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@ -33,8 +33,8 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
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batch = new SpriteBatch();
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v = new MainMenu();
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d = new Dungeon(new Player());
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dg = new DungeonGenerator();
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d = dg.generateDungeon(0, 0, 0, new Player());
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dg.ichWillSpielen();
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e = new Entity[5];
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Gdx.input.setInputProcessor(this);
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@ -78,16 +78,42 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
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v.render(batch, d.getPlayer() , e);
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}
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if(v == null){
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int xPosRoom = d.getPlayer().getxPos() / 48;
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int yPosRoom = d.getPlayer().getyPos() / 48;
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int[] tile = new int[2];
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tile[0] = d.getPlayer().getxPos() / 48;
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tile[1] = d.getPlayer().getyPos() / 48;
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System.out.println(xPosRoom + " " + yPosRoom);
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System.out.println(tile[0] + " " + tile[1]);
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d.getPlayer().setxPos(d.getPlayer().getxPos()+ d.getPlayer().getMovementX());
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d.getPlayer().setyPos(d.getPlayer().getyPos()+ d.getPlayer().getMovementY());
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d.getPlayer().update();
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int roomLengthX = d.getLevel()[0].getRooms().length;
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int roomLengthY = d.getLevel()[0].getRooms()[0].length;
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int roomAmount = d.getLevel()[0].getRooms().length;
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int startRoom = (int) (Math.random() * roomAmount);
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int[] posRoom = new int[2];
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int level = 0;
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int k = 0;
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for(int i = 0; i < roomLengthX; i++){
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for(int j = 0; j < roomLengthY; j++){
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if(d.getLevel()[0].getRooms()[i][j] != null){
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k++;
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if(k == startRoom){
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// Startraum wurde ausgewählt
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posRoom[0] = i;
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posRoom[1] = j;
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}
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}
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}
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}
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// Render methode zum rendern der einzelnen Sprites wird aufgerufen
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m.render(batch, d.getPlayer(), a, xPosRoom, yPosRoom);
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m.render(batch, d.getPlayer(), a, tile, level, posRoom);
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}
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}
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