v0.6.0b: added safety checks to floating text
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3b30bdca18
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@ -21,9 +21,9 @@
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package com.shatteredpixel.shatteredpixeldungeon.effects;
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package com.shatteredpixel.shatteredpixeldungeon.effects;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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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.scenes.PixelScene;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.RenderedText;
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import com.watabou.noosa.RenderedText;
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@ -100,13 +100,18 @@ public class FloatingText extends RenderedText {
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/* STATIC METHODS */
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/* STATIC METHODS */
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public static void show( float x, float y, String text, int color ) {
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public static void show( float x, float y, String text, int color ) {
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GameScene.status().reset( x, y, text, color );
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FloatingText txt = GameScene.status();
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if (txt != null){
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txt.reset(x, y, text, color);
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}
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}
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}
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public static void show( float x, float y, int key, String text, int color ) {
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public static void show( float x, float y, int key, String text, int color ) {
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FloatingText txt = GameScene.status();
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FloatingText txt = GameScene.status();
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txt.reset( x, y, text, color );
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if (txt != null) {
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push( txt, key );
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txt.reset(x, y, text, color);
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push(txt, key);
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}
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}
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}
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private static void push( FloatingText txt, int key ) {
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private static void push( FloatingText txt, int key ) {
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