added trading system
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@@ -462,7 +462,46 @@ public class UI {
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}
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}
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}
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}
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private void tradeSell() {
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private void tradeSell() {
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drawInventory(panel.player, true);
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int x, y, width, height;
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// HINT WINDOW
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x = panel.tileSize*2;
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y = panel.tileSize*9;
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width = panel.tileSize*6;
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height = panel.tileSize*2;
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drawSubWindow(x, y, width, height);
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graphics2d.drawString("[ESC] Back", x+panel.tileSize, y+60);
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// PLAYER COINS
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x = panel.tileSize*12;
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drawSubWindow(x, y, width, height);
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graphics2d.drawString("Your Coins: " + panel.player.coins, x+panel.tileSize, y+60);
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// PRICE WINDOW
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int itemIndex = getItemIndex(playerSlotCol, playerSlotRow);
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if(itemIndex < panel.player.inventory.size()) {
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x = (int)(panel.tileSize*15.5);
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y = (int)(panel.tileSize*5.5);
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width = (int)(panel.tileSize*2.5);
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height = panel.tileSize;
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drawSubWindow(x, y, width, height);
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graphics2d.drawImage(coin, x+10, y+8, 32, 32, null);
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String price = String.valueOf(panel.player.inventory.get(itemIndex).price/2);
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graphics2d.drawString(price, getAlignedToRightX(price, panel.tileSize*18-20), y+34);
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// SELL
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if(!panel.keyH.spacePressed) return;
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if(panel.player.inventory.get(itemIndex) == panel.player.currentWeapon || panel.player.inventory.get(itemIndex) == panel.player.currentShield) {
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commandNum = 0;
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tradeState = TradeState.SELECT;
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panel.gameState = GameState.DIALOGUE;
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currentDialogue = "You cannot sell an equipped item!";
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return;
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}
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panel.player.inventory.remove(itemIndex);
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panel.player.coins += Integer.parseInt(price);
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}
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}
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}
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// UTILITY
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// UTILITY
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@@ -176,6 +176,10 @@ public class KeyHandler implements KeyListener {
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npcInventory(code);
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npcInventory(code);
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if(code == KeyEvent.VK_ESCAPE) panel.ui.tradeState = UI.TradeState.SELECT;
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if(code == KeyEvent.VK_ESCAPE) panel.ui.tradeState = UI.TradeState.SELECT;
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}
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}
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if(panel.ui.tradeState == UI.TradeState.SELL) {
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playerInventory(code);
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if(code == KeyEvent.VK_ESCAPE) panel.ui.tradeState = UI.TradeState.SELECT;
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}
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}
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}
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// UTILITY
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// UTILITY
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