broadcast.swf

A minimal HUD overlay that displays two lines of broadcast text in Trove: one system-driven message and one player-driven message. It appears whenever the game needs to push a short announcement or player notification onto the screen.

Document/main class: Broadcast (extends _kiwi.Core.UIComponent) SWF-specific classes: 1


Main class: Broadcast

Broadcast is the sole game-specific class in this SWF. It exposes two TextField instances placed on the timeline — systemTextField for server/system messages and playerTextField for messages targeted at the local player. The constructor initialises both fields to empty strings and registers a single ExternalInterface callback so the Iggy/C++ host can push player messages at runtime.

Public methods

  • set systemMessage(param1:String) : void — writes param1 directly into systemTextField.text. Intended for server-side system announcements. The engine writes this as a property, not through a callback.
  • setPlayerMessage(param1:String, param2:uint) : void — writes param1 into playerTextField.text and applies param2 as the text colour (textColor). Registered as an ExternalInterface callback named "setPlayerMessage".

Key fields

  • systemTextField : TextField — timeline symbol reference; displays system/server broadcast messages.
  • playerTextField : TextField — timeline symbol reference; displays player-targeted messages with a runtime-configurable colour.

Frame scripts / timeline

No addFrameScript calls or labelled frame logic are present. The two TextField instances are embedded directly on the timeline of the 780 × 500 stage (no other art): playerTextField at y 49 (Open Sans bold 20 pt, #FFFFFF) and systemTextField at y 413 (Open Sans bold 24 pt, #F3ED01), both 780 wide, centred and wrapping, each with a black drop shadow (distance 2, 45°, blur 5).

Runtime dependencies & integration

  • ExternalInterface callback: "setPlayerMessage" → this.setPlayerMessage — the game engine calls this from C++/Iggy to push a coloured player message into the UI.
  • System message path: the engine assigns the systemMessage property directly — the client's registration block for this screen (BroadcastUI) names exactly two members, systemMessage and setPlayerMessage.
  • Message content: text arrives fully formatted, with nothing that identifies the sender type. The client's KBroadcastType enum has six members (FreeForm, FriendPhone, ClubPhone, PVPPortal, FishPhone, PinzoPhone), matching the six broadcast-item wordings in ui.binfab: $Broadcast_Proclaim ({0} proclaims, "{1}"), $Broadcast_Club, $Broadcast_PVP ("Q'bthulhu summons you to combat!"), $Broadcast_Friend ({0} <3 {1}), $Broadcast_Pinzo ({0} E> {1}) and $Broadcast_Fish ({0} ><> {1}).
  • No translate() keys observed.
  • No timers or event listeners beyond UIComponent internals.

Notable logic

  • The split between systemTextField and playerTextField suggests two separate broadcast channels: one for global/system announcements (a property the engine assigns) and one for player-personalised messages (set via ExternalInterface, with explicit colour control).
  • The colour parameter in setPlayerMessage (uint) allows the host to colour-code messages per context (e.g. green for loot, red for alerts) without any AS-side logic.
  • There are no framework-package (_kiwi/, fl/) classes that add game-specific behaviour; all Kiwi files present are shared UIComponent infrastructure.