Game Development Reference
In-Depth Information
public interface IGamePiece extends IEventDispatcher {
//DisplayObject Properties
function get x():Number;
function set x(value:Number):void;
function get y():Number;
function set y(value:Number):void;
function get width():Number;
function set width(value:Number):void;
function get height():Number;
function set height(value:Number):void;
//GamePiece-specific Methods
function select():void;
function deselect():void;
function activate():void;
function deactivate():void;
function movePiece(x:Number, y:Number):void;
function lock():void;
//GamePiece-specific Accessors
function get image():BitmapData;
function set image(value:BitmapData):void;
function get index():int;
function set index(value:int):void;
function get currentIndex():int;
function set currentIndex(value:int):void;
This interface has considerably more definitions in it because
unlike the source images, these game pieces will also need to be
DisplayObjects. Because there is no common interface for Dis-
playObject classes to extend from, we
ll need to define some of
the basic properties that a game piece will need to have. These
include x and y position, as well as width and height. For conve-
nience, because the pieces will also need to dispatch events, we
can extend IEventDispatcher to keep us from having to retype all
to be selected, deselected, activated, deactivated, moved, and
locked. They must also have properties that define the Bitmap-
Data displayed inside them, and their original and current
positions on the game board. We
ll look at the classes that
implement these interfaces shortly, but now that we at least
know how these objects will be defined, we
ll move on to the
GameBoard class.
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