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
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@@ -61,11 +61,13 @@ public class PlayersDisplay extends Sprite
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maxWidth = label.textWidth;
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}
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var players :Array = _gameCtrl.getPlayers();
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// create a label for each player
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var playerIndex :int = 0;
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for each (var name :String in _gameCtrl.getPlayerNames()) {
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label = createPlayerLabel(playerIndex, name);
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icon = createPlayerIcon(playerIndex, name);
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for each (var playerId :int in players) {
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var name :String = _gameCtrl.getOccupantName(playerId);
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label = createPlayerLabel(playerId, name);
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icon = createPlayerIcon(playerId, name);
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var iconW :int = 0;
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var iconH :int = 0;
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if (icon != null) {
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@@ -83,7 +85,6 @@ public class PlayersDisplay extends Sprite
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maxWidth = Math.max(maxWidth, iconW + label.textWidth);
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_playerLabels.push(label);
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playerIndex++;
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}
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// make all the player labels the same width
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@@ -123,7 +124,7 @@ public class PlayersDisplay extends Sprite
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/**
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* Create a TextArea that will be used to display player names.
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*/
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protected function createPlayerLabel (idx :int, name :String) :TextField
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protected function createPlayerLabel (playerId :int, name :String) :TextField
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{
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var label :TextField = new TextField();
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label.autoSize = TextFieldAutoSize.LEFT;
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@@ -133,7 +134,7 @@ public class PlayersDisplay extends Sprite
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return label;
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}
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protected function createPlayerIcon (idx :int, name :String) :DisplayObject
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protected function createPlayerIcon (playerId :int, name :String) :DisplayObject
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{
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return null;
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}
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@@ -159,7 +160,7 @@ public class PlayersDisplay extends Sprite
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*/
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protected function displayCurrentTurn () :void
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{
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var idx :int = _gameCtrl.isInPlay() ? _gameCtrl.getTurnHolderIndex() : -1;
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var idx :int = _gameCtrl.isInPlay() ? _gameCtrl.getPlayerPosition(_gameCtrl.getTurnHolder()) : -1;
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for (var ii :int = 0; ii < _playerLabels.length; ii++) {
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var label :TextField = (_playerLabels[ii] as TextField);
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label.backgroundColor = getBackground(ii == idx);
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