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function DialogueSequence( sequence ){
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var targetStory = story[sequence].slice(0);
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return {
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next: function(){
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return targetStory.shift().split(": ")[1];
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},
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more: function(){
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return targetStory.length > 0;
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}
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}
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}
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function DialogUI( stage, gameState ){
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var that = this;
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// Dialog States
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var DIALOG_RECEDING = 0;
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var DIALOG_SHOWING = 1;
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var DIALOG_PAUSING = 2;
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var MILLIS_PER_CHAR = 100;
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this.dialogSpeed = 30;
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this.dialogState = DIALOG_PAUSING;
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this.dialogMotionQueue = [DIALOG_RECEDING];
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this.currDialogueSeq = new DialogueSequence("Null");
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dialogQueue = [];
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this.dialogBox = new createjs.Bitmap("res/screens/GUI/DialogueBox.png");
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this.dialogBox.x = 10;
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this.dialogBox.y = 675;
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this.textContent = new createjs.Text( "", "24px Arial", "#00000000" );
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this.textContent.x = 205;
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this.textContent.y = 705;
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this.textContent.lineWidth = 565;
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this.textContent.lineHeight = 30;
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this.textContent.textBaseline = "alphabetic";
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this.dialogBox.addEventListener( "mouseover", function(){ document.body.style.cursor='pointer'; } );
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this.dialogBox.addEventListener( "mouseout", function(){ document.body.style.cursor='default'; } );
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this.dialogBox.addEventListener( "click", function(){ setTimeout( clickEvent, 100); });
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this.textContent.addEventListener( "mouseover", function(){ document.body.style.cursor='pointer'; } );
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this.textContent.addEventListener( "mouseout", function(){ document.body.style.cursor='default'; } );
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this.textContent.addEventListener( "click", function(){ setTimeout( clickEvent, 100); });
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this.showDialog= function( textSeq ){
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that.currDialogueSeq = new DialogueSequence( textSeq.seq );
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that.textContent.text=that.currDialogueSeq.next();
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that.autoAdvance = textSeq.autoAdvance;
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that.dialogMotionQueue = [DIALOG_SHOWING];
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}
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gameState.pubsub.subscribe( "ShowDialog", this.showDialog );
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// negate double setTimeout if clicked
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var oldTime = new Date().getTime();
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var delayCounter = 0;
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var clickEvent = function( timer ){
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// if there is more dialogue text, then keep going, otherwise, recede
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if( that.currDialogueSeq.more() ){
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setTimeout( function(){ that.dialogMotionQueue.push(DIALOG_SHOWING) }, 500);
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that.textContent.text=that.currDialogueSeq.next();
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delayCounter = 0;
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oldTime = new Date().getTime()
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}else{
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// pause and close dialog
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setTimeout( function(){that.dialogMotionQueue.push(DIALOG_RECEDING)}, 500 );
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}
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}
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stage.addChild( this.dialogBox );
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stage.addChild( this.textContent );
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return {
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tick: function(){
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delayCounter = new Date().getTime() - oldTime;
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if( that.autoAdvance == true && that.dialogBox.y ==435 && delayCounter > ( that.textContent.text.length * MILLIS_PER_CHAR ) ){
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clickEvent();
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}
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if( that.dialogState == DIALOG_RECEDING ){
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that.dialogBox.y+=that.dialogSpeed;
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that.textContent.y +=that.dialogSpeed;
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//console.log( "Receding" + that.dialogBox.y );
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}
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if( that.dialogState == DIALOG_SHOWING ){
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that.dialogBox.y-=that.dialogSpeed;
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that.textContent.y -=that.dialogSpeed;
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//console.log( "Advancing" + that.dialogBox.y );
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}
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// toggle states
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if( that.dialogBox.y > 675 && that.dialogState == DIALOG_RECEDING ){
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that.dialogBox.y = 675;
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that.textContent.y = 735;
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that.dialogState = DIALOG_PAUSING;
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//console.log( "Pausing on recede" + that.dialogBox.y );
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}
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if( that.dialogBox.y < 435 && that.dialogState == DIALOG_SHOWING ){
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that.dialogBox.y = 435;
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that.textContent.y = 480;
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that.dialogState = DIALOG_PAUSING;
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//console.log( "Pausing on showing" + that.dialogBox.y );
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}
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/* next states if there are any on the queue */
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if( that.dialogMotionQueue.length > 0 && that.dialogState == DIALOG_PAUSING ){
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that.dialogState = that.dialogMotionQueue.shift();
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}
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},
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minDialog: function(){
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that.dialogMotionQueue.push( DIALOG_RECEDING );
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},
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maxDialog: function(){
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that.dialogMotionQueue.push( DIALOG_SHOWING );
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},
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render: function(){
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stage.addChild( that.dialogBox );
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stage.addChild( that.textContent );
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}
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}
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}
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