set the value so that it can be
* re-read. The property change event will still arrive and will be your clue as to when the
* other clients will see the newly set value. Be careful with this method, as it can allow
* data inconsistency: two clients may see different values for a property if one of them
* recently set it immediately, and the resultant PropertyChangedEvent's oldValue also may not
* be consistent.
*/
public function setImmediate (propName :String, value :Object, index :int = -1) :void
{
callEZCode("setProperty_v1", propName, value, index, true);
}
/**
* Set a property that will be distributed, but only if it's equal to the specified test value.
*
* <p> Please note that, unlike in the standard set() function, the property will not be
* updated right away, but will require a request to the server and a response back. For this
* reason, there may be a considerable delay between calling testAndSet, and seeing the result
* of the update.
*
* <p> The operation is 'atomic', in the sense that testing and setting take place during the
* same server event. In comparison, a separate 'get' followed by a 'set' operation would
* involve two events with two network round-trips, and no guarantee that the value won't
* change between the events.
*/
public function testAndSet (
propName :String, newValue :Object, testValue :Object, index :int = -1) :void
{
callEZCode("testAndSetProperty_v1", propName, newValue, testValue, index);
}
/**
* Execute the specified function as a batch of commands that will be sent to the server
* together. This is no different from executing the commands outside of a batch, but
* may result in better use of the network and should be used if setting a number of things
* at once.
*
* Example:
* _ctrl.doBatch(function () :void {
* _ctrl.set("board", new Array());
* _ctrl.set("scores", new Array());
* _ctrl.set("captures", 0);
* });
*/
public function doBatch (fn :Function) :void
{
callEZCode("startTransaction");
try {
fn();
} finally {
callEZCode("commitTransaction");
}
}
/**
* Get the names of all currently-set properties that begin with the specified prefix.
*/
public function getPropertyNames (prefix :String = "") :Array
{
var props :Array = [];
for (var s :String in _gameData) {
if (s.lastIndexOf(prefix, 0) == 0) {
props.push(s);
}
}
return props;
}
/**
* Register an object to receive whatever events it should receive, based on which event
* listeners it implements.
*/
public function registerListener (obj :Object) :void
{
if (obj is MessageReceivedListener) {
var mrl :MessageReceivedListener = (obj as MessageReceivedListener);
addEventListener(MessageReceivedEvent.TYPE, mrl.messageReceived, false, 0, true);
}
if (obj is PropertyChangedListener) {
var pcl :PropertyChangedListener = (obj as PropertyChangedListener);
addEventListener(PropertyChangedEvent.TYPE, pcl.propertyChanged, false, 0, true);
}
if (obj is StateChangedListener) {
var scl :StateChangedListener = (obj as StateChangedListener);
addEventListener(StateChangedEvent.CONTROL_CHANGED, scl.stateChanged, false, 0, true);
addEventListener(StateChangedEvent.GAME_STARTED, scl.stateChanged, false, 0, true);
addEventListener(StateChangedEvent.ROUND_STARTED, scl.stateChanged, false, 0, true);
addEventListener(StateChangedEvent.TURN_CHANGED, scl.stateChanged, false, 0, true);
addEventListener(StateChangedEvent.ROUND_ENDED, scl.stateChanged, false, 0, true);
addEventListener(StateChangedEvent.GAME_ENDED, scl.stateChanged, false, 0, true);
}
if (obj is OccupantChangedListener) {
var ocl :OccupantChangedListener = (obj as OccupantChangedListener);
addEventListener(OccupantChangedEvent.OCCUPANT_ENTERED, ocl.occupantEntered,
false, 0, true);
addEventListener(OccupantChangedEvent.OCCUPANT_LEFT, ocl.occupantLeft, false, 0, true);
}
}
/**
* Unregister the specified object from receiving events.
*/
public function unregisterListener (obj :Object) :void
{
if (obj is MessageReceivedListener) {
var mrl :MessageReceivedListener = (obj as MessageReceivedListener);
removeEventListener(
MessageReceivedEvent.TYPE, mrl.messageReceived);
}
if (obj is PropertyChangedListener) {
var pcl :PropertyChangedListener = (obj as PropertyChangedListener);
removeEventListener(
PropertyChangedEvent.TYPE, pcl.propertyChanged);
}
if (obj is StateChangedListener) {
var scl :StateChangedListener = (obj as StateChangedListener);
removeEventListener(StateChangedEvent.GAME_STARTED, scl.stateChanged);
removeEventListener(StateChangedEvent.ROUND_STARTED, scl.stateChanged);
removeEventListener(StateChangedEvent.TURN_CHANGED, scl.stateChanged);
removeEventListener(StateChangedEvent.ROUND_ENDED, scl.stateChanged);
removeEventListener(StateChangedEvent.GAME_ENDED, scl.stateChanged);
}
if (obj is OccupantChangedListener) {
var ocl :OccupantChangedListener = (obj as OccupantChangedListener);
removeEventListener(OccupantChangedEvent.OCCUPANT_ENTERED, ocl.occupantEntered);
removeEventListener(OccupantChangedEvent.OCCUPANT_LEFT, ocl.occupantLeft);
}
}
/**
* If the game was not configured to auto-start, all clients must call this function to let the
* server know that they are ready, at which point the game will be started. Once a game is
* over, all clients can call this function again to start a new game.
*/
public function playerReady () :void
{
callEZCode("playerReady_v1");
}
/**
* Requests a set of random letters from the dictionary service. The letters will arrive in a
* separate message with the specified key, as an array of strings.
*
* @param locale RFC 3066 string that represents language settings
* @param dictionary the dictionary to use, or null for the default.
* TODO: document possible parameters.
* @param count the number of letters to be produced
* @param callback the function that will process the results, of the form:
* <pre>function (letters :Array) :void</pre>
* where letters is an array of strings containing letters for the given language settings
* (potentially empty).
*/
public function getDictionaryLetterSet (
locale :String, dictionary :String, count :int, callback :Function) :void
{
callEZCode("getDictionaryLetterSet_v2", locale, dictionary, count, callback);
}
/**
* Checks to see if the dictionary for the given locale contains the given word.
*
* @param locale RFC 3066 string that represents language settings
* @param dictionary the dictionary to use, or null for the default.
* TODO: document possible parameters.
* @param word the string contains the word to be checked
* @param callback the function that will process the results, of the form:
* <pre>function (word :String, result :Boolean) :void</pre>
* where word is a copy of the word that was requested, and result specifies whether the word
* is valid given language settings
*/
public function checkDictionaryWord (
locale :String, dictionary :String, word :String, callback :Function) :void
{
callEZCode("checkDictionaryWord_v2", locale, dictionary, word, callback);
}
/**
* 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 messageName The message to send.
* @param value The value to attach to the message.
* @param playerId if 0 (or unset), sends to all players, otherwise the message will be private
* to just one player
*/
public function sendMessage (messageName :String, value :Object, playerId :int = 0) :void
{
callEZCode("sendMessage_v2", messageName, value, playerId);
}
/**
* Start the ticker with the specified name. The ticker will deliver messages to all connected
* clients at the specified delay. The value of each message is a single integer,
* starting with 0 and increasing by 1 with each messsage.
*/
public function startTicker (tickerName :String, msOfDelay :int) :void
{
callEZCode("setTicker_v1", tickerName, msOfDelay);
}
/**
* Stop the specified ticker.
*/
public function stopTicker (tickerName :String) :void
{
startTicker(tickerName, 0);
}
/**
* 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);
}
/**
* 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);
}
/**
* Run the specified text through the user's chat filter. This is not necessary for sendChat,
* but may be desirable for other user-entered text.
*
* @return the filtered text, or null if it was so bad it's gone.
*/
public function filter (text :String) :String
{
return (callEZCode("filter_v1", text) as String);
}
/**
* Returns the player ids of all occupants in the game room.
*/
public function getOccupantIds () :Array /* of playerId */
{
return (callEZCode("getOccupants_v1") as Array);
}
/**
* Get the display name of the specified occupant. Two players may have the same name: always
* use playerId to purposes of identification and comparison. The name is for display
* only. Will be null is the specified playerId is not in the game.
*/
public function getOccupantName (playerId :int) :String
{
return String(callEZCode("getOccupantName_v1", playerId));
}
/**
* Returns this client's player id.
*/
public function getMyId () :int
{
return int(callEZCode("getMyId_v1"));
}
/**
* Returns true if we are in control of this game. False if another client is in control.
*/
public function amInControl () :Boolean
{
return getControllerId() == getMyId();
}
/**
* Returns the player id of the client that is in control of this game.
*/
public function getControllerId () :int
{
return int(callEZCode("getControllerId_v1"));
}
/**
* Returns the player id of the current turn holder, or 0 if it's nobody's turn.
*/
public function getTurnHolder () :int
{
return int(callEZCode("getTurnHolder_v1"));
}
/**
* Returns the current round number. Rounds start at 1 and increase if the game calls {@link
* #endRound} with a next round timeout. Between rounds, it returns a negative number,
* corresponding to the negation of the round that just ended.
*/
public function getRound () :int
{
return int(callEZCode("getRound_v1"));
}
/**
* 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 (occupantId :int, callback :Function) :void
{
callEZCode("getUserCookie_v2", occupantId, callback);
}
/**
* 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 playerId 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));
}
/**
* A convenience method to just check if it's our turn.
*/
public function isMyTurn () :Boolean
{
return Boolean(callEZCode("isMyTurn_v1"));
}
/**
* Is the game currently in play?
*/
public function isInPlay () :Boolean
{
return Boolean(callEZCode("isInPlay_v1"));
}
/**
* Start the next player's turn. If a playerId is specified, that player's turn will be
* next. Otherwise the turn will progress to the next natural turn holder (following
* seating order) or be assigned randomly if the game is just starting.
*/
public function startNextTurn (nextPlayerId :int = 0) :void
{
callEZCode("startNextTurn_v1", nextPlayerId);
}
/**
* Ends the current round. If nextRoundDelay is greater than zero, the next round will be
* started in the specified number of seconds, otherwise no next round will be started. This
* method should not be called at the end of the last round, instead <code>endGame()</code>
* should be called.
*/
public function endRound (nextRoundDelay :int = 0) :void
{
callEZCode("endRound_v1", nextRoundDelay);
}
/**
* End the game. The specified player ids are winners!
*/
public function endGame (winnerIds :Array) :void
{
callEZCode("endGame_v2", winnerIds);
}
/**
* Requests to start the game again in the specified number of seconds. This should only be
* used for party games. Seated table games should have each player report that they are ready
* again and the game will automatically start.
*/
public function restartGameIn (seconds :int) :void
{
callEZCode("restartGameIn_v1", seconds);
}
/**
* Populate any properties or functions we want to expose to the other side of the ezgame
* security boundary.
*/
protected function populateProperties (o :Object) :void
{
o["connectionClosed_v1"] = connectionClosed_v1;
o["propertyWasSet_v1"] = propertyWasSet_v1;
o["controlDidChange_v1"] = controlDidChange_v1;
o["turnDidChange_v1"] = turnDidChange_v1;
o["messageReceived_v1"] = messageReceived_v1;
o["gameStateChanged_v1"] = gameStateChanged_v1;
o["roundStateChanged_v1"] = roundStateChanged_v1;
o["dispatchEvent_v1"] = dispatch;
o["occupantChanged_v1"] = occupantChanged_v1;
o["userChat_v1"] = userChat_v1;
o["sizeChanged_v1"] = sizeChanged_v1;
}
/**
* Private method called when the backend disconnects from us.
*/
private function connectionClosed_v1 () :void
{
_gameData = null;
}
/**
* Private method to post a PropertyChangedEvent.
*/
private function propertyWasSet_v1 (
name :String, newValue :Object, oldValue :Object, index :int) :void
{
dispatch(new PropertyChangedEvent(this, name, newValue, oldValue, index));
}
/**
* Private method to post a StateChangedEvent.
*/
private function controlDidChange_v1 () :void
{
dispatch(new StateChangedEvent(StateChangedEvent.CONTROL_CHANGED, this));
}
/**
* 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 gameStateChanged_v1 (started :Boolean) :void
{
dispatch(new StateChangedEvent(started ? StateChangedEvent.GAME_STARTED :
StateChangedEvent.GAME_ENDED, this));
}
/**
* Private method to post a StateChangedEvent.
*/
private function roundStateChanged_v1 (started :Boolean) :void
{
dispatch(new StateChangedEvent(started ? StateChangedEvent.ROUND_STARTED :
StateChangedEvent.ROUND_ENDED, this));
}
/**
* Private method to post a OccupantEvent.
*/
private function occupantChanged_v1 (occupantId :int, player :Boolean, enter :Boolean) :void
{
dispatch(new OccupantChangedEvent(
enter ? OccupantChangedEvent.OCCUPANT_ENTERED :
OccupantChangedEvent.OCCUPANT_LEFT, this, occupantId, player));
}
/**
* Private method to post a UserChatEvent.
*/
private function userChat_v1 (speaker :int, message :String) :void
{
dispatch(new UserChatEvent(this, speaker, message));
}
/**
* Private method to generate a SizeChangedEvent.
*/
private function sizeChanged_v1 (size :Point) :void
{
dispatch(new SizeChangedEvent(this, size));
}
/**
* Sets the properties we received from the EZ game framework on the other side of the security
* boundary.
*/
protected function setEZProps (o :Object) :void
{
// get our gamedata
_gameData = o.gameData;
if (o.gameConfig != null) {
_gameConfig = o.gameConfig;
}
// and functions
_funcs = o;
}
/**
* Call a method across the security boundary.
*/
protected function callEZCode (name :String, ... args) :*
{
if (_funcs != null) {
try {
var func :Function = (_funcs[name] as Function);
if (func != null) {
return func.apply(null, args);
}
} catch (err :Error) {
trace(err.getStackTrace());
trace("--");
throw new Error("Unable to call host code: " + err.message);
}
} else {
// if _funcs is null, this will almost certainly throw an error..
checkIsConnected();
}
}
/**
* A "friend" version of callEZCode for subControls.
*/
internal function callEZCodeFriend (name :String, ... args) :*
{
// var args
args.unshift(name);
return callEZCode.apply(this, args);
}
/**
* Throw an error if we're not connected.
*/
protected function checkIsConnected () :void
{
if (!isConnected()) {
throw new IllegalOperationError(
"The game is not connected to The Whirled, please check isConnected(). " +
"If false, your game is being viewed standalone and should adjust.");
}
}
/**
* Internal method that is called whenever the mouse clicks our root.
*/
protected function handleRootClick (evt :MouseEvent) :void
{
if (!isConnected()) {
return;
}
try {
if (evt.target.stage == null || evt.target.stage.focus != null) {
return;
}
} catch (err :SecurityError) {
}
callEZCode("focusContainer_v1");
}
/** Contains the data properties shared by all players in the game. */
protected var _gameData :Object;
/** Contains any custom game configuration data. */
protected var _gameConfig :Object = {};
/** Contains functions exposed to us from the EZGame host. */
protected var _funcs :Object;
/** Sub-controls. */
protected var _collections :CollectionsControl;
protected var _seating :SeatingControl;
}
}
import flash.events.Event;
dynamic class DynEvent extends Event
{
public function DynEvent ()
{
super("ezgameQuery", true, false);
}
override public function clone () :Event
{
return new DynEvent();
}
}
@@ -0,0 +1,339 @@
//
// $Id: SeatingControl.as 271 2007-04-07 00:25:58Z dhoover $
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
/**
* Dispatched when the controller changes for the game.
*
* @eventType com.threerings.ezgame.StateChangedEvent.CONTROL_CHANGED
*/
[Event(name="ControlChanged", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when the game starts, usually after all players are present.
*
* @eventType com.threerings.ezgame.StateChangedEvent.GAME_STARTED
*/
[Event(name="GameStarted", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when a round starts.
*
* @eventType com.threerings.ezgame.StateChangedEvent.ROUND_STARTED
*/
[Event(name="RoundStarted", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when the turn changes in a turn-based game.
*
* @eventType com.threerings.ezgame.StateChangedEvent.TURN_CHANGED
*/
[Event(name="TurnChanged", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when a round ends.
*
* @eventType com.threerings.ezgame.StateChangedEvent.ROUND_ENDED
*/
[Event(name="RoundEnded", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when the game ends.
*
* @eventType com.threerings.ezgame.StateChangedEvent.GAME_ENDED
*/
[Event(name="GameEnded", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when an occupant enters the game.
*
* @eventType com.threerings.ezgame.OccupantChangedEvent.OCCUPANT_ENTERED
*/
[Event(name="OccupantEntered", type="com.threerings.ezgame.OccupantChangedEvent")]
/**
* Dispatched when an occupant leaves the game.
*
* @eventType com.threerings.ezgame.OccupantChangedEvent.OCCUPANT_LEFT
*/
[Event(name="OccupantLeft", type="com.threerings.ezgame.OccupantChangedEvent")]
/**
* Dispatched when a user chats.
*
* @eventType com.threerings.ezgame.UserChatEvent.TYPE
*/
[Event(name="UserChat", type="com.threerings.ezgame.UserChatEvent")]
/**
* Access game-specific controls.
*/
public class EZGameSubControl extends AbstractSubControl
{
public function EZGameSubControl (parent :AbstractGameControl)
{
super(parent);
_seatingCtrl = createSeatingControl();
}
/**
* Access the 'seating' subcontrol.
*/
public function get seating () :EZSeatingSubControl
{
// TODO: this should return null for PARTY games
return _seatingCtrl;
}
/**
* Get any game-specific configurations that were set up in the lobby.
*/
public function getConfig () :Object
{
return _gameConfig;
}
/**
* Send a system chat message that will be seen by everyone in the game room,
* even observers.
*/
public function systemMessage (msg :String) :void
{
callHostCode("sendChat_v1", msg);
}
/**
* If the game was not configured to auto-start, all clients must call this function to let the
* server know that they are ready, at which point the game will be started. Once a game is
* over, all clients can call this function again to start a new game.
*/
public function playerReady () :void
{
callHostCode("playerReady_v1");
}
/**
* Returns the player ids of all occupants in the game room.
*/
public function getOccupantIds () :Array /* of playerId */
{
return (callHostCode("getOccupants_v1") as Array);
}
/**
* Get the display name of the specified occupant. Two players may have the same name: always
* use playerId to purposes of identification and comparison. The name is for display
* only. Will be null is the specified playerId is not in the game.
*/
public function getOccupantName (playerId :int) :String
{
return String(callHostCode("getOccupantName_v1", playerId));
}
/**
* Returns this client's player id.
*/
public function getMyId () :int
{
return int(callHostCode("getMyId_v1"));
}
/**
* Returns true if we are in control of this game. False if another client is in control.
*/
public function amInControl () :Boolean
{
return getControllerId() == getMyId();
}
/**
* Returns the player id of the client that is in control of this game.
*/
public function getControllerId () :int
{
return int(callHostCode("getControllerId_v1"));
}
/**
* Returns the player id of the current turn holder, or 0 if it's nobody's turn.
*/
public function getTurnHolder () :int
{
return int(callHostCode("getTurnHolder_v1"));
}
/**
* Returns the current round number. Rounds start at 1 and increase if the game calls {@link
* #endRound} with a next round timeout. Between rounds, it returns a negative number,
* corresponding to the negation of the round that just ended.
*/
public function getRound () :int
{
return int(callHostCode("getRound_v1"));
}
/**
* A convenience method to just check if it's our turn.
*/
public function isMyTurn () :Boolean
{
return Boolean(callHostCode("isMyTurn_v1"));
}
/**
* Is the game currently in play?
*/
public function isInPlay () :Boolean
{
return Boolean(callHostCode("isInPlay_v1"));
}
/**
* Start the next player's turn. If a playerId is specified, that player's turn will be
* next. Otherwise the turn will progress to the next natural turn holder (following
* seating order) or be assigned randomly if the game is just starting.
*/
public function startNextTurn (nextPlayerId :int = 0) :void
{
callHostCode("startNextTurn_v1", nextPlayerId);
}
/**
* Ends the current round. If nextRoundDelay is greater than zero, the next round will be
* started in the specified number of seconds, otherwise no next round will be started. This
* method should not be called at the end of the last round, instead <code>endGame()</code>
* should be called.
*/
public function endRound (nextRoundDelay :int = 0) :void
{
callHostCode("endRound_v1", nextRoundDelay);
}
/**
* End the game. The specified player ids are winners!
*/
public function endGame (winnerIds :Array) :void
{
callHostCode("endGame_v2", winnerIds);
}
/**
* Requests to start the game again in the specified number of seconds. This should only be
* used for party games. Seated table games should have each player report that they are ready
* again and the game will automatically start.
*/
public function restartGameIn (seconds :int) :void
{
callHostCode("restartGameIn_v1", seconds);
}
/**
* Create the 'seating' subcontrol.
*/
protected function createSeatingControl () :EZSeatingSubControl
{
return new EZSeatingSubControl(_parent, this);
}
override protected function populateProperties (o :Object) :void
{
super.populateProperties(o);
o["controlDidChange_v1"] = controlDidChange_v1;
o["turnDidChange_v1"] = turnDidChange_v1;
o["gameStateChanged_v1"] = gameStateChanged_v1;
o["roundStateChanged_v1"] = roundStateChanged_v1;
o["occupantChanged_v1"] = occupantChanged_v1;
o["userChat_v1"] = userChat_v1;
_seatingCtrl.populatePropertiesFriend(o);
}
override protected function setHostProps (o :Object) :void
{
super.setHostProps(o);
_gameConfig = o.gameConfig;
_seatingCtrl.setHostPropsFriend(o);
}
/**
* Private method to post a StateChangedEvent.
*/
private function controlDidChange_v1 () :void
{
dispatch(new StateChangedEvent(StateChangedEvent.CONTROL_CHANGED, _parent));
}
/**
* Private method to post a StateChangedEvent.
*/
private function turnDidChange_v1 () :void
{
dispatch(new StateChangedEvent(StateChangedEvent.TURN_CHANGED, _parent));
}
/**
* Private method to post a StateChangedEvent.
*/
private function gameStateChanged_v1 (started :Boolean) :void
{
dispatch(new StateChangedEvent(started ? StateChangedEvent.GAME_STARTED :
StateChangedEvent.GAME_ENDED, _parent));
}
/**
* Private method to post a StateChangedEvent.
*/
private function roundStateChanged_v1 (started :Boolean) :void
{
dispatch(new StateChangedEvent(started ? StateChangedEvent.ROUND_STARTED :
StateChangedEvent.ROUND_ENDED, _parent));
}
/**
* Private method to post a OccupantEvent.
*/
private function occupantChanged_v1 (occupantId :int, player :Boolean, enter :Boolean) :void
{
dispatch(new OccupantChangedEvent(
enter ? OccupantChangedEvent.OCCUPANT_ENTERED :
OccupantChangedEvent.OCCUPANT_LEFT, _parent, occupantId, player));
}
/**
* Private method to post a UserChatEvent.
*/
private function userChat_v1 (speaker :int, message :String) :void
{
dispatch(new UserChatEvent(_parent, speaker, message));
}
/** Contains any custom game configuration data. */
protected var _gameConfig :Object = {};
/** The seating sub-control. */
protected var _seatingCtrl :EZSeatingSubControl;
}
}
@@ -0,0 +1,138 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
/**
* Dispatched when a key is pressed when the game has focus.
*
* @eventType flash.events.KeyboardEvent.KEY_DOWN
*/
[Event(name="keyDown", type="flash.events.KeyboardEvent")]
/**
* Dispatched when a key is released when the game has focus.
*
* @eventType flash.events.KeyboardEvent.KEY_UP
*/
[Event(name="keyUp", type="flash.events.KeyboardEvent")]
/**
* Dispatched when the size of the game area changes.
*
* @eventType com.threerings.ezgame.SizeChangedEvent.TYPE
*/
[Event(name="SizeChanged", type="com.threerings.ezgame.SizeChangedEvent")]
import flash.events.KeyboardEvent;
import flash.geom.Point;
/**
* Access local properties of the game.
*/
public class EZLocalSubControl extends AbstractSubControl
{
public function EZLocalSubControl (parent :AbstractGameControl)
{
super(parent);
}
// documentation inherited
override public function addEventListener (
type :String, listener :Function, useCapture :Boolean = false,
priority :int = 0, useWeakReference :Boolean = false) :void
{
super.addEventListener(type, listener, useCapture, priority, useWeakReference);
switch (type) {
case KeyboardEvent.KEY_UP:
case KeyboardEvent.KEY_DOWN:
if (hasEventListener(type)) { // ensure it was added
callHostCode("alterKeyEvents_v1", type, true);
}
break;
}
}
// documentation inherited
override public function removeEventListener (
type :String, listener :Function, useCapture :Boolean = false) :void
{
super.removeEventListener(type, listener, useCapture);
switch (type) {
case KeyboardEvent.KEY_UP:
case KeyboardEvent.KEY_DOWN:
if (!hasEventListener(type)) { // once it's no longer needed
callHostCode("alterKeyEvents_v1", type, false);
}
break;
}
}
/**
* Get the size of the game area, expressed as a Point
* (x = width, y = height).
*/
public function getSize () :Point
{
return callHostCode("getSize_v1") as Point;
}
/**
* Display a feedback system chat message for the local player only, no other players
* or observers will see it.
*/
public function feedback (msg :String) :void
{
callHostCode("localChat_v1", msg);
}
/**
* Run the specified text through the user's chat filter. This is optional, you can use
* it to clean up user-entered text.
*
* @return the filtered text, or null if it was so bad it's gone.
*/
public function filter (text :String) :String
{
return (callHostCode("filter_v1", text) as String);
}
override protected function populateProperties (o :Object) :void
{
super.populateProperties(o);
o["dispatchEvent_v1"] = dispatch; // for re-dispatching key events
o["sizeChanged_v1"] = sizeChanged_v1;
}
/**
* Private method to generate a SizeChangedEvent.
*/
private function sizeChanged_v1 (size :Point) :void
{
dispatch(new SizeChangedEvent(_parent, size));
}
}
}
@@ -0,0 +1,171 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
/**
* Dispatched when a property has changed in the shared game state.
*
* @eventType com.threerings.ezgame.PropertyChangedEvent.TYPE
*/
[Event(name="PropChanged", type="com.threerings.ezgame.PropertyChangedEvent")]
/**
* Dispatched when a message arrives with information that is not part of the shared game state.
*
* @eventType com.threerings.ezgame.MessageReceivedEvent.TYPE
*/
[Event(name="msgReceived", type="com.threerings.ezgame.MessageReceivedEvent")]
/**
* Provides access to 'net' game services.
*/
public class EZNetSubControl extends AbstractSubControl
{
public function EZNetSubControl (parent :AbstractGameControl)
{
super(parent);
}
/**
* Get a property from data.
*/
public function get (propName :String, index :int = -1) :Object
{
checkIsConnected();
var value :Object = _gameData[propName];
if (index >= 0) {
if (value is Array) {
return (value as Array)[index];
} else {
throw new ArgumentError("Property " + propName + " is not an array.");
}
}
return value;
}
/**
* Set a property that will be distributed.
*/
public function set (propName :String, value :Object, index :int = -1) :void
{
callHostCode("setProperty_v1", propName, value, index, false);
}
/**
* Set a property, but have this client immediately set the value so that it can be
* re-read. The property change event will still arrive and will be your clue as to when the
* other clients will see the newly set value. Be careful with this method, as it can allow
* data inconsistency: two clients may see different values for a property if one of them
* recently set it immediately, and the resultant PropertyChangedEvent's oldValue also may not
* be consistent.
*/
public function setImmediate (propName :String, value :Object, index :int = -1) :void
{
callHostCode("setProperty_v1", propName, value, index, true);
}
/**
* Set a property that will be distributed, but only if it's equal to the specified test value.
*
* <p> Please note that, unlike in the standard set() function, the property will not be
* updated right away, but will require a request to the server and a response back. For this
* reason, there may be a considerable delay between calling testAndSet, and seeing the result
* of the update.
*
* <p> The operation is 'atomic', in the sense that testing and setting take place during the
* same server event. In comparison, a separate 'get' followed by a 'set' operation would
* involve two events with two network round-trips, and no guarantee that the value won't
* change between the events.
*/
public function testAndSet (
propName :String, newValue :Object, testValue :Object, index :int = -1) :void
{
callHostCode("testAndSetProperty_v1", propName, newValue, testValue, index);
}
/**
* Get the names of all currently-set properties that begin with the specified prefix.
*/
public function getPropertyNames (prefix :String = "") :Array
{
var props :Array = [];
for (var s :String in _gameData) {
if (s.lastIndexOf(prefix, 0) == 0) {
props.push(s);
}
}
return props;
}
/**
* 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 messageName The message to send.
* @param value The value to attach to the message.
* @param playerId if 0 (or unset), sends to all players, otherwise the message will be private
* to just one player
*/
public function sendMessage (messageName :String, value :Object, playerId :int = 0) :void
{
callHostCode("sendMessage_v2", messageName, value, playerId);
}
override protected function populateProperties (o :Object) :void
{
super.populateProperties(o);
o["propertyWasSet_v1"] = propertyWasSet_v1;
o["messageReceived_v1"] = messageReceived_v1;
}
override protected function setHostProps (o :Object) :void
{
super.setHostProps(o);
_gameData = o.gameData;
}
/**
* Private method to post a PropertyChangedEvent.
*/
private function propertyWasSet_v1 (
name :String, newValue :Object, oldValue :Object, index :int) :void
{
dispatch(new PropertyChangedEvent(_parent, name, newValue, oldValue, index));
}
/**
* Private method to post a MessageReceivedEvent.
*/
private function messageReceived_v1 (name :String, value :Object) :void
{
dispatch(new MessageReceivedEvent(_parent, name, value));
}
/** Game properties. */
protected var _gameData :Object;
}
}
@@ -0,0 +1,59 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
/**
* Provides access to 'player' game services.
*/
public class EZPlayerSubControl extends AbstractSubControl
{
public function EZPlayerSubControl (parent :AbstractGameControl)
{
super(parent);
}
/**
* 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 (occupantId :int, callback :Function) :void
{
callHostCode("getUserCookie_v2", occupantId, callback);
}
/**
* 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 playerId 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(callHostCode("setUserCookie_v1", cookie));
}
}
}
@@ -1,5 +1,5 @@
//
// $Id$
// $Id: SeatingControl.as 271 2007-04-07 00:25:58Z dhoover $
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
@@ -21,11 +21,17 @@
package com.threerings.ezgame {
public class SeatingControl extends SubControl
/**
* Access seating information for a seated game.
*/
// TODO: methods for allowing a player to pick a seat in SEATED_CONTINUOUS games.
public class EZSeatingSubControl extends AbstractSubControl
{
public function SeatingControl (ctrl :EZGameControl)
public function EZSeatingSubControl (parent :AbstractControl, game :EZGameSubControl)
{
super(ctrl);
super(parent);
_game = game;
}
/**
@@ -33,7 +39,7 @@ public class SeatingControl extends SubControl
*/
public function getPlayerPosition (playerId :int) :int
{
return int(_ctrl.callEZCodeFriend("getPlayerPosition_v1", playerId));
return int(callHostCode("getPlayerPosition_v1", playerId));
}
/**
@@ -42,7 +48,7 @@ public class SeatingControl extends SubControl
*/
public function getMyPosition () :int
{
return int(_ctrl.callEZCodeFriend("getMyPosition_v1"));
return int(callHostCode("getMyPosition_v1"));
}
/**
@@ -51,7 +57,7 @@ public class SeatingControl extends SubControl
*/
public function getPlayerIds () :Array /* of playerId (int) */
{
return (_ctrl.callEZCodeFriend("getPlayers_v1") as Array);
return (callHostCode("getPlayers_v1") as Array);
}
/**
@@ -62,11 +68,12 @@ public class SeatingControl extends SubControl
return getPlayerIds().map(
function (playerId :int, o2:*, o3:*) :String
{
return _ctrl.getOccupantName(playerId);
return _game.getOccupantName(playerId);
}
);
}
// TODO: methods for allowing a player to pick a seat
/** Our direct parent. */
protected var _game :EZGameSubControl;
}
}
@@ -0,0 +1,124 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
/**
* Provides access to 'services' game services.
*/
public class EZServicesSubControl extends AbstractSubControl
{
public function EZServicesSubControl (parent :AbstractGameControl)
{
super(parent);
_bagsCtrl = createBagsControl();
}
/**
* Access the 'bags' subcontrol.
*/
public function get bags () :EZBagsSubControl
{
return _bagsCtrl;
}
/**
* Requests a set of random letters from the dictionary service. The letters will arrive in a
* separate message with the specified key, as an array of strings.
*
* @param locale RFC 3066 string that represents language settings
* @param dictionary the dictionary to use, or null for the default.
* TODO: document possible parameters.
* @param count the number of letters to be produced
* @param callback the function that will process the results, of the form:
* <pre>function (letters :Array) :void</pre>
* where letters is an array of strings containing letters for the given language settings
* (potentially empty).
*/
public function getDictionaryLetterSet (
locale :String, dictionary :String, count :int, callback :Function) :void
{
callHostCode("getDictionaryLetterSet_v2", locale, dictionary, count, callback);
}
/**
* Checks to see if the dictionary for the given locale contains the given word.
*
* @param locale RFC 3066 string that represents language settings
* @param dictionary the dictionary to use, or null for the default.
* TODO: document possible parameters.
* @param word the string contains the word to be checked
* @param callback the function that will process the results, of the form:
* <pre>function (word :String, result :Boolean) :void</pre>
* where word is a copy of the word that was requested, and result specifies whether the word
* is valid given language settings
*/
public function checkDictionaryWord (
locale :String, dictionary :String, word :String, callback :Function) :void
{
callHostCode("checkDictionaryWord_v2", locale, dictionary, word, callback);
}
/**
* Start the ticker with the specified name. The ticker will deliver messages to all connected
* clients at the specified delay. The value of each message is a single integer,
* starting with 0 and increasing by 1 with each messsage.
*/
public function startTicker (tickerName :String, msOfDelay :int) :void
{
callHostCode("setTicker_v1", tickerName, msOfDelay);
}
/**
* Stop the specified ticker.
*/
public function stopTicker (tickerName :String) :void
{
startTicker(tickerName, 0);
}
/**
* Create the 'bags' subcontrol.
*/
protected function createBagsControl () :EZBagsSubControl
{
return new EZBagsSubControl(_parent);
}
override protected function populateProperties (o :Object) :void
{
super.populateProperties(o);
_bagsCtrl.populatePropertiesFriend(o);
}
override protected function setHostProps (o :Object) :void
{
super.setHostProps(o);
_bagsCtrl.setHostPropsFriend(o);
}
/** The bags sub-control. */
protected var _bagsCtrl :EZBagsSubControl;
}
}
@@ -45,9 +45,9 @@ public class MessageReceivedEvent extends EZEvent
}
public function MessageReceivedEvent (
ezgame :EZGameControl, messageName :String, value :Object)
gameCtrl :Object, messageName :String, value :Object)
{
super(TYPE, ezgame);
super(TYPE, gameCtrl);
_name = messageName;
_value = value;
}
@@ -60,7 +60,7 @@ public class MessageReceivedEvent extends EZEvent
override public function clone () :Event
{
return new MessageReceivedEvent(_ezgame, _name, _value);
return new MessageReceivedEvent(_gameCtrl, _name, _value);
}
protected var _name :String;
@@ -1,35 +0,0 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
/**
* Implement this interface to automagically be registered to received
* MessageReceivedEvents.
*/
public interface MessageReceivedListener
{
/**
* Handle a MessageReceivedEvent.
*/
function messageReceived (event :MessageReceivedEvent) :void;
}
}
@@ -41,9 +41,9 @@ public class OccupantChangedEvent extends EZEvent
}
public function OccupantChangedEvent (
type :String, ezgame :EZGameControl, occupantId :int, player :Boolean)
type :String, gameCtrl :Object, occupantId :int, player :Boolean)
{
super(type, ezgame);
super(type, gameCtrl);
_occupantId = occupantId;
_player = player;
}
@@ -57,7 +57,7 @@ public class OccupantChangedEvent extends EZEvent
override public function clone () :Event
{
return new OccupantChangedEvent(type, _ezgame, _occupantId, _player);
return new OccupantChangedEvent(type, _gameCtrl, _occupantId, _player);
}
protected var _occupantId :int;
@@ -1,30 +0,0 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
public interface OccupantChangedListener
{
function occupantEntered (event :OccupantChangedEvent) :void;
function occupantLeft (event :OccupantChangedEvent) :void;
}
}
@@ -40,7 +40,6 @@ import flash.text.TextFieldAutoSize;
* extend this class.
*/
public class PlayersDisplay extends Sprite
implements StateChangedListener
{
/**
* Set the game control that will be used with this display.
@@ -48,7 +47,9 @@ public class PlayersDisplay extends Sprite
public function setGameControl (gameCtrl :EZGameControl) :void
{
_gameCtrl = gameCtrl;
_gameCtrl.registerListener(this);
_gameCtrl.game.addEventListener(StateChangedEvent.GAME_STARTED, stateChanged);
_gameCtrl.game.addEventListener(StateChangedEvent.GAME_ENDED, stateChanged);
_gameCtrl.game.addEventListener(StateChangedEvent.TURN_CHANGED, stateChanged);
configureInterface();
}
@@ -85,11 +86,11 @@ public class PlayersDisplay extends Sprite
return; // nothing to do
}
var players :Array = _gameCtrl.seating.getPlayerIds();
var players :Array = _gameCtrl.game.seating.getPlayerIds();
// create a label for each player
for each (var playerId :int in players) {
var name :String = _gameCtrl.getOccupantName(playerId);
var name :String = _gameCtrl.game.getOccupantName(playerId);
label = createPlayerLabel(playerId, name);
icon = createPlayerIcon(playerId, name);
var iconW :int = 0;
@@ -187,8 +188,8 @@ public class PlayersDisplay extends Sprite
*/
protected function displayCurrentTurn () :void
{
var idx :int = _gameCtrl.isInPlay() ?
_gameCtrl.seating.getPlayerPosition(_gameCtrl.getTurnHolder()) : -1;
var idx :int = _gameCtrl.game.isInPlay() ?
_gameCtrl.game.seating.getPlayerPosition(_gameCtrl.game.getTurnHolder()) : -1;
for (var ii :int = 0; ii < _playerLabels.length; ii++) {
var label :TextField = (_playerLabels[ii] as TextField);
label.backgroundColor = getBackground(ii == idx);
@@ -68,10 +68,10 @@ public class PropertyChangedEvent extends EZEvent
* Constructor.
*/
public function PropertyChangedEvent (
ezgame :EZGameControl, propName :String, newValue :Object,
gameCtrl :Object, propName :String, newValue :Object,
oldValue :Object, index :int = -1)
{
super(TYPE, ezgame);
super(TYPE, gameCtrl);
_name = propName;
_newValue = newValue;
_oldValue = oldValue;
@@ -86,8 +86,7 @@ public class PropertyChangedEvent extends EZEvent
override public function clone () :Event
{
return new PropertyChangedEvent(
_ezgame, _name, _newValue, _oldValue, _index);
return new PropertyChangedEvent(_gameCtrl, _name, _newValue, _oldValue, _index);
}
/** Our implementation details. */
@@ -1,35 +0,0 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
/**
* Implement this interface to automagically be registered to received
* PropertyChangedEvents.
*/
public interface PropertyChangedListener
{
/**
* Handle a PropertyChangedEvent.
*/
function propertyChanged (event :PropertyChangedEvent) :void;
}
}
@@ -46,9 +46,9 @@ public class SizeChangedEvent extends EZEvent
/**
* Constructor.
*/
public function SizeChangedEvent (ezgame :EZGameControl, size :Point)
public function SizeChangedEvent (gameCtrl :Object, size :Point)
{
super(TYPE, ezgame);
super(TYPE, gameCtrl);
_size = size;
}
@@ -59,7 +59,7 @@ public class SizeChangedEvent extends EZEvent
override public function clone () :Event
{
return new SizeChangedEvent(_ezgame, _size.clone());
return new SizeChangedEvent(_gameCtrl, _size.clone());
}
/** Our implementation details. */
@@ -48,9 +48,9 @@ public class StateChangedEvent extends EZEvent
// TODO: move to own event?
public static const TURN_CHANGED :String = "TurnChanged";
public function StateChangedEvent (type :String, ezgame :EZGameControl)
public function StateChangedEvent (type :String, gameCtrl :Object)
{
super(type, ezgame);
super(type, gameCtrl);
}
override public function toString () :String
@@ -60,7 +60,7 @@ public class StateChangedEvent extends EZEvent
override public function clone () :Event
{
return new StateChangedEvent(type, _ezgame);
return new StateChangedEvent(type, _gameCtrl);
}
}
}
@@ -1,35 +0,0 @@
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame {
/**
* Implement this interface to automagically be registered to received
* StateChangedEvents.
*/
public interface StateChangedListener
{
/**
* Handle a StateChangedEvent.
*/
function stateChanged (event :StateChangedEvent) :void;
}
}
@@ -50,9 +50,9 @@ public class UserChatEvent extends EZEvent
/**
* Constructor.
*/
public function UserChatEvent (ezgame :EZGameControl, speaker :int, message :String)
public function UserChatEvent (gameCtrl :Object, speaker :int, message :String)
{
super(TYPE, ezgame);
super(TYPE, gameCtrl);
_speaker = speaker;
_message = message;
}
@@ -64,7 +64,7 @@ public class UserChatEvent extends EZEvent
override public function clone () :Event
{
return new UserChatEvent(_ezgame, _speaker, _message);
return new UserChatEvent(_gameCtrl, _speaker, _message);
}
/** Our implementation details. */