<commit_before>package simulation;



import openfl.geom.Point;


class WorldState implements State
{
	var sim:Simulation;
	var leftWindow:gui.Widget;
	var battleButton:gui.Button;
	var dude:world.Avatar;
	//var vanity:Sprite;

	public function new (sim:Simulation) {
		this.sim = sim;
	}

	public function init () {

		//
		// Create the GUI system
		//
		this.leftWindow = new gui.Window( new Point( 150, 300 ));
		this.leftWindow.fadeIn( 1.0, function(){} );

		// The "To Battle" button
		//
		battleButton = new gui.Button("To Battle!", new Point(128,32), function( widget:gui.Widget ) {
			this.leftWindow.fadeOut( 0.5, function(){
				this.sim.changeState( new BattleState(this.sim) );
				this.sim.removeChild( this.leftWindow );
			});
		});
		battleButton.x = 8;
		battleButton.y = 8;<commit_msg>Commit world changes<commit_after>package simulation;



import openfl.geom.Point;


class WorldState implements State
{
	var sim:Simulation;
	var leftWindow:gui.Widget;
	var battleButton:gui.Button;
	var dude:world.Avatar;
	//var vanity:Sprite;

	public function new (sim:Simulation) {
		this.sim = sim;
	}

	public function init () {

		//
		// Create the GUI system
		//
		this.leftWindow = new gui.Window( new Point( 150, 300 ));
		this.leftWindow.hide();
		this.leftWindow.fadeIn( 2.0, function(){} );

		// The "To Battle" button
		//
		battleButton = new gui.Button("To Battle!", new Point(128,32), function( widget:gui.Widget ) {
			this.leftWindow.fadeOut( 0.5, function(){
				this.sim.changeState( new BattleState(this.sim) );
				this.sim.removeChild( this.leftWindow );
			});
		});
		battleButton.x = 8;
		battleButton.y = 8;
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