That way, when a function is changed the compiler will tell us about
any matching change we may need to make to WorldGameControlBackend.
Otherwise, the override function that may be present in the world version
may shift to overridding the adapter function.
It's also just cleaner to move these adapter functions to their own class.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@187 c613c5cb-e716-0410-b11b-feb51c14d237
- 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
and retrieving a set of language-specific letters. This is just a transient checkin, since
it only pushes data both ways through the ActionScript/Java interface ("small step for
mankind, huge step for me" kind of a thing ;). Word lookup logic will be coming next.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@181 c613c5cb-e716-0410-b11b-feb51c14d237
This will force us to migrate soon to a OID-based player indexing system.
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We used to compare them against the Object class, but that doesn't work
well in the presence of multiple application domains. So instead we
check for the presence of parent classes.
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calling setProperty() with an array was encoding it as byte[][], even when
an index was passed in.
Messages of arrays were also encoding as byte[][] for the server, even though
the server doesn't care about messages.
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They can add their keyboard listeners directly to the GameControl object
to receive global key events.
There are strange focus weirdnesses on the flex side- sometimes you have
focus with no focus highlight and sometimes you don't have focus and you
do have the highlight. Punting, rather than spending more hours on this.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@138 c613c5cb-e716-0410-b11b-feb51c14d237
Now, instead of implementing "Game" and having the EZGame object assigned
to you, you create it yourself using your top-level component.
You must register listeners manually, and keyboard focus is currently an
issue that I'm working on.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@137 c613c5cb-e716-0410-b11b-feb51c14d237
Then intention is that other games besides EZGame may use this as well,
so it's semi-separated, but for now it's part of EZGame.
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because otherwise the EZGameController will try to unmarshall the value.
The marshalling/unmarshalling is purely clientside, the server doesn't
understand how to do it, so it must dispatch a different event that just
contains a nice normal integer.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@85 c613c5cb-e716-0410-b11b-feb51c14d237
if implemented by something on the display hierarchy.
You may also implement them in utility classes and register and unregister
event listening by hand.
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so not everything is converted. I'll revisit once I've decided what to do.
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We'll be using this in game gardens, at least.
Note that the actionscript side currently doesn't compile because of
limitations in building a .swc file, but that'll be fixed soon.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@47 c613c5cb-e716-0410-b11b-feb51c14d237