EZGameControl updates:

- switched everything to be based on playerId instead of index
  (which doesn't make sense for a party game.)
- started adding new functions
- backwards compatible with all old games!


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@186 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Ray Greenwell
2007-02-14 01:59:29 +00:00
parent 00e771e7a5
commit e5d5480e9b
9 changed files with 368 additions and 189 deletions
+51 -44
View File
@@ -282,17 +282,17 @@ public class EZGameControl extends EventDispatcher
* @param count the number of elements to pick
* @param msgOrPropName the name of the message or property
* that will contain the picked elements.
* @param playerIndex if -1 (or unset), the picked elements should be
* @param playerId if 0 (or unset), the picked elements should be
* set on the gameObject as a property for all to see.
* If a playerIndex is specified, only that player will receive
* If a playerId is specified, only that player will receive
* the elements as a message.
*/
// TODO: a way to specify exclusive picks vs. duplicate-OK picks?
public function pickFromCollection (
collName :String, count :int, msgOrPropName :String,
playerIndex :int = -1) :void
playerId :int = 0) :void
{
getFromCollection(collName, count, msgOrPropName, playerIndex,
getFromCollection(collName, count, msgOrPropName, playerId,
false, null);
}
@@ -305,17 +305,17 @@ public class EZGameControl extends EventDispatcher
* @param count the number of elements to pick
* @param msgOrPropName the name of the message or property
* that will contain the picked elements.
* @param playerIndex if -1 (or unset), the picked elements should be
* @param playerId if 0 (or unset), the picked elements should be
* set on the gameObject as a property for all to see.
* If a playerIndex is specified, only that player will receive
* If a playerId is specified, only that player will receive
* the elements as a message.
*/
// TODO: figure out the method signature of the callback
public function dealFromCollection (
collName :String, count :int, msgOrPropName :String,
callback :Function = null, playerIndex :int = -1) :void
callback :Function = null, playerId :int = 0) :void
{
getFromCollection(collName, count, msgOrPropName, playerIndex,
getFromCollection(collName, count, msgOrPropName, playerId,
true, callback);
}
@@ -336,13 +336,13 @@ public class EZGameControl extends EventDispatcher
* value will not be saved- it will merely end up coming out
* as a MessageReceivedEvent.
*
* @param playerIndex if -1, sends to all players, otherwise
* @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, playerIndex :int = -1) :void
messageName :String, value :Object, playerId :int = 0) :void
{
callEZCode("sendMessage_v1", messageName, value, playerIndex);
callEZCode("sendMessage_v2", messageName, value, playerId);
}
/**
@@ -382,45 +382,52 @@ public class EZGameControl extends EventDispatcher
callEZCode("localChat_v1", msg);
}
/**
* Get the number of players currently in the game.
*/
public function getPlayerCount () :int
// TODO: NEW
public function getOccupants () :Array /* of playerId */
{
return int(callEZCode("getPlayerCount_v1"));
return (callEZCode("getOccupants_v1") as Array);
}
// TODO: NEW
/**
* Get the player names, as an 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.
*/
public function getPlayerNames () :Array
public function getOccupantName (playerId :int) :String
{
return (callEZCode("getPlayerNames_v1") as Array);
return String(callEZCode("getOccupantName_v1", playerId));
}
// TODO: NEW: Table control
/**
* Get the index into the player names array of the current player,
* or -1 if the user is not a player.
* Get the player's position, or -1 if not a player.
*/
public function getMyIndex () :int
public function getPlayerPosition (playerId :int) :int
{
return int(callEZCode("getMyIndex_v1"));
return int(callEZCode("getPlayerPosition_v1", playerId));
}
// TODO: NEW: Table control
/**
* Get the turn holder's index, or -1 if it's nobody's turn.
* Get all the players at the table, in their seated position.
* Absent players will be represented by a 0.
*/
public function getTurnHolderIndex () :int
public function getPlayers () :Array /* of playerId (int) */
{
return int(callEZCode("getTurnHolderIndex_v1"));
return (callEZCode("getPlayers_v1") as Array);
}
/**
* Get the indexes of the winners
*/
public function getWinnerIndexes () :Array /* of int */
// TODO: NEW
public function getMyId () :int
{
return (callEZCode("getWinnerIndexes_v1") as Array);
return int(callEZCode("getMyId_v1"));
}
public function getTurnHolder () :int
{
return int(callEZCode("getTurnHolder_v1"));
}
/**
@@ -428,9 +435,9 @@ public class EZGameControl extends EventDispatcher
* first time this is requested per game instance it will be retrieved
* from the database. After that, it will be returned from memory.
*/
public function getUserCookie (playerIndex :int, callback :Function) :void
public function getUserCookie (playerId :int, callback :Function) :void
{
callEZCode("getUserCookie_v1", playerIndex, callback);
callEZCode("getUserCookie_v1", playerId, callback);
}
/**
@@ -469,21 +476,21 @@ public class EZGameControl extends EventDispatcher
}
/**
* End the current turn. If no next player index is specified,
* End the current turn. If no next player id is specified,
* then the next player after the current one is used.
*/
public function endTurn (nextPlayerIndex :int = -1) :void
public function endTurn (nextPlayerId :int = 0) :void
{
callEZCode("endTurn_v1", nextPlayerIndex);
callEZCode("endTurn_v2", nextPlayerId);
}
/**
* End the game. The specified player indexes are winners!
* End the game. The specified player ids are winners!
*/
public function endGame (... winnerIndexes) :void
public function endGame (... winnerIds) :void
{
var args :Array = winnerIndexes;
args.unshift("endGame_v1");
var args :Array = winnerIds;
args.unshift("endGame_v2");
// goddamn var-args complications in actionscript
callEZCode.apply(null, args);
@@ -513,12 +520,12 @@ public class EZGameControl extends EventDispatcher
/**
* Helper method for pickFromCollection and dealFromCollection.
*/
protected function getFromCollection(
collName :String, count :int, msgOrPropName :String, playerIndex :int,
protected function getFromCollection (
collName :String, count :int, msgOrPropName :String, playerId :int,
consume :Boolean, callback :Function) :void
{
callEZCode("getFromCollection_v1", collName, count, msgOrPropName,
playerIndex, consume, callback);
callEZCode("getFromCollection_v2", collName, count, msgOrPropName,
playerId, consume, callback);
}
/**