Add biome flow
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@@ -0,0 +1,108 @@
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import BattleScene, { Button } from "../battle-scene";
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import { Biome, biomeLinks, getBiomeName } from "../biome";
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import { addTextObject, TextStyle } from "../text";
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import { Mode } from "./ui";
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import UiHandler from "./uiHandler";
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export default class BiomeSelectUiHandler extends UiHandler {
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private biomeSelectContainer: Phaser.GameObjects.Container;
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private biomeSelectBg: Phaser.GameObjects.Image;
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private biomesText: Phaser.GameObjects.Text;
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private biomeChoices: Biome[];
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private cursorObj: Phaser.GameObjects.Image;
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private biomeSelectHandler: Function;
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constructor(scene: BattleScene) {
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super(scene, Mode.BIOME_SELECT);
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}
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setup() {
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const ui = this.getUi();
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this.biomeSelectContainer = this.scene.add.container((this.scene.game.canvas.width / 6) - 97, -49);
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this.biomeSelectContainer.setVisible(false);
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ui.add(this.biomeSelectContainer);
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this.biomeSelectBg = this.scene.add.image(0, 0, 'biome_select_window_2');
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this.biomeSelectBg.setOrigin(0, 1);
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this.biomeSelectContainer.add(this.biomeSelectBg);
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this.biomesText = addTextObject(this.scene, 0, 0, '', TextStyle.WINDOW, { maxLines: 3 });
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this.biomesText.setLineSpacing(12);
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this.biomeSelectContainer.add(this.biomesText);
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}
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show(args: any[]) {
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if (args.length >= 2 && typeof(args[0]) === 'number' && args[1] instanceof Function) {
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super.show(args);
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if (!Array.isArray(biomeLinks[args[0]]))
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return;
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this.biomeChoices = biomeLinks[args[0]] as Biome[];
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this.biomeSelectBg.setTexture(`biome_select_window_${this.biomeChoices.length}`)
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this.biomesText.setText(this.biomeChoices.map(b => getBiomeName(b)).join('\n'));
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this.biomesText.setPositionRelative(this.biomeSelectBg, 16, 9);
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this.biomeSelectHandler = args[1] as Function;
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this.biomeSelectContainer.setVisible(true);
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this.setCursor(0);
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}
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}
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processInput(button: Button) {
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const ui = this.getUi();
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let success = false;
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if (button === Button.ACTION || button === Button.CANCEL) {
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success = true;
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const originalBiomeSelectHandler = this.biomeSelectHandler;
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this.biomeSelectHandler = null;
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originalBiomeSelectHandler(this.cursor);
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this.clear();
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} else {
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switch (button) {
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case Button.UP:
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if (this.cursor)
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success = this.setCursor(this.cursor - 1);
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break;
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case Button.DOWN:
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if (this.cursor < this.biomeChoices.length - 1)
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success = this.setCursor(this.cursor + 1);
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break;
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}
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}
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if (success)
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ui.playSelect();
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}
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setCursor(cursor: integer): boolean {
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const ret = super.setCursor(cursor);
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if (!this.cursorObj) {
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this.cursorObj = this.scene.add.image(0, 0, 'cursor');
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this.biomeSelectContainer.add(this.cursorObj);
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}
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this.cursorObj.setPositionRelative(this.biomeSelectBg, 12, 17 + 16 * this.cursor);
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return ret;
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}
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clear() {
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super.clear();
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this.biomeSelectContainer.setVisible(false);
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this.biomeSelectHandler = null;
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this.eraseCursor();
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}
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eraseCursor() {
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if (this.cursorObj)
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this.cursorObj.destroy();
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this.cursorObj = null;
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}
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}
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