Done work on shipWarfareGUi, shortened what needed to be shortened.
This commit is contained in:
@@ -476,151 +476,143 @@ public class ShipWarfareGUI extends Player {
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primaryStage.setTitle("Ship Warfare");
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primaryStage.setScene(scene);
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primaryStage.show();
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continueButton.setOnAction(new EventHandler<ActionEvent>() {
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@Override
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/**
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* Continue Button, engages in run logic and graphical interface
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* @param event, once button is clicked, executes graphical information
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*/
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public void handle(ActionEvent event) {
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shotsFired.stop();
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/**
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* Continue Button, engages in run logic and graphical interface
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* @param event, once button is clicked, executes graphical information
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*/
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continueButton.setOnAction(event -> {
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shotsFired.stop();
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/**
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* Switches to Taipan Shop scene
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*/
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/**
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* Switches to Taipan Shop scene
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*/
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TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
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shop.initializeShop(primaryStage);
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primaryStage.show();
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TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
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shop.initializeShop(primaryStage);
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primaryStage.show();
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}
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});
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});
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//Flee
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runButton.setOnAction(new EventHandler<ActionEvent>() {
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/**
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* Run Button, engages in run logic and graphical interface
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* @param event, once button is clicked, executes graphical information
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*/
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runButton.setOnAction(event -> {
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userAttacks = false;
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@Override
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/**
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* Run Button, engages in run logic and graphical interface
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* @param event, once button is clicked, executes graphical information
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*/
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public void handle(ActionEvent event) {
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userAttacks = false;
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report.setVisible(true);
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title.setVisible(true);
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shipsRemaining.setVisible(true);
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gunsLeftOrTaken.setVisible(true);
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report.setVisible(true);
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title.setVisible(true);
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shipsRemaining.setVisible(true);
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gunsLeftOrTaken.setVisible(true);
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title.setText("Ayy captain we will try to run!");
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counter++;
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if (logic.runFromShips() == false) {
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report.setText(("Couldn't run away"));
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try {
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winOrLose = destroyShipsOrEscape(primaryStage);
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} catch (Exception e) {
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e.printStackTrace();
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}
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if (winOrLose == true) {
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report.setVisible(false);
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title.setVisible(false);
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shipsRemaining.setVisible(false);
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gunsLeftOrTaken.setVisible(false);
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}
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} else {
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report.setText("Phew! Got away safely");
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setVisibilitiesAndTransition(primaryStage);
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}
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}
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});
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//Fight
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fightButton.setOnAction(new EventHandler<ActionEvent>() {
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@Override
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/**
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* Fight Button, engages in fight logic and graphical interface
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* @param event, once button is clicked, executes graphical information
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*/
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public void handle(ActionEvent event) {
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userAttacks = true;
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wipeWithTitle(report);
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fightButton.setVisible(false);
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runButton.setVisible(false);
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title.setText("Ayy captain we will try to run!");
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counter++;
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if (logic.runFromShips() == false) {
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report.setText(("Couldn't run away"));
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try {
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winOrLose = destroyShipsOrEscape(primaryStage);
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} catch (Exception e) {
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e.printStackTrace();
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}
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counter++;
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cannon.setVisible(true);
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cannon.setLayoutX(beginningX);
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cannon.setLayoutY(beginningY);
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if (counter >= 1) {
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if (winOrLose == true) {
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report.setVisible(false);
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title.setVisible(false);
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shipsRemaining.setVisible(false);
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gunsLeftOrTaken.setVisible(false);
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}
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} else {
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playerShoots(getGuns());
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report.setText("Phew! Got away safely");
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setVisibilitiesAndTransition(primaryStage);
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shotsFired.setOnFinished(new EventHandler<ActionEvent>() {
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@Override
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/**
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* When the user is completed their volley this information will be accessed
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* @param event, once the shots fired transition is completed, execute graphical information
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*/
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public void handle(ActionEvent event) {
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shotsFired.stop();
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if (!winOrLose) {
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shipsRetaliate();
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} else {
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report.setVisible(true);
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continueButton.setVisible(true);
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usAgainstEnemyDivisor.setVisible(false);
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cannon.setVisible(false);
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shotsFired.stop();
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}
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enemyShots.setOnFinished(new EventHandler<ActionEvent>() {
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@Override
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/**
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* When the user is completed their volley, this information will be accessed
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* @param event, once the enemy shots transition is completed, execute graphical information
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*/
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public void handle(ActionEvent event) {
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fightButton.setVisible(true);
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runButton.setVisible(true);
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report.setVisible(true);
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cannon.setVisible(false);
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runAwayOrLeft.setVisible(true);
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gunsLeftOrTaken.setVisible(true);
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shipsRemaining.setVisible(true);
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HPLeft.setVisible(true);
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gunsLeftOrTaken.setVisible(true);
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if (winOrLose == true) {
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usAgainstEnemyDivisor.setVisible(false);
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}
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}
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});
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}
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});
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}
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});
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//Fight
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/**
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* Fight Button, engages in fight logic and graphical interface
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* @param event, once button is clicked, executes graphical information
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*/
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fightButton.setOnAction(event -> {
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userAttacks = true;
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wipeWithTitle(report);
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fightButton.setVisible(false);
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runButton.setVisible(false);
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try {
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winOrLose = destroyShipsOrEscape(primaryStage);
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} catch (Exception e) {
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e.printStackTrace();
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}
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counter++;
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cannon.setVisible(true);
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cannon.setLayoutX(beginningX);
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cannon.setLayoutY(beginningY);
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if (counter >= 1) {
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title.setVisible(false);
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}
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playerShoots(getGuns());
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/**
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* When the user is completed their volley this information will be accessed
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* @param event, once the shots fired transition is completed, execute graphical information
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*/
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shootingAnimation(usAgainstEnemyDivisor, cannon);
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});
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}
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/**
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* Shows the animation of ships being destroyed and our ship being hit
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* @param usAgainstEnemyDivisor divisor for us against enemy
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* @param cannon circle node for displaying cannon fire
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*/
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public void shootingAnimation(HBox usAgainstEnemyDivisor, Circle cannon) {
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shotsFired.setOnFinished(event1 -> {
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shotsFired.stop();
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if (!winOrLose) {
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shipsRetaliate();
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} else {
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report.setVisible(true);
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continueButton.setVisible(true);
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usAgainstEnemyDivisor.setVisible(false);
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cannon.setVisible(false);
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shotsFired.stop();
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}
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/**
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* When the user is completed their volley, this information will be accessed
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* @param event, once the enemy shots transition is completed, execute graphical information
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*/
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enemyShots.setOnFinished(event11 -> {
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fightButton.setVisible(true);
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runButton.setVisible(true);
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report.setVisible(true);
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cannon.setVisible(false);
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runAwayOrLeft.setVisible(true);
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gunsLeftOrTaken.setVisible(true);
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shipsRemaining.setVisible(true);
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HPLeft.setVisible(true);
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gunsLeftOrTaken.setVisible(true);
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if (winOrLose == true) {
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usAgainstEnemyDivisor.setVisible(false);
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}
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});
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});
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}
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}
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