[update] emit complete event
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@@ -45,6 +45,16 @@ class Game implements IGame {
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return Math.abs(diff.x) + Math.abs(diff.y);
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}
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private function checkIsComplete():Bool {
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for (part in partsById) {
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switch part.location {
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case IMAGE:
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case _: return false;
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}
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}
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return true;
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}
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private function onGameEvent(event:GameEvent):Void {
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switch event {
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case ACTION(PART_MOVE(id, point)):
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@@ -59,6 +69,9 @@ class Game implements IGame {
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if (d < 70) {
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part.location = IMAGE;
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signal.emit(CHANGE(PART_UPDATE(id, part.location)));
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if (checkIsComplete()) {
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signal.emit(COMPLETE);
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}
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} else {
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part.location = TABLE(point);
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signal.emit(CHANGE(PART_UPDATE(id, part.location)));
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@@ -67,6 +67,8 @@ class Render extends SpriteView implements IRender {
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var part:PartView = parts[id];
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part.complete();
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imageView.addChild(part);
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case COMPLETE:
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trace("COMPLETE");
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case _:
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}
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}
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@@ -1,7 +1,5 @@
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package ru.m.puzzlez.render;
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import flash.geom.Point;
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import ru.m.puzzlez.render.mask.IPartMaskBuilder.DrawPath;
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import flash.display.BitmapData;
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import flash.display.Shape;
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import flash.filters.BitmapFilter;
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@@ -29,9 +27,12 @@ class RenderUtil {
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var blur = 1;
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var strength = 4;
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var distance = 2;
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var quality = BitmapFilterQuality.HIGH;
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var inner = true;
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var knockout = false;
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return [
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new DropShadowFilter(distance, 45 + 180, 0xffffff, alpha, blur, blur, strength, BitmapFilterQuality.HIGH, false),
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new DropShadowFilter(distance, 45, 0x000000, alpha, blur, blur, strength, BitmapFilterQuality.HIGH, false),
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new DropShadowFilter(distance, 45 + 180, 0xffffff, alpha, blur, blur, strength, quality, inner, knockout),
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new DropShadowFilter(distance, 45, 0x000000, alpha, blur, blur, strength, quality, inner, knockout),
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];
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}
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