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2
.gitignore
vendored
2
.gitignore
vendored
@ -5,6 +5,6 @@
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build
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# Ignore bin
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app/bin/
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bin/
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*.tiled-session
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resources/map/Maps.tiled-session
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BIN
resources/Base.png
Normal file
BIN
resources/Base.png
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Binary file not shown.
After Width: | Height: | Size: 1.0 KiB |
BIN
resources/Character.png
Normal file
BIN
resources/Character.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.5 KiB |
@ -8,7 +8,7 @@ public class Enemy extends Character{
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public Enemy(String name, int x, int y, String img) {
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super(name, x, y, img);
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//TODO Auto-generated constructor stub
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turn(Character.Direction.DOWN);
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}
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public void setPosition(int x, int y){
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@ -24,11 +24,5 @@ public class Enemy extends Character{
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// TODO Auto-generated method stub
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}
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@Override
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public void draw(GdxGraphics arg0) {
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// TODO Auto-generated method stub
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}
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}
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@ -36,7 +36,6 @@ public abstract class Entity implements DrawableObject {
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}
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public void init(){
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}
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public void graphicRender(GdxGraphics g){
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@ -14,7 +14,7 @@ public class Player extends Character{
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private int xp;
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public Player(int x, int y) {
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super("Player", x, y, "lumberjack_sheet32");
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super("Player", x, y, "Character");
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}
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public void addXp(int xp){
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@ -46,9 +46,11 @@ public class Player extends Character{
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// Is the move valid ?
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if (sm.isWalkable(nextCell)) {
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// Go
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setSpeed(sm.getSpeed(nextCell));
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go(goalDirection);
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if(!enemy()){
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// Go
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setSpeed(sm.getSpeed(nextCell));
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go(goalDirection);
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}
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} else {
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// Face the wall
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turn(goalDirection);
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@ -73,7 +75,11 @@ public class Player extends Character{
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}
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}
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public void move(int x, int y){
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private boolean enemy() {
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return false;
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}
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public void move(int x, int y){
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}
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@ -1,189 +0,0 @@
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package Screen;
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import ch.hevs.gdx2d.components.bitmaps.Spritesheet;
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import ch.hevs.gdx2d.lib.GdxGraphics;
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import ch.hevs.gdx2d.lib.interfaces.DrawableObject;
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import com.badlogic.gdx.math.Interpolation;
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import com.badlogic.gdx.math.Vector2;
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/**
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* Character for the demo.
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*
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* @author Alain Woeffray (woa)
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* @author Pierre-André Mudry (mui)
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*/
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public class Hero implements DrawableObject {
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public enum Direction{
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UP,
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DOWN,
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RIGHT,
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LEFT,
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NULL
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}
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/**
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* The currently selected sprite for animation
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*/
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int textureX = 0;
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int textureY = 1;
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float speed = 1;
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float dt = 0;
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int currentFrame = 0;
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int nFrames = 4;
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private final static int SPRITE_WIDTH = 32;
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private final static int SPRITE_HEIGHT = 32;
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final float FRAME_TIME = 0.1f; // Duration of each frime
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Spritesheet ss;
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Vector2 lastPosition;
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Vector2 newPosition;
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Vector2 position;
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private boolean move = false;
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/**
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* Create the hero at the start position (0,0)
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*/
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public Hero(){
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this(new Vector2(0,0));
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}
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/**
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* Create the hero at the given start tile.
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* @param x Column
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* @param y Line
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*/
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public Hero(int x, int y){
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this(new Vector2(SPRITE_WIDTH * x, SPRITE_HEIGHT * y));
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}
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/**
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* Create the hero at the start position
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* @param initialPosition Start position [px] on the map.
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*/
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public Hero(Vector2 initialPosition) {
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lastPosition = new Vector2(initialPosition);
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newPosition = new Vector2(initialPosition);
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position = new Vector2(initialPosition);
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ss = new Spritesheet("./resources/lumberjack_sheet32.png", SPRITE_WIDTH, SPRITE_HEIGHT);
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}
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/**
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* @return the current position of the hero on the map.
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*/
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public Vector2 getPosition(){
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return this.position;
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}
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public void setPosition(int x, int y){
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lastPosition.set(x, y);
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newPosition.set(x, y);
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position.set(x, y);
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}
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/**
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* Update the position and the texture of the hero.
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* @param elapsedTime The time [s] elapsed since the last time which this method was called.
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*/
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public void animate(double elapsedTime) {
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float frameTime = FRAME_TIME / speed;
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position = new Vector2(lastPosition);
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if(isMoving()) {
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dt += elapsedTime;
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float alpha = (dt+frameTime*currentFrame)/(frameTime*nFrames);
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position.interpolate(newPosition, alpha,Interpolation.linear);
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}else{
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dt = 0;
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}
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if (dt > frameTime) {
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dt -= frameTime;
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currentFrame = (currentFrame + 1) % nFrames;
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if(currentFrame == 0){
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move = false;
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lastPosition = new Vector2(newPosition);
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position = new Vector2(newPosition);
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}
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}
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}
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/**
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* @return True if the hero is actually doing a step.
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*/
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public boolean isMoving(){
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return move;
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}
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/**
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* @param speed The new speed of the hero.
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*/
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public void setSpeed(float speed){
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this.speed = speed;
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}
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/**
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* Do a step on the given direction
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* @param direction The direction to go.
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*/
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public void go(Direction direction){
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move = true;
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switch(direction){
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case RIGHT:
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newPosition.add(SPRITE_WIDTH, 0);
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break;
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case LEFT:
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newPosition.add(-SPRITE_WIDTH, 0);
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break;
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case UP:
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newPosition.add(0, SPRITE_HEIGHT);
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break;
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case DOWN:
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newPosition.add(0, -SPRITE_HEIGHT);
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break;
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default:
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break;
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}
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turn(direction);
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}
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/**
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* Turn the hero on the given direction without do any step.
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* @param direction The direction to turn.
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*/
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public void turn(Direction direction){
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switch(direction){
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case RIGHT:
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textureY = 2;
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break;
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case LEFT:
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textureY = 1;
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break;
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case UP:
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textureY = 3;
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break;
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case DOWN:
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textureY = 0;
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break;
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default:
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break;
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}
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}
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/**
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* Draw the character on the graphic object.
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* @param g Graphic object.
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*/
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public void draw(GdxGraphics g) {
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g.draw(ss.sprites[textureY][currentFrame], position.x, position.y);
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}
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}
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import java.util.Vector;
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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 Entity.Player;
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import Screen.ScreenMap;
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@ -13,12 +16,12 @@ public class testHER extends PortableApplication{
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private Controller controller;
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private ScreenMap sm;
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private Player p1;
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private static Entity[] entities;
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private static Vector<Entity> entities = new Vector<>();
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private static Vector<Player> players = new Vector<>();
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public testHER(){
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controller = new Controller();
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p1 = new Player(8, 15);
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sm = new ScreenMap();
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}
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@ -32,15 +35,25 @@ public class testHER extends PortableApplication{
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public void onInit() {
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controller.init();
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sm.init();
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p1.init();
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p1 = new Player(8, 15);
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entities.add((Entity) p1);
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entities.add(new Enemy("Mudry", 10, 15, "lumberjack_sheet32"));
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entities.add(new Enemy("Pignat", 12, 15, "lumberjack_sheet32"));
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for (Entity entity : entities) {
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entity.init();
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}
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}
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@Override
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public void onGraphicRender(GdxGraphics g) {
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g.clear();
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p1.manageEntity(sm, controller);
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sm.graphicRender(g, p1); // load p1 by Entity[]
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p1.graphicRender(g);
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sm.graphicRender(g, p1);
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for (Entity entity : entities) {
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entity.graphicRender(g);
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}
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}
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@Override
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