about 5 years ago - MatroseFuchs - Direct link

DataHub 2.0 Binding List

DHCollectionRepeatBinding

DHCollectionGeneratorBinding

DHCollectionBinding

DHEntityBinding

DHHandleEventBinding

DHWatchBinding

DHDataRefBinding

about 5 years ago - MatroseFuchs - Direct link

List of supported events for the mouse

Unbound supports only a fraction of the mouse events from ActionScript 3.0.

Example:






(bind dispatch "'click'; 'eventName'; {}")






event




description


click


Left click

mouseDown


It works when you click the left mouse button

mouseUp


It works when the left mouse button is released

mouseWheel


Scroll the mouse wheel in any direction

mouseOver


Hover over item

mouseOut


It works when the mouse leaves the element

mouseMove


It works when the pointer moves over the element

rollOver


Same as mouseOver, but does not work on children

rollOut


Same as mouseOut, but does not work on children


Note

There is a difference between mouseOver / rollOver and mouseOut / rollOut in ActionScript, it is saved in Unbound.

This means that the mouseOver event will work on both the parent and the children, unlike rollOver, which will work once on the parent and will not work on children.

about 5 years ago - MatroseFuchs - Direct link

Layout

Each window or element consists of:

macroicons, displayed in the required order


style qualities, defining or dynamically changing the display of macroicons


expressions, that can:

set local variables


connect expressing with the model


manage the indication of the blocks


request methods, effecting the model

Blocks

Element is an independent root block of the top parent level, in which the rest of child blocks are specified

Determining element is required when:

We want to create a new window.


We want to create a new element, that will be used in any of the existing windows.

The element can be determined either dynamically (when matched certain logic conditions) or statically.

An example of dynamical appearance of the block is a button “Claim the reward” in calendar.


Child blocks can be of the following types:

block – sprite block








...







tf – text block











mc - Movie Clip – type block, determined in any *.fla flash file and exported to ActionScript;











If we execute the code mentioned above, we won’t see anything on the display, since by default the blocks are created without color fill, with zero height and width

For their visuals you can use styles.

about 5 years ago - MatroseFuchs - Direct link

Styles

Element visual is determined by a set of atomic style properties, such as height, width, color, location etc.

Certain style properties can be combined in style classes:

class – style class


style – expression, defining the style element specifically in this block (i.e. incline-style)


atomic style properties

Similar to HTML, the property being used is the one was applied last to the element:

about 5 years ago - MatroseFuchs - Direct link

Typographics

Font

The main font used in game is Warhelios Condensed. It can be in one of two styles – common (WarheliosCondC) or bold (WarheliosCondCBold).

Guidelines

You should avoid using all the text style and instead use template style classes:

Class


What it is being used fo

$TextDefault13NM


Secondary (additional) text

$TextDefault15NM


main class, use it for the most cases

$TextDefault17NM


Tier 4 header

$TextDefault19NM


Tier 3 header

$TextDefault21NM


Tier 2 header

$TextDefault23NM


Tier 1 header






$TextDefaultBoldNM


Ships name and her tie,table header,title of drop down lists, title of stats groups

$TextDefaultBold17NM


Paragraph title

$TextDefaultBold19NM


Tier 3 title with higher importance

$TextDefaultBold21NM


Tier 2 title with higher importance

$TextDefaultBold23NM



Tier 1 title with higher importance, Window title


Examples of style class code:


Example of text stylization:

Source text:






(tf


(text "Hello, world!") # black font with Arial typeface


)




Now adding standard style class, using white color by default:






(tf


(class $TextDefaultNM) # now the text is white with 15px size and Warhelios Condensed typeface


(text "Hello, world!")


)




Now we are changing text, redefining the class text with our own by adding (textColor) attribute to the (style) block:






(tf


(class $TextDefaultNM)


(style (textColor 0xFFCC66)) # golden color for premium ships


(text "Hello, world!")


)

about 5 years ago - MatroseFuchs - Direct link

Colors

Limited palett of colors is used in game for fints and icon graphics:


For the most cases, the color can be used from so called safe Web-colors: