Files
vilya/src/as/com/threerings/ezgame/EZGameControl.as
T
Ray Greenwell 29bec533d8 Documented the events currently being dispatched.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@147 c613c5cb-e716-0410-b11b-feb51c14d237
2007-01-12 23:10:30 +00:00

623 lines
19 KiB
ActionScript

package com.threerings.ezgame {
import flash.errors.IllegalOperationError;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.display.DisplayObject;
/**
* 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 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 the turn changes in a turn-based game.
*
* @eventType com.threerings.ezgame.StateChangedEvent.TURN_CHANGED
*/
[Event(name="GameStarted", type="com.threerings.ezgame.StateChangedEvent")]
/**
* Dispatched when the game ends.
*
* @eventType com.threerings.ezgame.StateChangedEvent.GAME_ENDED
*/
[Event(name="GameStarted", type="com.threerings.ezgame.StateChangedEvent")]
/**
* 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")]
/**
* The single point of control for each client in your multiplayer EZGame.
*
* TODO: lots of documentation.
*/
public class EZGameControl extends EventDispatcher
{
/**
* Create an EZGameControl object using some display object currently
* on the hierarchy.
*/
public function EZGameControl (disp :DisplayObject)
{
var event :DynEvent = new DynEvent();
event.userProps = new Object();
populateProperties(event.userProps);
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);
}
/**
* Are we connected and running inside the EZGame environment, or
* has someone just loaded up this swf by itself?
*/
public function isConnected () :Boolean
{
return (_gameData != null);
}
// 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);
}
}
}
// 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);
}
}
}
/**
* Data accessor.
*/
public function get data () :Object
{
return _gameData;
}
/**
* Get a property from data.
*/
public function get (propName :String, index :int = -1) :Object
{
var value :Object = data[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);
}
/**
* 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.GAME_STARTED, scl.stateChanged,
false, 0, true);
addEventListener(
StateChangedEvent.TURN_CHANGED, scl.stateChanged,
false, 0, true);
addEventListener(
StateChangedEvent.GAME_ENDED, scl.stateChanged,
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.TURN_CHANGED, scl.stateChanged);
removeEventListener(
StateChangedEvent.GAME_ENDED, scl.stateChanged);
}
}
/**
* Set the specified collection to contain the specified values,
* clearing any previous values.
*/
public function setCollection (collName :String, values :Array) :void
{
populateCollection(collName, 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.
*/
public function addToCollection (collName :String, values :Array) :void
{
populateCollection(collName, values, false);
}
/**
* Pick (do not remove) the specified number of elements from a collection,
* and distribute them to a specific player or set them as a property
* in the game data.
*
* @param collName 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.
* @param playerIndex if -1 (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
* 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
{
getFromCollection(collName, count, msgOrPropName, playerIndex,
false, null);
}
/**
* Deal (remove) the specified number of elements from a collection,
* and distribute them to a specific player or set them as a property
* in the game data.
*
* @param collName 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.
* @param playerIndex if -1 (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
* 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
{
getFromCollection(collName, count, msgOrPropName, playerIndex,
true, callback);
}
/**
* 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.
*/
public function mergeCollection (srcColl :String, intoColl :String) :void
{
callEZCode("mergeCollection_v1", srcColl, intoColl);
}
/**
* 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 playerIndex if -1, 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
{
callEZCode("sendMessage_v1", messageName, value, playerIndex);
}
/**
* Start the ticker with the specified name. It will deliver
* messages to the game object at the specified delay,
* the value of each message being a single integer, starting with 0
* and increasing by one 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);
}
/**
* Get the number of players currently in the game.
*/
public function getPlayerCount () :int
{
return int(callEZCode("getPlayerCount_v1"));
}
/**
* Get the player names, as an array.
*/
public function getPlayerNames () :Array
{
return (callEZCode("getPlayerNames_v1") as Array);
}
/**
* Get the index into the player names array of the current player,
* or -1 if the user is not a player.
*/
public function getMyIndex () :int
{
return int(callEZCode("getMyIndex_v1"));
}
/**
* Get the turn holder's index, or -1 if it's nobody's turn.
*/
public function getTurnHolderIndex () :int
{
return int(callEZCode("getTurnHolderIndex_v1"));
}
/**
* Get the indexes of the winners
*/
public function getWinnerIndexes () :Array /* of int */
{
return (callEZCode("getWinnerIndexes_v1") as Array);
}
/**
* 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 (playerIndex :int, callback :Function) :void
{
callEZCode("getUserCookie_v1", playerIndex, 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 playerIndex 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"));
}
/**
* End the current turn. If no next player index is specified,
* then the next player after the current one is used.
*/
public function endTurn (nextPlayerIndex :int = -1) :void
{
callEZCode("endTurn_v1", nextPlayerIndex);
}
/**
* End the game. The specified player indexes are winners!
*/
public function endGame (... winnerIndexes) :void
{
var args :Array = winnerIndexes;
args.unshift("endGame_v1");
// goddamn var-args complications in actionscript
callEZCode.apply(null, args);
}
/**
* Your own events may not be dispatched here.
*/
override public function dispatchEvent (event :Event) :Boolean
{
// Ideally we want to not be an IEventDispatcher 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.
// It's really nice to be able to
throw new IllegalOperationError();
}
/**
* Helper method for setCollection and addToCollection.
*/
protected function populateCollection (
collName :String, values :Array, clearExisting :Boolean) :void
{
callEZCode("populateCollection_v1", collName, values, clearExisting);
}
/**
* Helper method for pickFromCollection and dealFromCollection.
*/
protected function getFromCollection(
collName :String, count :int, msgOrPropName :String, playerIndex :int,
consume :Boolean, callback :Function) :void
{
callEZCode("getFromCollection_v1", collName, count, msgOrPropName,
playerIndex, consume, callback);
}
/**
* 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["propertyWasSet_v1"] = propertyWasSet_v1;
o["turnDidChange_v1"] = turnDidChange_v1;
o["messageReceived_v1"] = messageReceived_v1;
o["gameDidStart_v1"] = gameDidStart_v1;
o["gameDidEnd_v1"] = gameDidEnd_v1;
o["dispatchEvent_v1"] = dispatch;
}
/**
* 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 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 gameDidStart_v1 () :void
{
dispatch(new StateChangedEvent(StateChangedEvent.GAME_STARTED, this));
}
/**
* Private method to post a StateChangedEvent.
*/
private function gameDidEnd_v1 () :void
{
dispatch(new StateChangedEvent(StateChangedEvent.GAME_ENDED, this));
}
/**
* 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;
// 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("Unable to call ez code: " + err);
}
}
}
/**
* Internal method that is called whenever the mouse clicks our root.
*/
protected function handleRootClick (evt :MouseEvent) :void
{
try {
if (evt.target.stage.focus != null) {
return;
}
} catch (err :SecurityError) {
}
callEZCode("focusContainer_v1");
}
/**
* Secret function to dispatch property changed events.
*/
internal function dispatch (event :Event) :void
{
try {
super.dispatchEvent(event);
} catch (err :Error) {
trace("Error dispatching event to user game.");
trace(err.getStackTrace());
}
}
/** Contains the data properties shared by all players in the game. */
protected var _gameData :Object;
/** Contains functions exposed to us from the EZGame host. */
protected var _funcs :Object;
}
}
import flash.events.Event;
dynamic class DynEvent extends Event
{
public function DynEvent ()
{
super("ezgameQuery", true, false);
}
override public function clone () :Event
{
return new DynEvent();
}
}