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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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