Protected
awaitingProtected
cursorPrivate
cursorPrivate
Readonly
maxProtected
modeProtected
onPrivate
runPrivate
runsPrivate
runsPrivate
runPrivate
scrollProtected
textProtected
textCalled when the player returns back to the menu Uses the functions clearCursor() and clearRuns()
Private
clearPrivate
clearTo be implemented by individual handlers when necessary to free memory Called when BattleScene is reset
Add the sprite to be displayed at the end of messages with prompts
the container to add the sprite to
Create a semi transparent overlay that will get shown during tutorials
the container to add the overlay to
Private
populateThis retrieves the player's run history and facilitates the processes necessary for the output display. Runs are displayed from newest --> oldest in descending order. In the for loop, each run is processed to create an RunEntryContainer used to display and store the run's unique information
Performs a certain action based on the button pressed by the user
The user can navigate through the runs with Button.UP/Button.DOWN. Button.ACTION allows the user to access more information about their runs. Button.CANCEL allows the user to go back.
Protected
setChanges the style of the mouse cursor.
cursor style to apply
Private
setOptional
_name: stringOptional
delay: null | numberOptional
callback: null | FunctionOptional
callbackDelay: null | numberOptional
prompt: null | booleanOptional
promptDelay: null | numberPrivate
showIf the player has no runs saved so far, this creates a giant window labeled empty instead.
Optional
callback: null | FunctionOptional
callbackDelay: null | numberOptional
delay: null | numberOptional
callback: null | FunctionOptional
callbackDelay: null | numberOptional
prompt: null | booleanOptional
promptDelay: null | number
RunHistoryUiHandler handles the UI of the Run History Menu Run History itself is broken into an array of RunEntryContainer objects that can show the user basic details about their run and allow them to access more details about their run through cursor action. It navigates similarly to the UI of the save slot select menu. The only valid input buttons are Button.ACTION and Button.CANCEL.