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	done
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		@@ -10,6 +10,8 @@ import com.badlogic.gdx.Input;
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import Control.Controller;
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import Entity.Enemy;
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import Entity.Entity;
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import Game.Battle;
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import Screen.ScreenBattle;
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import Screen.ScreenMap;
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import Screen.ScreenPlayer;
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import ch.hevs.gdx2d.desktop.PortableApplication;
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@@ -57,28 +59,29 @@ public class PokeMudry extends PortableApplication {
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    @Override
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    public void onGraphicRender(GdxGraphics g) {
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        g.clear();
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		sp.p.manageEntity(sp.sm, controller);
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        sp.sb.manage(controller);
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        sp.render(g);
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        //System.out.println(ScreenMap.class);
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        boolean onMapScreen = sp.screenManager.getActiveScreen().getClass().equals(ScreenMap.class);
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        boolean onBattleScreen = sp.screenManager.getActiveScreen().getClass().equals(ScreenBattle.class);
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        if(onMapScreen) sp.p.manageEntity(sp.sm, controller);
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        sp.render(g);
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		for (Entity entity : entities) {
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            // Render only entities on the good map
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            if (entity.getMap().equals(sp.sm.map) && onMapScreen)
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                entity.graphicRender(g);
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		}
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        // Switch screen
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        if (sp.p.frontOfEnemy && onMapScreen){
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            sp.e = sp.p.lastEnemy;
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            sp.screenManager.activateNextScreen();
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            //sp.screenManager.activateNextScreen();
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            sp.sb = sp.screenManager.getScreenBattle();
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            sp.b = new Battle(sp.e);
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            g.resetCamera();
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        }
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        if(onBattleScreen) sp.sb.manage(controller, sp.b);
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        // Graphics render
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        sp.render(g);
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        for (Entity entity : entities) {
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            // Render only entities on the good map
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            if (entity.getMap().equals(sp.sm.map) && onMapScreen)
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            entity.graphicRender(g);
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		}
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    }
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