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		@@ -5,6 +5,12 @@ import java.util.TreeMap;
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import com.badlogic.gdx.Input;
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/**
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 * Store key status for control the game
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 * @author Rémi Heredero
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 * @author Yann Sierro
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 * @version 1.0.0
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 */
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public class Controller {
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    public Map<Integer, Boolean> keyStatus = new TreeMap<Integer, Boolean>();
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@@ -2,6 +2,12 @@ package Control;
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import Screen.ScreenPlayer;
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/**
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 * Manage input from keyboard for write on controller
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 * @author Rémi Heredero
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 * @author Yann Sierro
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 * @version 1.0.0
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 */
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public class Keyboard {
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    public void keyDown(int keycode, ScreenPlayer sp, Controller c) {
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        c.keyStatus.put(keycode, true);
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@@ -7,8 +7,15 @@ import com.badlogic.gdx.math.Vector2;
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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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/**
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 * Class for manage all type of character. Player, enemy and why not some npc
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 * @author Rémi Heredero
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 * @author Yann Sierro
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 * @version 1.0.0
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 */
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public abstract class Character extends Entity{
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    // Each character have a direction for orientation and where it will go
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    public enum Direction{
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        UP,
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        DOWN,
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@@ -6,19 +6,28 @@ import Main.Settings;
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public class Enemy extends Character{
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    private String branch;
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    private String subject;
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    public int recoveredTime = Settings.RECOVERED;
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    private int pvInit;
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    public Enemy(String name, int x, int y, String map, int pv, String branch) {
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    /**
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     * Create an enemy
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     * @param name The name of this enemy
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     * @param x Initial x position
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     * @param y Initial y position
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     * @param map Initial map for this enemy
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     * @param pv Maximum pv of this enemy (it's also the maximum of XP the player can win)
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     * @param subject The subject taught by the enemy
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     */
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    public Enemy(String name, int x, int y, String map, int pv, String subject) {
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        super(name, x, y, branch, map);
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        super(name, x, y, subject, map);
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        //generate his text
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        this.map = map;
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        this.branch = branch;
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        this.subject = subject;
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        this.pv = pv;
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@@ -42,7 +51,7 @@ public class Enemy extends Character{
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    }
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    public String getBranch(){
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        return branch;
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        return subject;
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    }
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    @Override
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@@ -6,6 +6,13 @@ 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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/**
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 * Main class for manage entity 
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 * Can create all type of entity character or just stuff.
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 * @author Rémi Heredero
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 * @author Yann Sierro
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 * @version 1.0.0
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 */
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public abstract class Entity implements DrawableObject {
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    protected String name;
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    protected String map;
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@@ -51,7 +58,6 @@ public abstract class Entity implements DrawableObject {
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    }
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    public void graphicRender(GdxGraphics g){
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    }
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    /**
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@@ -18,8 +18,14 @@ public class Player extends Character{
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	public boolean onEnemy = false;
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	private static final int XP_MAX = 6000;
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    public Player(int x, int y, String map) {
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        super("Player", x, y, "sprite_sacha", map); //Character_flipped
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    /**
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	 * Create a player
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	 * @param x initial x position
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	 * @param y initial y position
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	 * @param map initial map
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	 */
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	public Player(int x, int y, String map) {
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        super("Player", x, y, "sprite_sacha", map);
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		this.pv = Settings.TIME*60;
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    }
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@@ -31,7 +37,12 @@ public class Player extends Character{
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		return xp;
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	}
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    public void manageEntity(ScreenMap sm, Controller c) {
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    /**
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	 * All action for manage the Player
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	 * @param sm the screenMap where is the player
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	 * @param c the controller of this player
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	 */
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	public void manageEntity(ScreenMap sm, Controller c) {
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		boolean onDoor = sm.isDoor(getPosition());
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@@ -102,7 +113,13 @@ public class Player extends Character{
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		}
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	}
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    private boolean enemy(ScreenMap sm, Vector2 nextPos) {
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    /**
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	 * Return true if an enemy is on next position
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	 * @param sm Screen map where is the player
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	 * @param nextPos Vector of next position
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	 * @return true if an enemy is on next position
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	 */
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	private boolean enemy(ScreenMap sm, Vector2 nextPos) {
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		Vector<Enemy> enemies = PokeMudry.getEnemies();
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		for (Enemy enemy : enemies) {
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			boolean bMap = sm.map.equals(enemy.getMap());
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@@ -4,7 +4,7 @@ public class Settings {
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    public static final boolean ANDROID = false;
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    public static final int PLAYERS = 1;
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    public static final int TIME = 10; // number of minutes for kill all enemy // should be 10
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    public static final int TIME = 15; // number of minutes for kill all enemy // should be 10
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    public static final int RECOVERED = 30; // number of seconds an enemy need for recovered
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    public static final int SWITCH_MAP_TIME = 250; // Number of milliseconds the player wait for switch map
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@@ -6,7 +6,7 @@ import java.util.Arrays;
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import java.util.Random;
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public class TextEnemy {
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    private static final int CUT = 60;
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    private static final int CUT = 55;
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    public FightData fightData;
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    public SpeechData speechData;
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