refactored character to game character
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@@ -15,7 +15,7 @@ import netwerkprog.game.client.game.characters.abilities.BodySwap;
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import netwerkprog.game.client.game.map.Map;
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import netwerkprog.game.client.game.map.MapRenderer;
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import netwerkprog.game.client.game.map.GameInputProcessor;
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import netwerkprog.game.util.game.Character;
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import netwerkprog.game.util.game.GameCharacter;
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import netwerkprog.game.util.graphics.FrameRate;
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import netwerkprog.game.util.tree.BST;
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@@ -27,13 +27,13 @@ public class MainGame extends ApplicationAdapter {
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private Thread client;
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private OrthographicCamera camera;
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private GameInputProcessor gameInputProcessor;
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private Character selectedCharacter;
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private GameCharacter selectedCharacter;
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private Map map;
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public MapRenderer mapRenderer;
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private BST<Character> tree;
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public Character testCharacter;
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private BST<GameCharacter> tree;
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public GameCharacter testCharacter;
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private static MainGame INSTANCE;
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@@ -95,7 +95,7 @@ public class MainGame extends ApplicationAdapter {
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Texture texture = new Texture(Gdx.files.internal("core/assets/characters.png"));
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TextureRegion[][] characters = TextureRegion.split(texture, 32, 32);
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this.testCharacter = new Hacker("harry",characters[1][0], new BodySwap("test"));
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Character character2 = new Hacker("test2",characters[2][0], new BodySwap("test"));
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GameCharacter character2 = new Hacker("test2",characters[2][0], new BodySwap("test"));
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// this.tree.insert(testCharacter);
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// this.tree.insert(character2);
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// this.tree.insert(new Agent(characters[2][0], new Implant("test")));
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@@ -183,16 +183,16 @@ public class MainGame extends ApplicationAdapter {
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return map.getWidth();
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}
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public BST<Character> getTree() {
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public BST<GameCharacter> getTree() {
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return tree;
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}
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public void setSelectedCharacter(Character character) {
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public void setSelectedCharacter(GameCharacter character) {
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this.selectedCharacter = character;
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System.out.println("selected character set to : " + character);
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}
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public Character getSelectedCharacter() {
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public GameCharacter getSelectedCharacter() {
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return selectedCharacter;
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}
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