Files
vilya/src/as/com/threerings/ezgame/PlayersDisplay.as
T
Ray Greenwell 35f6bc5b90 Renamed "GameObject" to "EZGame". I'm not super happy with the name,
so not everything is converted. I'll revisit once I've decided what to do.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@49 c613c5cb-e716-0410-b11b-feb51c14d237
2006-08-23 17:37:26 +00:00

133 lines
4.3 KiB
ActionScript

package com.threerings.ezgame {
import flash.display.Sprite;
import flash.text.StyleSheet;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
/**
* A sample component that displays the players of a game.
* If the game has a turn holder, the current turn holder will be highlighted.
*
* This class demonstrates that the 'Game' interface may be implemented
* by any DisplayObject that want access to the GameObject, not just the
* actual DisplayObject that is displaying the game. Here, all we are
* interested in is the names of the players and the current turn holder.
*
* You may use this, with any modifications you desire, in your game. Feel
* free to copy/modify or extend this class.
*/
public class PlayersDisplay extends Sprite
implements Game
{
// implementation of Game method
public function setGameObject (gameObj :EZGame) :void
{
_gameObj = gameObj;
_gameObj.addEventListener(StateChangedEvent.TURN_CHANGED, recheckTurn);
_gameObj.addEventListener(StateChangedEvent.GAME_ENDED, recheckTurn);
setupPlayers();
}
/**
* Set up the player labels and configure the look of the entire UI.
*/
protected function setupPlayers () :void
{
var y :Number = BORDER;
// create a label at the top, above the player names
var label :TextField = new TextField();
// damn stylesheet doesn't seem to actually -work-
// var style :StyleSheet = new StyleSheet();
// style.fontWeight = "bold";
// style.color = "#0000FF";
// style.fontFamily = "serif";
// style.fontSize = 18;
// label.styleSheet = style;
label.autoSize = TextFieldAutoSize.LEFT;
label.selectable = false;
label.text = "Players";
label.x = BORDER;
label.y = y;
addChild(label);
y += label.textHeight;
var maxWidth :Number = label.textWidth;
// create a label for each player
for each (var name :String in _gameObj.getPlayerNames()) {
y += PAD;
label = new TextField();
label.autoSize = TextFieldAutoSize.LEFT;
label.background = true;
label.selectable = false;
label.text = name;
label.x = BORDER;
label.y = y;
addChild(label);
y += label.textHeight;
maxWidth = Math.max(maxWidth, label.textWidth);
_playerLabels.push(label);
}
// make all the player labels the same width
// (looks nice when highlighted)
for each (label in _playerLabels) {
label.autoSize = TextFieldAutoSize.NONE;
label.width = maxWidth;
}
// draw a blue rectangle around everything
graphics.clear();
graphics.lineStyle(1, 0x0000FF);
graphics.drawRect(0, 0, maxWidth + (BORDER * 2), y + BORDER);
displayCurrentTurn();
}
/**
* Re-set the background color for every player label, highlighting
* only the player who has the turn.
*/
protected function displayCurrentTurn () :void
{
var idx :int = _gameObj.isInPlay() ? _gameObj.getTurnHolderIndex() : -1;
for (var ii :int = 0; ii < _playerLabels.length; ii++) {
var label :TextField = (_playerLabels[ii] as TextField);
label.backgroundColor = (ii == idx) ? TURN_BACKGROUND
: NORMAL_BACKGROUND;
}
}
/**
* Registered to receive TURN_CHANGED and GAME_ENDED events
* from the GameObject.
*/
protected function recheckTurn (event :StateChangedEvent) :void
{
displayCurrentTurn();
}
/** Our game object. */
protected var _gameObj :EZGame;
/** An array of labels, one for each player name. */
protected var _playerLabels :Array = [];
/** The background color for players that doesn't have the turn. */
protected static const NORMAL_BACKGROUND :uint = 0xFFFFFF;
/** The background color for players that do have the turn. */
protected static const TURN_BACKGROUND :uint = 0xFF9999;
/** The number of pixels to border around all the names. */
protected static const BORDER :int = 6;
/** The additional padding inserted between names. */
protected static const PAD :int = 2;
}
}