0ba004b1fa
there is no need to enforce whole interger positions for UI elements. Especially with the recent font changes this was causing alignment problems on high resolution displays. Elements with non-whole number sizes and positions should be used sparingly, but there's no reason to strictly align them.
251 lines
6.0 KiB
Java
251 lines
6.0 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2015 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.ui;
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import com.watabou.input.Touchscreen.Touch;
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import com.watabou.noosa.BitmapText;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.NinePatch;
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import com.watabou.noosa.TouchArea;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.noosa.particles.Emitter;
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import com.watabou.noosa.ui.Button;
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import com.watabou.noosa.ui.Component;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BloodParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.HeroSprite;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndGame;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndHero;
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public class StatusPane extends Component {
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private NinePatch shield;
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private Image avatar;
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private Emitter blood;
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private int lastTier = 0;
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private Image hp;
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private Image exp;
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private int lastLvl = -1;
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private int lastKeys = -1;
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private BitmapText level;
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private BitmapText depth;
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private BitmapText keys;
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private DangerIndicator danger;
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private BuffIndicator buffs;
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private Compass compass;
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private MenuButton btnMenu;
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@Override
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protected void createChildren() {
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shield = new NinePatch( Assets.STATUS, 80, 0, 30 + 18, 0 );
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add( shield );
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add( new TouchArea( 0, 1, 31, 31 ) {
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@Override
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protected void onClick( Touch touch ) {
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Image sprite = Dungeon.hero.sprite;
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if (!sprite.isVisible()) {
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Camera.main.focusOn( sprite );
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}
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GameScene.show( new WndHero() );
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};
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} );
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btnMenu = new MenuButton();
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add( btnMenu );
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avatar = HeroSprite.avatar( Dungeon.hero.heroClass, lastTier );
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add( avatar );
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blood = new Emitter();
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blood.pos( avatar );
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blood.pour( BloodParticle.FACTORY, 0.3f );
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blood.autoKill = false;
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blood.on = false;
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add( blood );
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compass = new Compass( Dungeon.level.exit );
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add( compass );
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hp = new Image( Assets.HP_BAR );
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add( hp );
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exp = new Image( Assets.XP_BAR );
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add( exp );
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level = new BitmapText( PixelScene.pixelFont);
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level.hardlight( 0xFFEBA4 );
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add( level );
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depth = new BitmapText( Integer.toString( Dungeon.depth ), PixelScene.pixelFont);
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depth.hardlight( 0xCACFC2 );
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depth.measure();
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add( depth );
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Dungeon.hero.belongings.countIronKeys();
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keys = new BitmapText( PixelScene.pixelFont);
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keys.hardlight( 0xCACFC2 );
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add( keys );
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danger = new DangerIndicator();
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add( danger );
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buffs = new BuffIndicator( Dungeon.hero );
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add( buffs );
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}
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@Override
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protected void layout() {
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height = 32;
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shield.size( width, shield.height );
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avatar.x = shield.x + 15 - avatar.width / 2;
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avatar.y = shield.y + 16 - avatar.height / 2;
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compass.x = avatar.x + avatar.width / 2 - compass.origin.x;
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compass.y = avatar.y + avatar.height / 2 - compass.origin.y;
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hp.x = 30;
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hp.y = 3;
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depth.x = width - 24 - depth.width() - 18;
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depth.y = 6;
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keys.y = 6;
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danger.setPos( width - danger.width(), 18 );
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buffs.setPos( 31, 9 );
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btnMenu.setPos( width - btnMenu.width(), 1 );
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}
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@Override
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public void update() {
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super.update();
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float health = (float)Dungeon.hero.HP / Dungeon.hero.HT;
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if (health == 0) {
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avatar.tint( 0x000000, 0.6f );
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blood.on = false;
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} else if (health < 0.25f) {
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avatar.tint( 0xcc0000, 0.4f );
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blood.on = true;
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} else {
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avatar.resetColor();
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blood.on = false;
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}
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hp.scale.x = health;
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exp.scale.x = (width / exp.width) * Dungeon.hero.exp / Dungeon.hero.maxExp();
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if (Dungeon.hero.lvl != lastLvl) {
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if (lastLvl != -1) {
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Emitter emitter = (Emitter)recycle( Emitter.class );
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emitter.revive();
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emitter.pos( 27, 27 );
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emitter.burst( Speck.factory( Speck.STAR ), 12 );
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}
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lastLvl = Dungeon.hero.lvl;
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level.text( Integer.toString( lastLvl ) );
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level.measure();
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level.x = PixelScene.align( 27.0f - level.width() / 2 );
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level.y = PixelScene.align( 27.5f - level.baseLine() / 2 );
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}
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int k = IronKey.curDepthQuantity;
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if (k != lastKeys) {
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lastKeys = k;
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keys.text( Integer.toString( lastKeys ) );
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keys.measure();
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keys.x = width - 8 - keys.width() - 18;
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}
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int tier = Dungeon.hero.tier();
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if (tier != lastTier) {
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lastTier = tier;
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avatar.copy( HeroSprite.avatar( Dungeon.hero.heroClass, tier ) );
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}
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}
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private static class MenuButton extends Button {
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private Image image;
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public MenuButton() {
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super();
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width = image.width + 4;
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height = image.height + 4;
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}
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@Override
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protected void createChildren() {
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super.createChildren();
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image = new Image( Assets.STATUS, 114, 3, 12, 11 );
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add( image );
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}
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@Override
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protected void layout() {
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super.layout();
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image.x = x + 2;
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image.y = y + 2;
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}
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@Override
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protected void onTouchDown() {
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image.brightness( 1.5f );
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Sample.INSTANCE.play( Assets.SND_CLICK );
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}
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@Override
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protected void onTouchUp() {
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image.resetColor();
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}
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@Override
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protected void onClick() {
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GameScene.show( new WndGame() );
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}
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}
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}
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