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_numRewardsindex) and callsDailyRewardItem.setup(...).onPatronBtnClick(e:MouseEvent = null) : void— CallsExternalInterface.call("OnPatronBtnClick").
Key fields
DayBtn0–DayBtn6 : DailyRewardItem— the seven day slots, publicly accessible child references.m_rewardItems : Array— ordered list of the 7DailyRewardItemreferences for sequential population.m_numRewards : int— counter that advances with eachaddNewRewardcall to track which slot to fill next.buyPatronMC : MovieClip— container; itsbuyPatronchild is abtnGreen(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— eachstop(). 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, andskipAhead. - Sets day label text using
$DailyLogin_DayLabel+(rewardIndex + 1). - Sets Patron currency text to
"+" + numFlux + " " + fluxName. - Sets item name text and adjusts its
yposition/height to bottom-align it (shrinks totextHeightand shifts up). - Configures
itemSlot:iconImage,quantity,showQuantity(true if > 1),showQuantityWithX(true if < 100), hidesslotFrame. - Shows
ShineOne/ShineTwoonly on the last day. - Toggles between
dayTitle_txt/finalDayTitle_txtand showsfinalReward_txt/finalDayGlow_mcon 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
clearAllRewardsthenaddNewRewardup to 7 times. Them_numRewardscounter selects the target tile in order; there is no index parameter — tiles are always filled left-to-right. - Item name vertical alignment:
setupshrinksitemNameTxt.heighttotextHeightand subtracts the height delta fromy, keeping the text bottom-anchored within its area regardless of text length. - Patron bonus overlay: The
patronText.currencyTextfield 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. skipAheadflag: 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).