Files
vilya/src/as/com/threerings/ezgame/UserChatEvent.as
T
Ray Greenwell d198c25780 Avoid calling the type constant TYPE.
Make a reasonable name for each.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@542 c613c5cb-e716-0410-b11b-feb51c14d237
2008-01-08 01:36:18 +00:00

75 lines
2.0 KiB
ActionScript

//
// $Id$
//
// 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 a player speaks.
*/
public class UserChatEvent extends EZEvent
{
/** The type of a property change event. */
public static const USER_CHAT :String = "UserChat";
/**
* Get the name of the user who spoke.
*/
public function get speaker () :int
{
return _speaker;
}
/**
* Get the content of the chat.
*/
public function get message () :Object
{
return _message;
}
/**
* Constructor.
*/
public function UserChatEvent (gameCtrl :Object, speaker :int, message :String)
{
super(USER_CHAT, gameCtrl);
_speaker = speaker;
_message = message;
}
override public function toString () :String
{
return "[UserChatEvent speaker=" + _speaker + ", message=" + _message + "]";
}
override public function clone () :Event
{
return new UserChatEvent(_gameCtrl, _speaker, _message);
}
/** Our implementation details. */
protected var _speaker: int;
protected var _message :String;
}
}