Games\Viktory2\Game.jsGamesByEmailObject
GamesByEmail.Game
All Implemented Interfaces:
GamesByEmail.Viktory2Game
extendsGame
implementsGamesByEmail.Hex
| Constructor Summary |
|
| Enum Summary | |
static | HEX_TYPE
|
static | MOVE_PHASE
|
| Field Summary | |
static | resourcePack
Resources for most of the game. Override to add resources specific to game.
|
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 |
Methods inherited from GamesByEmail.Hex |
boardPointFromScreenXY, boardPointFromValueIndex, forEachBoardPoint, numInPath, screenRectFromBoardXY, valueIndexFromBoardXY |
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.Viktory2Game()
| Enum Detail |
static HEX_TYPE
PLAIN -
GRASSLAND -
FOREST -
MOUNTAIN -
WATER -
CONVERT_TO_LAND -
static MOVE_PHASE
RESET -
DOOMSDAY_CLOCK -
CAPITAL -
RELOCATE -
PENNANTS -
MOVE -
RETREAT -
NEW_VASSAL -
VASSAL_RESERVES -
VASSAL_RESERVE_BATTLES -
NEW_VASSAL_COMPLETE -
RESERVES -
RESERVE_BATTLES -
OVER -
| Field Detail |
static Object resourcePack
Resources for most of the game. Override to add resources specific to game.
Overrides:resourcePack in class Game| Method Detail |
addAdditionalLogEntry(logEntry)
logEntry -
addMapCustomizationData(data,
playOptions)
data -
playOptions -
alignElementWithPiece(element,
piece)
element -
piece -
anyBattlesPending()
anyMovesOrBattlesLeft()
StringBuilder appendAdditionalPreferencesHtml(/*StringBuilder*/ htmlBuilder)
Override to add additional player preferences.
Overrides:appendAdditionalPreferencesHtml in class GamehtmlBuilder -The string builder to add the extra player preference HTML to.
appendBuildingBudgetToReserves()
balanceExplorationOnMouseDown(screenPoint)
screenPoint -
battlesPendingAlert(alertType)
alertType -
boardEditorMouseDown(screenPoint)
screenPoint -
boardEditorRequest(editType,
editValue)
editType -
editValue -
String boardValueFromValueColor(/*String*/ value,
/*Number*/ color)
Gets the board value from a value and color. By default, the value is returned if color is zero, else the upper case of the value is returned.
Overrides:boardValueFromValueColor in class Gamevalue -The value.
color -The color.
bombardUnitsMouseDown(screenPoint)
screenPoint -
bombardUnitsMouseMove(screenPoint)
screenPoint -
bombardUnitsMouseUp(screenPoint)
screenPoint -
canBalanceExploration(overideUndoLength)
overideUndoLength -
canBuildOrReserve()
canBuildOrUpgrade()
canDoSomethingWithReserves(notTown,
notMilitary)
notTown -
notMilitary -
centerElementOverPiece(element,
piece)
element -
piece -
chatImageHtml(chatId)
chatId -
chatVibration()
checkForWin(committing)
committing -
clearMapCustomizationData(playOptions)
playOptions -
Number colorFromBoardValue(/*String*/ boardValue)
Gets the color from a board value. By default, lower case characters return 0, uppercase 1, and everything else -1.
Overrides:colorFromBoardValue in class GameboardValue -The value to check, by default a single character.
compileStatistics(moves)
moves -
String completeYourTurnHtml(/*String*/ resourceName)
Called when needing the complete-your-turn game prompt HTML (typically a short sentence about the move and a Send This Move button). Override and set mouse events here. Internally uses the "completeYourTurn" resource.
Overrides:completeYourTurnHtml in class GameresourceName -(Optional) A resource name to override the default resource to use.
confirmEndReservePlacement(confirmType)
confirmType -
String continueYourTurnHtml(/*String*/ resourceName)
Called when needing the continue-your-turn game prompt HTML (typically a short sentence about the move, no send move button yet). Override and set mouse events here. Internally uses the "continueYourTurn" resource.
Overrides:continueYourTurnHtml in class GameresourceName -(Optional) A resource name to override the default resource to use.
couldPlaceReserveUnit(unitType,
color,
controlsCapital)
unitType -
color -
controlsCapital -
countHitsForLog(rolls,
hitThreshold,
otherHits)
rolls -
hitThreshold -
otherHits -
countNewVisible(v1,
v2)
v1 -
v2 -
countWaterInMapCustomizationData(playOptions)
playOptions -
createUnitCounts()
customizeMapDoAll(doUpdate)
doUpdate -
customizeMapOnMouseDown(value)
value -
customizeMapOnMouseMove(screenPoint)
screenPoint -
customizeMapOnMouseUp(screenPoint)
screenPoint -
debugScreenPoint(screenPoint)
screenPoint -
defensiveLuckAveragingOnClick(checked)
checked -
disbandObligitories(color)
color -
dispose()
distanceBewteenPoints(p1,
p2)
p1 -
p2 -
doesColorControlTheirCapital(color)
color -
doneWithPhase()
doomsdayClockHtml()
eliminateExtraUnitsHtml()
eliminateExtraUnitsMouseDown(screenPoint)
screenPoint -
eliminateExtraUnitsMouseMove(screenPoint)
screenPoint -
eliminateExtraUnitsMouseOut(screenPoint)
screenPoint -
endMyMovement()
endMyTurn()
everyOtherTeamHasDoomsdayClock(color)
color -
findTargetPoint(point)
point -
forfeitMapCustomization()
forfeitPendingBattles()
getActionLinksHtml()
//stats
Overrides:getActionLinksHtml in class Game
getArtilleryDifference(unitCounts)
unitCounts -
getBattleData()
getBoardEditorAnchorHtml()
getBuildables(color,
rulerColor)
color -
rulerColor -
getCapitalPoints(board,
color,
playOptions,
landOnly)
board -
color -
playOptions -
landOnly -
getCavalryDifference(unitCounts)
unitCounts -
getCombatSupplyIconHtml()
getCommonOverlayHtml(activePiece)
activePiece -
getCurrentBuildSpending(color)
color -
getCurrentRemovingType()
getDataString(movePhase,
board,
visibility,
units,
battle,
playOptions)
movePhase -
board -
visibility -
units -
battle -
playOptions -
getDefensiveLuckAveragingControlsHtml()
getDoomsdayClockResultsHtml()
getEnabledPlayOptionsHtml(color)
color -
getFrigateDifference(unitCounts)
unitCounts -
getGameDescriptionHtml()
getHitThreshold(color)
color -
getInfantryDifference(unitCounts)
unitCounts -
getLastActivityPiece()
getMapCustomizationData(playOptions)
playOptions -
getMapCustomizationHtml()
getMemoryUnits(index)
index -
getMoveLogFromUndoStack()
getNewVassal()
getNewVassalCompleteHtml()
getNewVassalHtml()
getNumMapCustomizations(playOptions)
playOptions -
getOptionsDataString(playOptions)
playOptions -
getPointPerimeterValue(point)
point -
getRandomAvailableLandHexValue(playOptions)
playOptions -
getRemainingBuildingBudget(color)
color -
getReserveHtml(team)
team -
getReserveOnMouseDown(team)
team -
getReserveUnitImageHtml(unitType,
color,
couldPlace,
onMouseDown)
unitType -
color -
couldPlace -
onMouseDown -
getReserveUnitTypes(color)
color -
getRetreatingPiece()
getStatisticsHtml(stats)
stats -
getStatisticsPopupHtml(popupWin)
popupWin -
getTargetPlaceHolderPoint(point)
point -
getTargetPoint(point)
point -
getTeamOptionsData(playOptions)
playOptions -
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.
getUnitImageHtml(unitType,
color,
attributes)
unitType -
color -
attributes -
getUnitImageSrc()
getUnitSheetAnchorHtml()
getVassalReorganizationWarningHtml()
hasDoomsdayResults()
hiliteVisibilityDifference(vis1,
vis2)
vis1 -
vis2 -
hitPhrase(num)
num -
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);
}
void initializeNewGameForm(/*GameForm*/ gameForm,
/*Array*/ userInfo)
Seeds the game form options with values from the current game.
Overrides:initializeNewGameForm in class GamegameForm -The game form to seed.
userInfo -An array of user information.
Point isBoardPointHidden(/*Point*/ boardPoint)
Returns whether the board point is hidden from the current player, for games like Dark Chess.
Overrides:isBoardPointHidden in class GameboardPoint -The board point.
isLandAtPointBoard(point,
board)
point -
board -
isPointOnPerimeter(point)
point -
isTargetPoint(point)
point -
isTeamInOurAlliance(team)
team -
isUnexploredByAnyTeam(index)
index -
isWaterAtPointBoard(point,
board)
point -
board -
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.
mapCustomizationDataCanSwapWater(playOptions)
playOptions -
mapDataOption(data,
encoding)
data -
encoding -
matchBoardToNumPlayersAndColor(numPlayers,
color)
numPlayers -
color -
maybeCenterOverlay(piece)
piece -
maybeFinishRetreat(retreatingPiece)
retreatingPiece -
maybeFinishRetreat2(retreatingPiece)
retreatingPiece -
maybeHideOverlay()
maybeMemorizeCivilizations()
maybeMouseOut()
maybeReleaseFromVassalage(piece)
piece -
maybeRequestStatistics()
maybeResetReservesByMouseUp()
maybeTempHideOverlay(event)
event -
maybeTempUnhideOverlay(event)
event -
maybeUndarkAdjacent(point,
radius)
point -
radius -
maybeUndarkPiece(piece)
piece -
militaryUnitFromScreenPoint(screenPoint,
unitType,
color,
rulerColor,
movers,
bombarders,
loadables,
retreatables,
cargoType,
redeployables)
screenPoint -
unitType -
color -
rulerColor -
movers -
bombarders -
loadables -
retreatables -
cargoType -
redeployables -
moveBombardUnitsMouseMove(screenPoint)
screenPoint -
moveBombardUnitsMouseOut(screenPoint)
screenPoint -
moveToNextPlayer()
moveUnitsHtml()
moveUnitsMouseDown(screenPoint)
screenPoint -
moveUnitsMouseMove(screenPoint)
screenPoint -
moveUnitsMouseUp(screenPoint)
screenPoint -
mustCommitBattleResults()
mustHandleMapCustomization()
needsCapitalPlaced()
needsExtrasRemoved()
needsPennantsPlaced()
needsPiecesReset()
newVassalCompleteHtml()
newVassalHtml()
nothingLeftToDo(checkMapCustomization)
checkMapCustomization -
String offerDrawHtml(/*String*/ resourceName)
Called when needing the offer-a-draw-with-this-move prompts HTML (typically a short sentence and a Offer A Draw checkbox). Override to set. Internally uses the "youMayOfferDraw" and "offerDrawWithThisMove" resources.
Overrides:offerDrawHtml in class GameresourceName -(Optional) A resource name to override the default resource to use.
openBoardEditor(event)
event -
openBoardEditorHtml()
openStatistics(event)
event -
openStatisticsAnchorHtml()
openUnitSheet(event)
event -
openUnitSheetHtml()
overlayCommitOnClick()
parseDataString(data)
data -
parseOptionsDataString(data)
data -
parseTeamOptionsData(data)
data -
pieceIndexAlreadyVisible(index)
index -
placeCapitalHtml()
placeCapitalMouseDown(screenPoint)
screenPoint -
placeCapitalMouseMove(screenPoint)
screenPoint -
placeCapitalMouseOut(screenPoint)
screenPoint -
placeReserveOnMouseMove(screenPoint)
screenPoint -
placeReserveOnMouseUp(screenPoint)
screenPoint -
populateStatisticsWindow(popupWin)
popupWin -
processBalanceExplorationMove(piece)
piece -
processBattleCompleteMove(piece)
piece -
processBeginRetreatUnitMove(piece)
piece -
processBombardUnitMove(piece)
piece -
processContinueBattleMove(piece,
retreatIndices,
startingBattle)
piece -
retreatIndices -
startingBattle -
processDoomsdayClockResults()
processFinishCivilizationRelocationMove()
processForNewTurn()
processMapCustomizationMove(piece)
piece -
processMapModificationMove(piece)
piece -
processMovePhase()
processMovePhaseForTeam(team)
team -
processMoveUnitMove()
processNewVassalCompleteResults()
processNewVassalResults()
processPlaceCapitalMove(piece)
piece -
processPlaceReserveUnitMove()
processPreBattleMove(piece)
piece -
processRelocateCivilizationMove()
processRemoveCivilizationMove()
processRetreatUnitMove()
processSendMove()
processStartBattleMove(piece)
piece -
processStartReserveBattleMove(piece)
piece -
processVassalReorganizationResults()
pushMapCustomizationMove(piece,
logData,
origNum)
piece -
logData -
origNum -
pushMove(title,
logEntry,
piece,
process,
forceReady,
commitTitle,
undoTitle)
title -
logEntry -
piece -
process -
forceReady -
commitTitle -
undoTitle -
pushUndoState(unitData,
battleData,
moveData)
unitData -
battleData -
moveData -
pushUniquePoint(points,
point)
points -
point -
qualifiesForCombatSupply(color)
color -
receiveStatistics(gameLog)
gameLog -
redeployUnitsMouseMove(screenPoint)
screenPoint -
redeployUnitsMouseUp(screenPoint)
screenPoint -
releaseAllVassals(exRulerColor)
exRulerColor -
relocateCivilizationMouseDown(screenPoint)
screenPoint -
relocateCivilizationMouseMove(screenPoint)
screenPoint -
relocateCivilizationMouseUp(screenPoint)
screenPoint -
removeExcessPieces(color,
update)
color -
update -
removeMapCustomizationDataValue(value)
value -
reserveOnMouseDown(element,
event,
index)
element -
event -
index -
reserveOnMouseUp(element)
element -
reservePhaseOnMouseDown(screenPoint)
screenPoint -
reservePlacementHtml(unitType)
unitType -
reserveRetreatOnMouseOver(event)
event -
reserveRetreatOnMouseUp(event)
event -
reserveUnitsHtml()
resumeRetreating()
resumeRulersTurn()
retreatFromBattle(piece,
hitLog)
piece -
hitLog -
retreatUnitsHtml()
retreatUnitsMouseDown(screenPoint)
screenPoint -
retreatUnitsMouseMove(screenPoint)
screenPoint -
retreatUnitsMouseUp(screenPoint)
screenPoint -
retreatUnitsSelectMouseMove(screenPoint)
screenPoint -
retreatUnitsSelectMouseOut(screenPoint)
screenPoint -
revealAroundPoint(point,
visibility,
distance)
point -
visibility -
distance -
revealXY(x,
y,
visibility)
x -
y -
visibility -
rotateAttackIndex(index)
index -
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.
String sendMoveHtml(/*String*/ resourceName)
Called when needing the send-this-move prompts HTML (typically a short sentence and a Send This Move button). Override to set. Internally uses the "youMaySendYourMove" resource.
Overrides:sendMoveHtml in class GameresourceName -(Optional) A resource name to override the default resource to use.
setBalanceExploration()
setBattleData(piece,
round,
attackerRolls,
defenderRolls,
retreats)
piece -
round -
attackerRolls -
defenderRolls -
retreats -
setEconomicVictors(loserColor)
loserColor -
setPendingBattle()
setPerimeterValues(point,
data,
value)
point -
data -
value -
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.
void setPlayerPrefs()
Extract the player's preferences from the player.info collection, and sets properties accordingly. By default, the font and verbose properties are extracted.
setPlayerPrefs in class Game
setRetreatingPiece(piece)
piece -
setSubjugation(color,
rulerColor)
color -
rulerColor -
setTargetPoints(points)
points -
showOverlay()
showReserveMessage(screenPoint,
messageHtml)
screenPoint -
messageHtml -
skipMoveUnits()
skipMoveUnitsButtonHtml()
sssreceiveLog(gameLog)
gameLog -
swapOneWaterInMapCustomizationData(logIt,
playOptions)
logIt -
playOptions -
swapWaterForLand()
void synch()
Called when the game should synchronize with info properties from the server.
void synchTeam(/*Team*/ team)
Called to synchronize the team properties with the raw team data. Just the color and title properties are set by default, override to set more.
team -The team to synchronize.
theHitPhrase(num)
num -
townPlacementHtml()
String turnHeaderHtml(/*String*/ resourceName)
Called when needing the it's-your-turn header HTML. Override to set. Internally uses the "turnHeader" resource.
Overrides:turnHeaderHtml in class GameresourceName -(Optional) A resource name to override the default resource to use.
turnPhaseHtml()
void undo(/*Boolean*/ skipUpdate)
Undos all moves since the last synch method call. The synch and update methods will be called again.
skipUpdate -(Optional) Skips the update call if true. Defaults to false.
unitPhrase(num)
num -
unrelocatableMouseUp(screenPoint)
screenPoint -
void update()
Updates the team titles, the game header, the game title, all prompts and action links.
Overrides:
String valueFromBoardValue(/*String*/ boardValue)
Gets the value from a board value. By default, the lower case of the board value is returned.
Overrides:valueFromBoardValue in class GameboardValue -The value to check, by default a single character.
vassalReorganizationHtml()