ActionScript 3.0 Design Patterns

(Chris Devlin) #1

488 | Chapter 13: Symmetric Proxy Pattern


//rtmpNow="rtmp:/proxygame/";
nc = new NetConnection( );
nc.connect(rtmpNow,"player1");
nc.addEventListener(NetStatusEvent.NET_STATUS,
checkHookupStatus);
}
//
//makeMove Make Move
//
public function makeMove(event:Event):void
{
moveVal=event.currentTarget.name;
if (!monitor[0] && mcheck)
{
switch (moveVal)
{
case "scissors" :
showText.setMove("scissors");
moveText.setMove("scissors");
break;


case "rock" :
showText.setMove("rock");
moveText.setMove("rock");
break;


case "paper" :
showText.setMove("paper");
moveText.setMove("paper");
break;


case "move" :
var m:String=showText.getMove( );
if (m != "ready" && m != "Error!")
{
//Proxy 1 move
doMove(m);
//Player 1 move
localMove(m);
}
else
{
showText.setMove("Error!");
}
}
}
}
//
//localMove Player Move
//
public function localMove(locMove:String):void
{


Example 13-5. SymPlayer1.as (continued)

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