         return value;
     }
 
-    // from EZGame
+    /**
+     * Set a property that will be distributed. 
+     */
     public function set (propName :String, value :Object, index :int = -1) :void
     {
         callEZCode("setProperty_v1", propName, value, index);
     }
 
-    // from EZGame
+    /**
+     * Register an object to receive whatever events it should receive,
+     * based on which event listeners it implements. Note that it is not
+     * necessary to register any objects which appear on the display list,
+     * as they'll be registered automatically.
+     */
     public function registerListener (obj :Object) :void
     {
         if (obj is MessageReceivedListener) {

        _funcs = o;
    }

    protected function callEZCode (name :String, ... args) :*
    {
        if (_funcs != null) {

            new PropertyChangedEvent(this, name, newValue, oldValue, index));
    }

    /**
     * Private method to post a StateChangedEvent.
     */
    private function turnDidChange_v1 () :void
    {
        dispatch(new StateChangedEvent(StateChangedEvent.TURN_CHANGED, this));
    }

    /**
     * Private method to post a MessageReceivedEvent.
     */
    private function messageReceived_v1 (name :String, value :Object) :void
    {
        dispatch(new MessageReceivedEvent(this, name, value));
    }

    /**
     * Private method to post a StateChangedEvent.
     */
    private function gameDidStart_v1 () :void
    {
        dispatch(new StateChangedEvent(StateChangedEvent.GAME_STARTED, this));
    }

    /**
     * Private method to post a StateChangedEvent.
     */
    private function gameDidEnd_v1 () :void
    {
        dispatch(new StateChangedEvent(StateChangedEvent.GAME_ENDED, this));
