// // $Id$ // // 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.events.Event; /** * Dispatched when the state of the game has changed. */ public class StateChangedEvent extends EZEvent { /** Indicates that the game has transitioned to a started state. */ public static const GAME_STARTED :String = "GameStarted"; /** Indicates that the game has transitioned to a ended state. */ public static const GAME_ENDED :String = "GameEnded"; /** Indicates that a round has started. Games that do not require multiple rounds can ignore * this event. */ public static const ROUND_STARTED :String = "RoundStarted"; /** Indicates that the current round has ended. */ public static const ROUND_ENDED :String = "RoundEnded"; /** Indicates that a new controller has been assigned. */ public static const CONTROL_CHANGED :String = "ControlChanged"; /** Indicates that the turn has changed. */ // TODO: move to own event? public static const TURN_CHANGED :String = "TurnChanged"; public function StateChangedEvent (type :String, ezgame :EZGameControl) { super(type, ezgame); } override public function toString () :String { return "[StateChangedEvent type=" + type + "]"; } override public function clone () :Event { return new StateChangedEvent(type, _ezgame); } } }