ProtectedawaitingProtectedcursorPrivatecursorPrivate ReadonlymaxProtectedmodeProtectedonPrivaterunPrivaterunsPrivaterunsPrivaterunPrivatescrollProtectedtextProtectedtextCalled when the player returns back to the menu Uses the functions clearCursor() and clearRuns()
PrivateclearPrivateclearTo 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
PrivatepopulateThis 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.
ProtectedsetChanges the style of the mouse cursor.
cursor style to apply
PrivatesetOptional_name: stringOptionaldelay: null | numberOptionalcallback: null | FunctionOptionalcallbackDelay: null | numberOptionalprompt: null | booleanOptionalpromptDelay: null | numberPrivateshowIf the player has no runs saved so far, this creates a giant window labeled empty instead.
Optionalcallback: null | FunctionOptionalcallbackDelay: null | numberOptionaldelay: null | numberOptionalcallback: null | FunctionOptionalcallbackDelay: null | numberOptionalprompt: null | booleanOptionalpromptDelay: 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.