starting to make non-state version of game; seems to be rendering
PhaserView -> ViewManager; SWITCH_GROUP successfully replacing CHANGE_STATE in ViewManager / gameLogic
beginning to implement turn groups
more work
game_logic: moved all state listeners into global listeners array; view manager: added module callMethod including path parsing to find correct view child; game timer text functioning again
beginning to restruction game logic
reorganizing game_logic
alphabet.js added; game_logic and config2: buttonCallbacks and input implemented on views; ViewManager: getCollectionByPath added
view.js -> view_manager.js; screen_manager added and begun to be implemetned; minor config2 and game_logic fixes
old config2 and game_logic added
beginning to implement screens in phaser_game
beginning to implement screen create/shutdown functions; inventory screen beginning to be refactored; dynamic dashboard buttons started
config2/game_logic: begin contextual show/hide of global turn views
phaser_game: calling init, preload, create, update and render based on game_logic, moving game-specific functoinality to game_logic; game_logic: added init, preload and create methods to global, using CHANGE_SCREEN instead of SHOW_GROUP, beginning to implement local storage
beginning to fix equipment editor game logic
work on equipement list/create/edit screens
equipment list -> equipmentCreate -> machine type selection -> machine size selection -> new machine insteance -> equipmentEdit -> part type overlay menu build (price is undefined) successfully working; need to be able to select part and have machine instance updated, add save machine; also implemented load of localStorage playerData | use of playerData object to init; alphabet enum used for new machine id and text
equipmentCreate -> equipmentEdit now creating tractor instances and saving to playerData / localStorage, which is loading successfully on refresh
fixed new machine name (letter), resetting part views frames at create of equipementEdit screen
view manager: implemented setFrame and setChildFrames (used in game logic for parts icons)