added unfinished fullscreen option
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@@ -234,7 +234,9 @@ public class UI {
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switch(optionState) {
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case OVERVIEW -> optionsTop(frameX, frameY);
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case SCREENNF -> optionsFSNotify(frameX, frameY);
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}
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panel.keyH.spacePressed = false;
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}
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public void drawDialogueScreen() {
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drawPlayerLife();
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@@ -323,6 +325,7 @@ public class UI {
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messageCounter.add(0);
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}
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// OPTIONS UI
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public void optionsTop(int frameX, int frameY) {
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int textX, textY;
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String title = "Options";
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@@ -336,7 +339,10 @@ public class UI {
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graphics2d.drawString("Full Screen", textX, textY);
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if(commandNum == 0) {
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graphics2d.drawString(">", textX-25, textY);
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if(panel.keyH.spacePressed) panel.fullscreen = !panel.fullscreen;
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if(panel.keyH.spacePressed) {
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optionState = OptionState.SCREENNF;
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panel.fullscreen = !panel.fullscreen;
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}
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}
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// MUSIC
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@@ -369,6 +375,9 @@ public class UI {
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textY = frameY + panel.tileSize*2 - panel.tileSize/2;
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graphics2d.setStroke(new BasicStroke(3));
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graphics2d.drawRect(textX, textY, panel.tileSize/2, panel.tileSize/2);
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if(panel.fullscreen) {
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graphics2d.fillRect(textX, textY, panel.tileSize/2, panel.tileSize/2);
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}
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// MUSIC VOLUME
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textY += panel.tileSize;
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@@ -378,10 +387,29 @@ public class UI {
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textY += panel.tileSize;
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graphics2d.drawRect(textX, textY, 120, panel.tileSize/2);
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}
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public void optionsFSNotify(int frameX, int frameY) {
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int textX = frameX + panel.tileSize;
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int textY = frameY + panel.tileSize*3;
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currentDialogue = "The change will take \neffect after restarting \nthe game";
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for(String line : currentDialogue.split("\n")) {
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graphics2d.drawString(line, textX, textY);
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textY += 40;
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}
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// BACK
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textY =frameY + panel.tileSize*9;
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graphics2d.drawString("Back", textX, textY);
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if(commandNum == 0) {
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graphics2d.drawString(">", textX-25, textY);
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if(panel.keyH.spacePressed) optionState = OptionState.OVERVIEW;
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}
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}
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public enum OptionState {
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OVERVIEW,
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SCREEN,
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SCREENNF,
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MUSIC,
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SFX,
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CONTROLS,
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@@ -60,6 +60,7 @@ public class KeyHandler implements KeyListener {
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case KeyEvent.VK_ESCAPE -> {
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panel.gameState = GameState.PAUSE;
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panel.ui.optionState = UI.OptionState.OVERVIEW;
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panel.ui.commandNum = 0;
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}
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case KeyEvent.VK_C -> panel.gameState = GameState.CHARACTER;
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}
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