Package | com.whirled.avrg |
Class | public class PlayerSubControlBase |
Inheritance | PlayerSubControlBase ![]() ![]() ![]() ![]() |
Subclasses | PlayerSubControlClient, PlayerSubControlServer |
Property | Defined by | ||
---|---|---|---|
props : PropertySubControl
[read-only]
Accesses the read-write properties of this player.
| PlayerSubControlBase |
Method | Defined by | ||
---|---|---|---|
![]() |
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
Registers an event listener.
| AbstractControl | |
completeTask(taskId:String, payout:Number):void
This method calculates and awards a coin payout for the player.
| PlayerSubControlBase | ||
deactivateGame():void
Quits the game for this player.
| PlayerSubControlBase | ||
![]() |
doBatch(fn:Function, ... args):void
Execute the specified function as a batch of commands that will be sent to the server
together.
| AbstractSubControl | |
getBars():int
Returns this player's current bar balance.
| PlayerSubControlBase | ||
getCoins():int
Returns this player's current coin balance.
| PlayerSubControlBase | ||
getPartyId():int
Get the party id of this player.
| PlayerSubControlBase | ||
getPlayerId():int
Returns the id of this player.
| PlayerSubControlBase | ||
getPlayerItemPacks():Array
Returns all item packs owned by this client's player (the default) or a specified player.
| PlayerSubControlBase | ||
getPlayerLevelPacks():Array
Returns all level packs owned by this client's player (the default) or a specified player.
| PlayerSubControlBase | ||
getPlayerName():String
Returns the name of this player.
| PlayerSubControlBase | ||
getRoomId():int
Accesses the id of the room that this player is in.
| PlayerSubControlBase | ||
![]() |
getTargetId():int
Get the targetId on which this control operates.
| TargetedSubControl | |
holdsTrophy(ident:String):Boolean
Returns true if this client's player (the default) or a specified player has the trophy
with the specified identifier.
| PlayerSubControlBase | ||
![]() |
isConnected():Boolean
Are we connected and running inside the whirled environment, or has someone just
loaded up our SWF by itself?
| AbstractSubControl | |
moveToRoom(roomId:int, exitCoords:Array = null):void
Instructs this player's client to move to the specified room, or pass 0 to put the player
in no room.
| PlayerSubControlBase | ||
playAvatarAction(action:String):void
Plays an action on this players avatar.
| PlayerSubControlBase | ||
![]() |
removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void
Unregisters an event listener.
| AbstractControl | |
setAvatarLocation(x:Number, y:Number, z:Number, orient:Number):void
Sets the location and orientation of this player's avatar in room coordinates.
| PlayerSubControlBase | ||
setAvatarState(state:String):void
Sets the stats of this player's avatar.
| PlayerSubControlBase |
Event | Summary | Defined by | ||
---|---|---|---|---|
Dispatched when this player has just entered a room (or was already in the room and just started playing the game). | PlayerSubControlBase | |||
Dispatched when this player has left a room (or has chosen to leave the game). | PlayerSubControlBase | |||
Dispatched when this player has purchased new game content. | PlayerSubControlBase | |||
Dispatched when this player has consumed an item pack. | PlayerSubControlBase | |||
Dispatched when this player completes a task and receives a coin payout. | PlayerSubControlBase | |||
![]() | Event.UNLOAD Dispatched when the SWF using this control has been unloaded. | AbstractControl |
props | property |
props:PropertySubControl
[read-only]Accesses the read-write properties of this player. Properties marked as such will be persisted and restored whenever the player joins the game. Persistent properties should only be used when genuinely necessary. Persisting properties on a guest player will have no effect.
Implementation public function get props():PropertySubControl
See also
completeTask | () | method |
public function completeTask(taskId:String, payout:Number):void
This method calculates and awards a coin payout for the player. The actual amount is not under the direct control of the developer, but is calculated by Whirled from factors such as the number of people playing the game and the frequency and size of payouts the game makes. The payout factor is a number that should lie between 0 and 1, and the coin payout is a multiple of this amount. This means if the game calls this method with a factor of 0.3 for one player and 0.6 for another, the second player is guaranteed to get twice as many coins as the first. Use this guarantee to develop a fair payout structure for your game. The taskId is not used by the server at all. Its only purpose is to be echoed back in the AVRGamePlayerEvent.TASK_COMPLETED event that is dispatched as a result of this call. This event contains the taskId that was sent in along with the precise number of coins that were actually awarded to the player. The typical use of this event would be to display a nice popup window or graphical effect to salute the player's achivement, optionally including the coin amount.
ParameterstaskId:String |
|
payout:Number |
deactivateGame | () | method |
public function deactivateGame():void
Quits the game for this player. This method should be called for example when the user closes the HUD of a game.
getBars | () | method |
public function getBars():int
Returns this player's current bar balance.
Note: this functionality is only allowed for approved games. This method will silently fail for unapproved games. The approval process is still being developed.
Returnsint |
getCoins | () | method |
public function getCoins():int
Returns this player's current coin balance.
Note: this functionality is only allowed for approved games. This method will silently fail for unapproved games. The approval process is still being developed.
Returnsint |
getPartyId | () | method |
public function getPartyId():int
Get the party id of this player.
Returnsint |
getPlayerId | () | method |
public function getPlayerId():int
Returns the id of this player. This id is the member id and can be used to view the member's profile (www.whirled.com/#people-{id}).
Returnsint |
getPlayerItemPacks | () | method |
public function getPlayerItemPacks():Array
Returns all item packs owned by this client's player (the default) or a specified player. The packs are returned as an array of objects with the following properties:
ident - string identifier of item pack name - human readable name of item pack mediaURL - URL for item pack content count - the number of copies of this item pack owned by this playerReturns
Array |
getPlayerLevelPacks | () | method |
public function getPlayerLevelPacks():Array
Returns all level packs owned by this client's player (the default) or a specified player. The packs are returned as an array of objects with the following properties:
ident - string identifier of item pack name - human readable name of item pack mediaURL - URL for item pack content premium - boolean indicating that content is premium or notReturns
Array |
getPlayerName | () | method |
public function getPlayerName():String
Returns the name of this player.
ReturnsString |
getRoomId | () | method |
public function getRoomId():int
Accesses the id of the room that this player is in. Returns 0 if the player is not in any room. This may happen immediately after the player joins the game or just after the player leaves another room.
Returnsint |
holdsTrophy | () | method |
public function holdsTrophy(ident:String):Boolean
Returns true if this client's player (the default) or a specified player has the trophy with the specified identifier.
Parametersident:String |
Boolean |
moveToRoom | () | method |
public function moveToRoom(roomId:int, exitCoords:Array = null):void
Instructs this player's client to move to the specified room, or pass 0 to put the player in no room. The given exit coordinates are a 3-tuple specifying in room coordinates where the avatar should appear to walk to when leaving the room. If not given, the avatar will just disappear.
Hard-wiring valid room ids should be avoided. Room ids can be obtained from properties stored by an admininstrative interface or from a server agent message containing currently active rooms.
Note that this is not guaranteed to succeed. The request may be denied.
ParametersroomId:int |
|
exitCoords:Array (default = null )
|
See also
playAvatarAction | () | method |
public function playAvatarAction(action:String):void
Plays an action on this players avatar.
Parametersaction:String |
See also
setAvatarLocation | () | method |
public function setAvatarLocation(x:Number, y:Number, z:Number, orient:Number):void
Sets the location and orientation of this player's avatar in room coordinates.
Parametersx:Number |
|
y:Number |
|
z:Number |
|
orient:Number |
See also
setAvatarState | () | method |
public function setAvatarState(state:String):void
Sets the stats of this player's avatar.
Parametersstate:String |
See also
enteredRoom | event |
com.whirled.avrg.AVRGamePlayerEvent
com.whirled.avrg.AVRGamePlayerEvent.ENTERED_ROOM
Dispatched when this player has just entered a room (or was already in the room and just started playing the game).
An event type dispatched when the player has entered a new room.
name - not used
value :int - the id of the scene entered
See also
leftRoom | event |
com.whirled.avrg.AVRGamePlayerEvent
com.whirled.avrg.AVRGamePlayerEvent.LEFT_ROOM
Dispatched when this player has left a room (or has chosen to leave the game).
An event type dispatched when the player leaves a room.
key - not used
value :int - the id of the scene left
See also
PlayerContentAdded | event |
com.whirled.game.GameContentEvent
com.whirled.game.GameContentEvent.PLAYER_CONTENT_ADDED
Dispatched when this player has purchased new game content.
Indicates that the a player has purchased new game content.
PlayerContentConsumed | event |
com.whirled.game.GameContentEvent
com.whirled.game.GameContentEvent.PLAYER_CONTENT_CONSUMED
Dispatched when this player has consumed an item pack.
Indicates that the a player has consumed an item pack. contentType() for this event will always be ITEM_PACK.
taskCompleted | event |
com.whirled.avrg.AVRGamePlayerEvent
com.whirled.avrg.AVRGamePlayerEvent.TASK_COMPLETED
Dispatched when this player completes a task and receives a coin payout.
An event type dispatched when the player receives some coins.
name - the id of the task that was completed
value :int - the amount of coins awarded
See also