v0.5.0: cell selecting now prioritizes monster sprites over tiles on the ground.
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@ -20,11 +20,13 @@
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*/
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*/
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.watabou.input.Touchscreen.Touch;
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import com.watabou.input.Touchscreen.Touch;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.TouchArea;
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import com.watabou.noosa.TouchArea;
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import com.watabou.utils.GameMath;
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import com.watabou.utils.GameMath;
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import com.watabou.utils.PointF;
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import com.watabou.utils.PointF;
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@ -52,6 +54,14 @@ public class CellSelector extends TouchArea {
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} else {
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} else {
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PointF p = Camera.main.screenToCamera( (int)touch.current.x, (int)touch.current.y );
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for (Char mob : Dungeon.level.mobs){
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if (mob.sprite != null && mob.sprite.overlapsPoint( p.x, p.y)){
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select( mob.pos );
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return;
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}
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}
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select( ((DungeonTilemap)target).screenToTile(
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select( ((DungeonTilemap)target).screenToTile(
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(int)touch.current.x,
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(int)touch.current.x,
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(int)touch.current.y,
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(int)touch.current.y,
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