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    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.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    active: boolean = false
    awaitingActionInput: boolean
    cursor: number = 0
    cursorObj: null | NineSlice
    maxRows: 3
    message: Text
    mode: null | number
    onActionInput: null | Function
    pendingPrompt: boolean
    prompt: Sprite
    runContainerInitialY: number
    runs: RunEntryContainer[]
    runsContainer: Container
    runSelectContainer: Container
    scrollCursor: number = 0
    textCallbackTimer: null | TimerEvent
    textTimer: null | TimerEvent
    tutorialActive: boolean = false
    tutorialOverlay: Rectangle

    Methods

    • This 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

      Returns Promise<void>

    • Parameters

      • text: string
      • Optional_name: string
      • Optionaldelay: null | number
      • Optionalcallback: null | Function
      • OptionalcallbackDelay: null | number
      • Optionalprompt: null | boolean
      • OptionalpromptDelay: null | number

      Returns void

    • Parameters

      • text: string
      • Optionaldelay: null | number
      • Optionalcallback: null | Function
      • OptionalcallbackDelay: null | number
      • Optionalprompt: null | boolean
      • OptionalpromptDelay: null | number

      Returns void