Files
vilya/src/as/com/threerings/ezgame/client/EZGameController.as
T
Michael Bayne 5b77f2f95d Added support for handling games with multiple rounds.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@237 c613c5cb-e716-0410-b11b-feb51c14d237
2007-03-11 07:59:23 +00:00

153 lines
4.5 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.client {
import flash.events.Event;
import com.threerings.util.Name;
import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.crowd.client.PlaceView;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.util.CrowdContext;
import com.threerings.parlor.game.client.GameController;
import com.threerings.parlor.game.data.GameObject;
import com.threerings.parlor.turn.client.TurnGameController;
import com.threerings.parlor.turn.client.TurnGameControllerDelegate;
import com.threerings.ezgame.data.EZGameObject;
/**
* A controller for flash games.
*/
public class EZGameController extends GameController
implements TurnGameController
{
public function EZGameController ()
{
addDelegate(_turnDelegate = new TurnGameControllerDelegate(this));
}
/**
* This is called by the GameControlBackend once it has initialized and made contact with
* usercode.
*/
public function userCodeIsConnected () :void
{
playerReady();
}
// from PlaceController
override public function willEnterPlace (plobj :PlaceObject) :void
{
_ezObj = (plobj as EZGameObject);
super.willEnterPlace(plobj);
}
// from PlaceController
override public function didLeavePlace (plobj :PlaceObject) :void
{
super.didLeavePlace(plobj);
_ezObj = null;
}
// from TurnGameController
public function turnDidChange (turnHolder :Name) :void
{
_panel.backend.turnDidChange();
}
// from GameController
override public function attributeChanged (event :AttributeChangedEvent) :void
{
var name :String = event.getName();
if (EZGameObject.CONTROLLER_OID == name) {
_panel.backend.controlDidChange();
} else if (GameObject.ROUND_ID == name) {
if ((event.getValue() as int) > 0) {
_panel.backend.roundStateChanged(true);
} else {
_panel.backend.roundStateChanged(false);
}
} else {
super.attributeChanged(event);
}
}
// from GameController
override protected function playerReady () :void
{
// we require the user to be connected, and we redundantly only do this if the user is in
// the players array
if (_panel.backend.isConnected()) {
var bobj :BodyObject = (_ctx.getClient().getClientObject() as BodyObject);
if (_gobj.getPlayerIndex(bobj.getVisibleName()) != -1) {
super.playerReady();
}
} else {
log.debug("Waiting to call playerReady, userCode not yet connected.");
}
}
// from GameController
override protected function gameDidStart () :void
{
super.gameDidStart();
_panel.backend.gameStateChanged(true);
}
// from GameController
override protected function gameDidEnd () :void
{
super.gameDidEnd();
_panel.backend.gameStateChanged(false);
}
// from PlaceController
override protected function createPlaceView (ctx :CrowdContext) :PlaceView
{
return new EZGamePanel(ctx, this);
}
// from PlaceController
override protected function didInit () :void
{
super.didInit();
// we can't just assign _panel in createPlaceView() for some exciting reason
_panel = (_view as EZGamePanel);
}
protected var _ezObj :EZGameObject;
protected var _turnDelegate :TurnGameControllerDelegate;
protected var _panel :EZGamePanel;
}
}