jens@0: /* This code is based on Apple's "GeekGameBoard" sample code, version 1.0. jens@0: http://developer.apple.com/samplecode/GeekGameBoard/ jens@0: Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved. jens@0: jens@0: Redistribution and use in source and binary forms, with or without modification, are permitted jens@0: provided that the following conditions are met: jens@0: jens@0: * Redistributions of source code must retain the above copyright notice, this list of conditions jens@0: and the following disclaimer. jens@0: * Redistributions in binary form must reproduce the above copyright notice, this list of jens@0: conditions and the following disclaimer in the documentation and/or other materials provided jens@0: with the distribution. jens@0: jens@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR jens@0: IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND jens@0: FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI- jens@0: BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES jens@0: (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR jens@0: PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN jens@0: CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF jens@0: THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. jens@0: */ jens@1: #import "GGBLayer.h" jens@0: jens@0: jens@0: @class Game, Player; jens@0: @protocol BitHolder; jens@0: jens@0: jens@0: /** Standard Z positions */ jens@0: enum { jens@9: kBoardZ = 0, jens@0: kCardZ = 2, jens@0: kPieceZ = 3, jens@0: jens@0: kPickedUpZ = 100 jens@0: }; jens@0: jens@0: jens@0: /** A moveable item in a card/board game. jens@0: Abstract superclass of Card and Piece. */ jens@1: @interface Bit : GGBLayer jens@0: { jens@0: @private jens@0: int _restingZ; // Original z position, saved while pickedUp jens@11: float _restingShadowOpacity, _restingShadowRadius; jens@11: CGSize _restingShadowOffset; jens@9: BOOL _pickedUp; jens@0: Player *_owner; // Player that owns this Bit jens@0: } jens@0: jens@0: /** Conveniences for getting/setting the layer's scale and rotation */ jens@0: @property CGFloat scale; jens@0: @property int rotation; // in degrees! Positive = clockwise jens@0: jens@0: /** "Picking up" a Bit makes it larger, translucent, and in front of everything else */ jens@0: @property BOOL pickedUp; jens@0: jens@0: /** Current holder (or nil) */ jens@0: @property (readonly) id holder; jens@0: jens@0: /** Ownership of this Bit */ jens@0: @property (assign) Player *owner; jens@0: jens@0: /** Conveniences for owner.friendly, owner.unfriendly */ jens@0: @property (readonly, getter=isFriendly) BOOL friendly; jens@0: @property (readonly, getter=isUnfriendly) BOOL unfriendly; jens@0: jens@0: /** Removes this Bit while running a explosion/fade-out animation */ jens@0: - (void) destroy; jens@0: jens@0: @end