added one time only events
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@@ -11,9 +11,7 @@ public class AssetSetter {
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this.panel = panel;
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this.panel = panel;
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}
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}
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public void setObject() {
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public void setObject() {}
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}
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public void setNPC() {
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public void setNPC() {
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panel.npc[0] = new OldManNPC(panel);
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panel.npc[0] = new OldManNPC(panel);
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@@ -9,51 +9,84 @@ import java.awt.*;
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public class EventHandler {
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public class EventHandler {
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GamePanel panel;
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GamePanel panel;
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Rectangle eventRect;
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EventRect[][] eventRect;
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int eventRectDefaultX, eventRectDefaultY;
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int prevEventX, prevEventY;
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boolean canTouchEvent = true;
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public EventHandler(GamePanel panel) {
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public EventHandler(GamePanel panel) {
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this.panel = panel;
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this.panel = panel;
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eventRect = new EventRect[panel.maxWorldCol][panel.maxWorldRow];
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eventRect = new Rectangle();
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int col = 0;
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eventRect.x = 23;
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int row = 0;
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eventRect.y = 23;
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while(col < panel.maxWorldCol && row < panel.maxWorldRow) {
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eventRect.width = 2;
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eventRect[col][row] = new EventRect();
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eventRect.height = 2;
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eventRect[col][row].x = 23;
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eventRectDefaultX = eventRect.x;
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eventRect[col][row].y = 23;
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eventRectDefaultY = eventRect.y;
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eventRect[col][row].width = 2;
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eventRect[col][row].height = 2;
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eventRect[col][row].eventRectDefaultX = eventRect[col][row].x;
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eventRect[col][row].eventRectDefaultY = eventRect[col][row].y;
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col++;
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if(col == panel.maxWorldCol) {
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col = 0;
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row++;
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}
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}
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}
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}
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public void checkEvent() {
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public void checkEvent() {
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if(hit(27,16, Direction.RIGHT)) damagePit(GameState.DIALOGUE);
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// Check if the player char is more than 1 tile away from the last event
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if(hit(23,12, Direction.UP)) healingPool(GameState.DIALOGUE);
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int xDistance = Math.abs(panel.player.worldX - prevEventX); //return absolute number
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int yDistance = Math.abs(panel.player.worldY - prevEventY);
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int distance = Math.max(xDistance, yDistance); //picks greater number
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if(distance > panel.tileSize) canTouchEvent = true;
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if(!canTouchEvent) return;
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if(hit(27,16, Direction.RIGHT)) damagePit(27, 16, GameState.DIALOGUE);
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if(hit(23,12, null)) healingPool(23, 12, GameState.DIALOGUE);
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}
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}
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public boolean hit(int eventCol, int eventRow, Direction reqDirection) {
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public boolean hit(int eventCol, int eventRow, Direction reqDirection) {
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boolean hit = false;
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boolean hit = false;
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panel.player.solidArea.x = panel.player.worldX + panel.player.solidArea.x;
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panel.player.solidArea.x = panel.player.worldX + panel.player.solidArea.x;
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panel.player.solidArea.y = panel.player.worldY + panel.player.solidArea.y;
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panel.player.solidArea.y = panel.player.worldY + panel.player.solidArea.y;
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eventRect.x = eventCol*panel.tileSize + eventRect.x;
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eventRect[eventCol][eventRow].x = eventCol*panel.tileSize + eventRect[eventCol][eventRow].x;
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eventRect.y = eventRow*panel.tileSize + eventRect.y;
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eventRect[eventCol][eventRow].y = eventRow*panel.tileSize + eventRect[eventCol][eventRow].y;
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if(panel.player.solidArea.intersects(eventRect)) if(reqDirection == null || panel.player.direction == reqDirection) hit = true;
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if(
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panel.player.solidArea.intersects(eventRect[eventCol][eventRow]) &&
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(reqDirection == null || panel.player.direction == reqDirection) &&
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!eventRect[eventCol][eventRow].eventDone
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) {
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hit = true;
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prevEventX = panel.player.worldX;
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prevEventY = panel.player.worldY;
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}
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panel.player.solidArea.x = panel.player.solidAreaDefaultX;
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panel.player.solidArea.x = panel.player.solidAreaDefaultX;
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panel.player.solidArea.y = panel.player.solidAreaDefaultY;
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panel.player.solidArea.y = panel.player.solidAreaDefaultY;
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eventRect.x = eventRectDefaultX;
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eventRect[eventCol][eventRow].x = eventRect[eventCol][eventRow].eventRectDefaultX;
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eventRect.y = eventRectDefaultY;
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eventRect[eventCol][eventRow].y = eventRect[eventCol][eventRow].eventRectDefaultY;
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return hit;
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return hit;
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}
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}
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public void damagePit(GameState gameState) {
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public void damagePit(int col, int row, GameState gameState) {
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panel.gameState = gameState;
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panel.gameState = gameState;
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panel.ui.currentDialogue = "You have fallen into a pit!";
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panel.ui.currentDialogue = "You have fallen into a pit!";
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panel.player.life -= 1;
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panel.player.life -= 1;
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canTouchEvent = false;
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}
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}
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public void healingPool(GameState gameState) {
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public void healingPool(int col, int row, GameState gameState) {
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if(!panel.keyH.spacePressed) return;
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if(!panel.keyH.spacePressed) return;
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panel.gameState = gameState;
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panel.gameState = gameState;
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panel.ui.currentDialogue = "You drank the holy water.\nYour life has been recovered!";
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panel.ui.currentDialogue = "You drank the holy water.\nYour life has been recovered!";
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panel.player.life = panel.player.maxLife;
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panel.player.life = panel.player.maxLife;
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canTouchEvent = false;
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}
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}
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static private class EventRect extends Rectangle {
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int eventRectDefaultX, eventRectDefaultY;
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boolean eventDone = false;
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}
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}
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}
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