pvpinstructionsui.swf
A simple modal dialog presenting the Bomber Royale instructions: six pictures, each with a one-line tip, under a BOMBER ROYALE header. Its "OK" button (and, on the PC frame, a window close button) closes the window and notifies the game.
Document/main class: PVPInstructionsUI (extends _kiwi.Core.UIComponent)
SWF-specific classes: 5 (1 main class + 4 button skin variants; no _fla symbols)
Main class: PVPInstructionsUI
PVPInstructionsUI is a thin UIComponent that manages a single interactive element: okButton (a LabelButton). The constructor adds frame scripts for frames 1 and 10 (both stop()), attaches a click listener to okButton, and applies component-inspector defaults via __setProp_okButton_Scene1_button_0.
The panel content is authored on the timeline and nothing in code fills it: a header sprite (chid 80) whose field carries $PVP_battleroyale_header ("BOMBER ROYALE"), one shape (chid 75) holding all six pictures, six tip DefineEditTexts (chid 63–68) carrying the $PVP_battleroyale_insructions_* keys, and an unnamed _kiwi.Controls.WindowCloseButton (chid 36) on the PC frames. The class registers no callbacks of its own (only the inherited UIComponent.* ones), so the screen receives no data from the engine.
Public methods
There are no public methods beyond the inherited UIComponent API. The only outward communication happens through the okButton click handler and the window close button, which sends the same pair of calls itself.
Key fields
okButton : LabelButton— the OK control. Its label is set to the translate key"$ok"by the component-inspector helper; no shipped language file defines$ok(the key the game ships is$OK). Two root instances carry this name: abtnGreenIcon_small(chid 56) at depth 1 and abtnGreenIcon_medium(chid 46) at depth 54, bottom centre; the field can bind only one of them.
Frame scripts / timeline
- Frame 1 —
stop(). LabelledPC; the panel's initial visible state. - Frame 10 —
stop(). LabelledConsole; identical to frame 1 except that the window close button is removed.
Runtime dependencies & integration
ExternalInterface calls (Flash → game):
ExternalInterface.call("POST_SOUND_EVENT", "Play_ui_window_close")— plays the window-close sound effect on OK click.ExternalInterface.call("OnRequestClose")— notifies the game to dismiss the instructions panel.
translate keys:
"$ok"— set as theokButtonlabel via the component-inspector default; resolved at runtime by the framework's localisation layer.- Baked into the timeline text fields:
$PVP_battleroyale_headerand the six tips$PVP_battleroyale_insructions_heal,_powerups,_instantheal,_aim,_victory,_arena(the keys are spelled "insructions").
Events listened:
MouseEvent.CLICKonokButton.
Other game-specific classes
All four are LabelButton subclasses embedding different button-art symbols from /_assets/assets.swf. Each registers 4-state stop-on-frame scripts (frames 10, 20, 30, 40 → stop()), the standard Kiwi button state pattern.
btnGreen—[Embed symbol="symbol15"]full-size green label button.btnGreen_small—[Embed symbol="symbol25"]smaller green label button.btnGreenIcon_medium—[Embed symbol="symbol46"]medium green button with icon slot.btnGreenIcon_small—[Embed symbol="symbol56"]small green button with icon slot.
btnGreenIcon_medium and btnGreenIcon_small are the two okButton instances; btnGreen and btnGreen_small are not placed on the root timeline.
Notable logic
- The UI is intentionally minimal: all text and imagery is authored in the SWF and the game sends it no data. The Flash side only handles the dismiss interaction.
- Sound playback is driven by posting a named sound event string to the game engine rather than using Flash's built-in sound system.