releaseui.swf

Displays the death message strip in Trove — the overlay that stands on screen while the player is dead (the client drives it as DeathUI) — showing a primary message and a secondary instruction line. Supports both plain-text and HTML-rich text depending on whether the game is running on a console platform, via two ExternalInterface callbacks that push text from the game engine.

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

Main class: ReleaseUI

ReleaseUI is the document class and the only game-specific class in this SWF. The constructor registers two inbound ExternalInterface callbacks and calls the inherited setupTranslation() from UIComponent. Text rendering branches on IsConsole() (an Iggy global function) to use htmlText on console platforms and plain text on PC.

Public methods

  • setText(param1:String) : void — Sets messageText. On console: messageText.htmlText = param1; otherwise: messageText.text = param1.
  • setInstructionText(param1:String) : void — Retrieves the "instructionText" named child TextField from instructions and assigns text (or htmlText on console).

Key fields

  • messageText : TextField — Primary message area displayed to the player: Open Sans Semibold 30 pt, white, centred, single line, no wrap.
  • instructions : MovieClip — Container symbol; holds a child TextField named "instructionText" for secondary/control-hint text (24 pt, otherwise styled like messageText).

Runtime dependencies & integration

  • ExternalInterface callbacks registered (always, not gated on inIggy):
    • "SET_TEXT" → setText(String) — sets the primary message.
    • "SET_INSTRUCTION_TEXT" → setInstructionText(String) — sets the instruction/hint line.
  • IsConsole() — Iggy global function (not in IggyFunctions class); controls whether text is assigned as htmlText or plain text.
  • setupTranslation() — Inherited UIComponent method; called in the constructor to initialize any framework-level localization setup.
  • No translate keys called directly in this class; no outbound ExternalInterface calls; no timers; no frame scripts.
  • Engine side: the client's block for this screen (DeathUI, ReleaseUI.swf) names SET_TEXT, SET_INSTRUCTION_TEXT and $Death_RespawnFormat ("Time until respawn: {0} seconds"). The SWF does no substitution, so strings arrive already formatted, and the countdown is re-sent every second. The game's death strings are $Death_AwaitingRessurection ("Awaiting Resurrection..."), $Death_Respawning, $Death_Defeated, $Death_NextWave, $Death_RespawnFormat, $Death_ReleaseMsg ("Or press [HK:Loot] to release") and $Death_BattleRoyaleRelease.
  • There is no show or hide callback: the game puts the window up and takes it down without telling the SWF.
  • Timeline: 630 × 144 stage, 41 frames at 24 fps. The art is one nine-slice bitmap (grey plate, pale blue border) scaled 14.65 × 4.79 across the strip, with a black drop shadow at distance 0 (blur 10) that reads as a soft glow. The main timeline re-places instructions every frame with a colour transform whose alpha multiplier walks 51 → 256 → 51 (frames 1, 20, 40), so the instruction line breathes on a ~1.7 s loop.

Other game-specific classes

None beyond ReleaseUI.

Notable logic

  • The IsConsole() branch enables HTML text on console (allowing rich formatting such as bold/color via markup) while keeping plain text on PC, likely to avoid HTML-parsing overhead or rendering differences on the PC client.
  • setInstructionText navigates into instructions by child name (getChildByName("instructionText")) rather than holding a direct reference, making it dependent on the exact instance name set in the Flash authoring tool.
  • ExternalInterface callbacks are registered unconditionally (no IggyFunctions.inIggy guard), unlike some other SWFs in this set.