Games\Reflektit\Game.jsGamesByEmailObject
GamesByEmail.Game
All Implemented Interfaces:
GamesByEmail.ReflektitGame
extendsGame
| Constructor Summary |
// This is the base class that we are extending.
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| Field Summary | |
static | resourcePack
// This will hold our static methods and properties.
// the resourcePack is a collection of information
// used throughout the class.
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Fields inherited from GamesByEmail.Game |
board, canPie, constrainer, font, id, info, isLog, lastMove, logSettings, maxMoveNumber, message, move, notify, onLeftMouseDown, onLeftMouseUp, onMiddleMouseDown, onMiddleMouseUp, onMouseDown, onMouseMove, onMouseOut, onMouseOver, onMouseUp, onRightMouseDown, onRightMouseUp, pieces, previewing, rotation, status, teams, territories, testing, title, type, verbose |
Fields inherited from Foundation.Elemental |
$Foundation_$registry_index |
| Method Summary | |
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Checks to see if a move is legal. By default calls
isMoveLegal. |
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Gets the clipping rectangle for a piece.
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Gets the HTML for the team title on the board. By default uses resources 'turnTeamTitle' or 'teamTitle'.
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// Processes a mirror hit on a laser. Returns the new direction, or -1 if something was hit.
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The first method to be called when a game is created, override to set up teams, players and the game state.
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Called when needing the it-is-your-turn game prompt HTML (typically a short sentence about the move). Override and set mouse events here. Internally uses the "itIsYourTurnToMove" resource.
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// Laser directions: 0 is north, 1 is west, 2 is south, 3 is east.
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Gets called when the Send Move button is pushed. Override and set the game state, then call Super.sendMove.
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Called when synchronizing, sets the perspective of the board based on the player. By default sets the
rotation property to 0. |
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Called when the game should synchronize with
info properties from the server. |
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// This will hold our methods and properties.
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Methods inherited from Foundation.Class |
getTypePath, isInstanceOf |
Methods inherited from Foundation.Elemental |
attachEvent, detachEvent, elementId, event, getById, getElement, getElementValue, getElements, getFirst, getNext, parseElementId, processHtml, processHtml |
Methods inherited from Foundation.Resourceful |
resource, resource, resourceUrl, resourceUrl |
Methods inherited from Foundation.Server |
server, serverSerialized, serverSynchronous |
| Constructor Detail |
GamesByEmail.ReflektitGame()
// This is the base class that we are extending.
| Field Detail |
static resourcePack
// This will hold our static methods and properties. // the resourcePack is a collection of information // used throughout the class.
Overrides:resourcePack in class Game| Method Detail |
canMoveTo(color,
toPoint)
color -
toPoint -
canRotate(value)
value -
Boolean checkMove(/*Point*/ toPoint,
/*Point*/ fromPoint)
Checks to see if a move is legal. By default calls isMoveLegal.
toPoint -The board point moving to.
fromPoint -The board point moving from.
true if the move is legal.
dispose()
dragByClicks(up,
origPoint,
screenPoint)
up -
origPoint -
screenPoint -
Rectangle getPieceRect(/*String*/ value,
/*Number*/ color,
/*Point*/ boardPoint)
Gets the clipping rectangle for a piece.
Overrides:getPieceRect in class Gamevalue -The value of the piece.
color -(Optional) The color of the piece. Not used by default.
boardPoint -(Optional) The board point of the piece. Not used by default.
getPieceRotation(value,
angle)
value -
angle -
String getTeamTitleHtml(/*Team*/ team,
/*Boolean*/ top)
Gets the HTML for the team title on the board. By default uses resources 'turnTeamTitle' or 'teamTitle'.
Overrides:getTeamTitleHtml in class Gameteam -The team to get the color for.
top -Whether this team's title will be displayed above the board or below.
hitPiece()
// Processes a mirror hit on a laser. Returns the new direction, or -1 if something was hit.
hoverPiece(screenPoint)
screenPoint -
void initialize(/*Number*/ numPlayers,
/*Number*/ turnTeamIndex)
The first method to be called when a game is created, override to set up teams, players and the game state.
Overrides:initialize in class GamenumPlayers -The number of players from the game form.
turnTeamIndex -The index of the team to set the initial turn. Call the Super with -1 to set all teams turn.
Example:
// Override initialize
initialize:function(numPlayers,turnTeamIndex)
{
// Call the Super.initialize to add default teams.
Super.initialize(numPlayers,turnTeamIndex);
// Initialize the board state.
this.info["board"]="rnbqkbnrpppppppp PPPPPPPPRNBQKBNR";
var team=this.teams[0];
team.info["i_ep"]=-1;
team.info["b_cs"]=true;
team.info["b_cl"]=true;
team=this.teams[1];
team.info["i_ep"]=-1;
team.info["b_cs"]=true;
team.info["b_cl"]=true;
// Log the start of game.
this.move.log=this.logEntry(44);
}
isInRange(toPoint,
fromPoint)
toPoint -
fromPoint -
isMoveLegal(toPoint,
piece)
toPoint -
piece -
isSwappable(value)
value -
String itsYourTurnHtml(/*String*/ resourceName)
Called when needing the it-is-your-turn game prompt HTML (typically a short sentence about the move). Override and set mouse events here. Internally uses the "itIsYourTurnToMove" resource.
Overrides:itsYourTurnHtml in class GameresourceName -(Optional) A resource name to override the default resource to use.
mouseDown(screenPoint,
ev)
screenPoint -
ev -
moveLaser()
// Laser directions: 0 is north, 1 is west, 2 is south, 3 is east.
pieceNotation(pieceChar,
color)
pieceChar -
color -
placePiece(screenPoint)
screenPoint -
processLaser()
removeLaser()
rotatePiece(screenPoint)
screenPoint -
rotatedPiece()
Boolean sendMove(/*Boolean*/ sendNow,
/*Player*/ player)
Gets called when the Send Move button is pushed. Override and set the game state, then call Super.sendMove.
Overrides: Parameters:sendNow -(Optional) Send the moves to the server now. Else, save the move for sending later. Defaults to
true.player -(Optional) The player responsible for the move. Defaults to the current player (game.player).
true.
setHilites()
void setPerspective(/*Team*/ team)
Called when synchronizing, sets the perspective of the board based on the player. By default sets the rotation property to 0.
setPerspective in class Gameteam -The team to synchronize.
spaceNotation(x,
y)
x -
y -
void synch()
Called when the game should synchronize with info properties from the server.
synchTeam()