dailyrewards.swf

The Daily Login Rewards window, showing up to 7 day-tiles representing the current weekly reward cycle. Each tile displays an item icon, quantity, name, Flux bonus (for Patron members), and the day number. The window appears once per login day and is populated entirely by the game engine via ExternalInterface.

Document/main class: DailyRewards (extends _kiwi.Core.UIComponent) SWF-specific classes: 2

Main class: DailyRewards

Creates an array m_rewardItems of 7 DailyRewardItem references (DayBtn0–DayBtn6) and a Patron upgrade button from buyPatronMC.buyPatron. Registers clearAllRewards and addNewReward as ExternalInterface callbacks. Frame scripts stop at frames 1, 11, and 21.

Public methods

  • clearAllRewards() : void — Hides all 7 day tiles (resets the display before a new populate sequence).
  • addNewReward(ownReward, isPatron, itemName, itemQuantity, numFlux, fluxName, iconStringPath, isLastDay, skipAhead) : void — Shows the next available tile (m_numRewards index) and calls DailyRewardItem.setup(...).
  • onPatronBtnClick(e:MouseEvent = null) : void — Calls ExternalInterface.call("OnPatronBtnClick").

Key fields

  • DayBtn0–DayBtn6 : DailyRewardItem — the seven day slots, publicly accessible child references.
  • m_rewardItems : Array — ordered list of the 7 DailyRewardItem references for sequential population.
  • m_numRewards : int — counter that advances with each addNewReward call to track which slot to fill next.
  • buyPatronMC : MovieClip — container; its buyPatron child is a btnGreen (LabelButton) labelled $Patron_ButtonLegend.
  • __id1_ : WindowHeaderSmall — header with empty title string (title likely set graphically rather than via text).

Frame scripts / timeline

  • frame1 / frame11 / frame21 — each stop(). Three states (possibly open animation stages or alternate layouts).

Runtime dependencies & integration

  • ExternalInterface.addCallback("clearAllRewards", ...), ("addNewReward", ...).
  • ExternalInterface.call("OnPatronBtnClick") — opens the Patron purchase flow.
  • IggyFunctions.inIggy — patron button listener only registered when in Iggy (not in preview mode).

Other game-specific classes

DailyRewardItem (extends _kiwi.Core.UIComponent) — Embed symbol127

Individual reward day tile. Contains itemSlot : Slot, infoTxt : MovieClip (with inner text fields dayTitle_txt, finalDayTitle_txt, finalReward_txt, finalDayGlow_mc), patronText : MovieClip (with currencyText showing "+N FluxName"), ShineOne and ShineTwo shine effect MovieClips. Frame labels include: "yesPatronDone", "yesPatron", "noPatronDone", "noPatron", "default" — controlling the visual state of the tile (owned/unowned, patron/non-patron, completed/pending). Frame scripts stop at frames 11, 106, and 201 (animation end-points for those states).

setup(rewardIndex, ownReward, isPatron, itemName, itemQuantity, numFlux, fluxName, iconStringPath, isLastDay, skipAhead):

  • Chooses the frame label based on ownReward, isPatron, and skipAhead.
  • Sets day label text using $DailyLogin_DayLabel + (rewardIndex + 1).
  • Sets Patron currency text to "+" + numFlux + " " + fluxName.
  • Sets item name text and adjusts its y position/height to bottom-align it (shrinks to textHeight and shifts up).
  • Configures itemSlot: iconImage, quantity, showQuantity (true if > 1), showQuantityWithX (true if < 100), hides slotFrame.
  • Shows ShineOne/ShineTwo only on the last day.
  • Toggles between dayTitle_txt/finalDayTitle_txt and shows finalReward_txt/finalDayGlow_mc on last day.

DailyRewards_fla.PatronBtn_30 — Embed symbol132

Timeline symbol that wraps the buyPatron btnGreen button; sets its label to $Patron_ButtonLegend in __setProp.

DailyRewards_fla.equipped_19 — Embed symbol23

Two-frame timeline symbol (frames 1 and 2 both stop()). Likely a visual indicator for the "equipped" or "owned" state on a slot.

DailyRewards_fla.slotFrame_39 / slotFrameLarge_17

Additional _fla timeline symbols for the item slot border and large slot frame (standard 3–4 frame rarity-tier indicators).

Asset wrappers (13 classes)

rarity_frame_common_png, rarity_frame_uncommon_png, rarity_frame_rare_png, rarity_frame_epic_png, rarity_frame_legendary_png, rarity_frame_shadow_png, rarity_frame_relic_png, rarity_frame_resplendent_png, rarity_frame_radiant1_png, rarity_frame_stellar, slot_large, btnGreen, btnGreen_small, btnGreenIcon_small, dummy — bitmap/skin asset classes, no logic.

Notable logic

  • Sequential population: The game engine calls clearAllRewards then addNewReward up to 7 times. The m_numRewards counter selects the target tile in order; there is no index parameter — tiles are always filled left-to-right.
  • Item name vertical alignment: setup shrinks itemNameTxt.height to textHeight and subtracts the height delta from y, keeping the text bottom-anchored within its area regardless of text length.
  • Patron bonus overlay: The patronText.currencyText field shows the Flux bonus for Patron members on top of the item tile, providing an incentive display even for non-patron viewers who see the "what you'd get" bonus.
  • skipAhead flag: Distinguishes between tiles the player already collected normally (ownReward && !skipAhead) versus tiles they skipped over (perhaps by purchasing ahead), allowing different animation states (yesPatronDone / noPatronDone).