Beispiel #1
0
int main() 
{ 
  setupBoard();
  titleScreen();
  mainRunLoop();
  gameOverScreen();
}
Beispiel #2
0
void Game::run(){
	sf::Event event;
	sf::Color background(sf::Color::Black);
	bool gameover(false);
	
	while (window->isOpen()){
		if (gameover){
			gameOverScreen();
			gameover = false; // Won't matter if window is closed
		}
			
		while (window->pollEvent(event)){
			if (event.type == sf::Event::KeyPressed)
				snake->process(event);
			else if (event.type == sf::Event::KeyReleased)
				snake->process(event);
			else if (event.type == sf::Event::Closed)
				window->close();
		}

		snake->update(tiles, info, sounds);
		gameover = snake->edgeCollision() || snake->selfCollision() || 
					snake->collidesWith(tiles->getHazards());
		if (gameover)
			sounds->playHitHazard();

		window->clear(background);
		tiles->draw();
		snake->draw();
		info->draw();
		window->display();	
	}

	window->close();
}
Beispiel #3
0
void playGame()
{
    lives = MAX_LIVES;
    score = 0;
    startLevel();
    resetLevel();
    int resetPressed = FALSE;
    // game loop
	while (lives > 0) 
	{
        //test select button release
        if (KEY_DOWN_NOW(BUTTON_SELECT))
        {
            resetPressed = TRUE;
        }
        if (resetPressed && !KEY_DOWN_NOW(BUTTON_SELECT))
        {
            titleScreen();
        }
		waitForVBlank();
        erase();
        updateVars();
        checkOutsideScreen();
        generateObjs();
        draw();
	}
    gameOverScreen();
}
Beispiel #4
0
/*! \brief Paints the necessary object on the screen.
 * Precondition: a QPaintEvent is called.
 * Postcondition: Necessary objects are painted on the screen.
 * \param *event QT event pointer*/
void Game::paintEvent(QPaintEvent *event)
{
  	QPainter painter(this);

 	//always paints iphone on screen
	painter.drawImage(iphone.getRect(), iphone.getImage());

	if (gameOver) // If gameOver is true
	{
		gameOverScreen(painter); //paint game over screen
  	}
	else if (gameWon) // If gameWon is true
	{
		victoryScreen(painter); //paint victory screen
  	}
  	else if(bSOD) // If bSOD is true, Paint Blue Screen of Death
	{
		//loads Blue Screen of Death image
  		blueScreenImage.load("blueScreenDeath.png"); 
  		blueScreenRect = blueScreenImage.rect();
		blueScreenRect.moveTo(28,150);
		
		//Paints Blue Screen of Death image
		painter.drawImage(blueScreenRect, blueScreenImage);

		//Paints Points on status bar of iphone
		getPoints(painter);

		//resets last direction to nothing
		lastDir = ' ';
		
  	}	
	else if(introPrompt1) // If introPrompt1 is true
	{
		introScreen(painter); //paint intro screen 1 screen
	}
	else if(introPrompt2) // If introPrompt2 is true
	{
		introScreen(painter); //paint intro screen 2 screen
	}
  	else // if has game Started
	{

    		snake->drawSnake(painter); // paint Snake on screen
    		painter.drawImage(food->getRect(), food->getImage()); // paint Food on screen

		if(winSpawn) // If winSpawn is true
		{
			painter.drawImage(foodWinner->getRect(), foodWinner->getImage()); // paint foodWinner on screen
			winCounter++; // increament winCounter

			if(winCounter%100==0) //if winCounter%100==0, then set up variables to stop painting foodWinner
			{
				deathSpawn = FALSE;
				winSpawn = FALSE;
				doOneTime = TRUE;
				spawnWinnerCount = 0;
			}
		}
		else if(deathSpawn) // If deathSpawn is true
		{
			painter.drawImage(specialFood->getRect(), specialFood->getImage()); // paint specialFood on screen
			deathCounter++; // increament deathCounter
			spawnWinnerCount++; // increament spawnWinnerCount

 			//if deathCounter%100==0, then set up variables to stop painting specialFood.
			//if spawnWinnerCount%1000==0, then set up variables to start painting foodWinner.
			if(deathCounter%100==0 || spawnWinnerCount%1000==0)
			{
				deathSpawn = FALSE;
				doOneTime = TRUE;
			}

		}

		//Paints Points on status bar of iphone
		getPoints(painter);
  	}
}
Beispiel #5
0
int main()
{
	sf::RenderWindow window(sf::VideoMode(640, 480, 32), "Pickin' Gems");
	window.SetFramerateLimit(30);
	window.SetIcon(gem_icon.width,  gem_icon.height,  gem_icon.pixel_data);
	sf::Image grassImage;
	grassImage.LoadFromFile("grass.png");
	grassImage.SetSmooth(false);
	sf::Sprite grass;
	grass.SetImage(grassImage);

	sf::Image gemImage;
	gemImage.LoadFromFile("gem.png");
	gemImage.CreateMaskFromColor(sf::Color(255, 0, 255));
	gemImage.SetSmooth(false);
	sf::Sprite gem;
	gem.SetImage(gemImage);

	sf::Image player1Image;
	player1Image.LoadFromFile("ayne.png");
	player1Image.CreateMaskFromColor(sf::Color(255, 0, 255));
	player1Image.SetSmooth(false);
	sf::Sprite player1(player1Image);

	sf::Image player2Image;
	player2Image.LoadFromFile("elliot.png");
	player2Image.CreateMaskFromColor(sf::Color(255, 0, 255));
	player2Image.SetSmooth(false);
	sf::Sprite player2(player2Image);

	sf::Image pressEnterToStartImage;
	pressEnterToStartImage.LoadFromFile("pressEnterToStart.png");
	pressEnterToStartImage.SetSmooth(false);
	sf::Sprite pressEnterToStart(pressEnterToStartImage);

	sf::Image humanSelectedImage;
	humanSelectedImage.LoadFromFile("humanSelected.png");
	humanSelectedImage.SetSmooth(false);
	sf::Sprite humanSelectedSprite(humanSelectedImage);	

	sf::Image computerSelectedImage;
	computerSelectedImage.LoadFromFile("computerSelected.png");
	computerSelectedImage.SetSmooth(false);
	sf::Sprite computerSelectedSprite(computerSelectedImage);

	sf::Image gameOverScreenImage;
	gameOverScreenImage.LoadFromFile("gameOverScreen.png");
	gameOverScreenImage.SetSmooth(false);
	sf::Sprite gameOverScreen(gameOverScreenImage);

	sf::Music backgroundMusic;
	backgroundMusic.OpenFromFile("background.ogg");
	backgroundMusic.SetLoop(true);

	sf::SoundBuffer gemPickupBuffer;
	gemPickupBuffer.LoadFromFile("gemCollect.wav");
	sf::Sound gemPickup;
	gemPickup.SetBuffer(gemPickupBuffer);

	sf::Font font;
	font.LoadFromFile("Halo11.ttf");
	sf::String player1ScoreToPrint;
	sf::String player2ScoreToPrint;
	sf::String timerPrint;
	sf::String gameOverPrint;
	player1ScoreToPrint.SetFont(font);
	player1ScoreToPrint.SetSize(24);
	player2ScoreToPrint.SetFont(font);
	player2ScoreToPrint.SetSize(24);
	timerPrint.SetFont(font);
	timerPrint.SetSize(24);
	gameOverPrint.SetFont(font);
	gameOverPrint.SetSize(24);

	float player1Frame = 1;
	float player2Frame = 1;
	int player1Score = 0;
	int player2Score = 0;
	char buffer1[256];
	char buffer2[256];
	char buffer3[256];
	char buffer4[256];
	sf::Vector2f player1Pos;
	sf::Vector2f player2Pos;
	enum Direction {DOWN = 0, UP = 1, LEFT = 2, RIGHT = 3};
	enum State {MAIN_MENU = 0, PLAYER_SELECT = 1, GAME = 2, GAME_OVER = 3};
	State gameState = MAIN_MENU;
	bool humanSelected = true;
	bool computerSelected = false;
	bool enterPressed = false;
	bool downPressed = false;
	bool upPressed = false;
	bool backgroundMusicPlaying = true;
	Direction player1Direction = DOWN;
	Direction player2Direction = DOWN;
	bool player1Moving = false;
	bool player2Moving = false;
	bool player1Animating = false;
	bool player2Animating = false;
	sf::Vector2f gemPos;
	srand(time(NULL));
	gemPos.x = (int)rand() % (640 - 32);
	gemPos.y = (int)rand() % (480 - 32);
	int time = 1800;
	bool gameOver = false;
	bool fullscreen = false;
	while (window.IsOpened())
	{
		sf::Event event;
		while (window.GetEvent(event))
		{
			if (event.Type == sf::Event::Closed)
			{
				window.Close();
			}
			if ((event.Type == sf::Event::KeyPressed) &&
			    (event.Key.Code == sf::Key::Escape))
			{
				window.Close();
			}
			if ((event.Type == sf::Event::KeyPressed) &&
			    (event.Key.Code == sf::Key::Return))
			{
				enterPressed = true;
			}
			if ((event.Type == sf::Event::KeyPressed) &&
			    (event.Key.Code == sf::Key::Up))
			{
				upPressed = true;
			}
			if ((event.Type == sf::Event::KeyPressed) &&
			    (event.Key.Code == sf::Key::Down))
			{
				downPressed = true;
			}
		}
		switch (gameState)
		{
			case MAIN_MENU:
				window.Draw(pressEnterToStart);
				if (enterPressed)
				{
					enterPressed = false;
					gameState = PLAYER_SELECT;
				}
				break;
			case PLAYER_SELECT:
				if (humanSelected)
				{
					window.Draw(humanSelectedSprite);
				}
				else if (computerSelected)
				{
					window.Draw(computerSelectedSprite);
				}
				if (upPressed)
				{
					if (computerSelected)
					{
						computerSelected = false;
						humanSelected = true;
					}
					else if (humanSelected)
					{
						humanSelected = false;
						computerSelected = true;
					}
					upPressed = false;
				}
				else if (downPressed)
				{
					if (humanSelected)
					{
						humanSelected = false;
						computerSelected = true;
					}
					else if (computerSelected)
					{
						computerSelected = false;
						humanSelected = true;
					}
					downPressed = false;
				}
				if (enterPressed)
				{
					enterPressed = false;
					gameState = GAME;
				}
				break;
			case GAME:
			{
				--time;
				if (backgroundMusicPlaying)
				{
					backgroundMusicPlaying = false;
					backgroundMusic.Play();
				}
				for (int i = 0; i < 640 / 32; i++)
				{
					for (int j = 0; j < 480 / 32; j++)
					{
						grass.SetPosition(i * 32, 
						                  j * 32);
						window.Draw(grass);
					}
				}	
				gem.SetPosition(gemPos);

				if (window.GetInput().IsKeyDown(sf::Key::Left))
				{
					player1Direction = LEFT;
					player1Animating = true;
					player1.Move(-3, 0);
				}
				else if (window.GetInput().IsKeyDown(sf::Key::Right))
				{
					player1Direction = RIGHT;
					player1Animating = true;
					player1.Move(3, 0);
				}
				else if (window.GetInput().IsKeyDown(sf::Key::Up))
				{
					player1Direction = UP;
					player1Animating = true;
					player1.Move(0, -3);
				}
				else if (window.GetInput().IsKeyDown(sf::Key::Down))
				{
					player1Direction = DOWN;
					player1Animating = true;
					player1.Move(0, 3);
				}
				if (humanSelected)
				{
					if (window.GetInput().IsKeyDown(sf::Key::A))
					{
						player2Direction = LEFT;
						player2Animating = true;
						player2.Move(-3, 0);
					}
					else if (window.GetInput().IsKeyDown(sf::Key::D))
					{
						player2Direction = RIGHT;
						player2Animating = true;
						player2.Move(3, 0);
					}
					else if (window.GetInput().IsKeyDown(sf::Key::W))
					{
						player2Direction = UP;
						player2Animating = true;
						player2.Move(0, -3);
					}
					else if (window.GetInput().IsKeyDown(sf::Key::S))
					{
						player2Direction = DOWN;
						player2Animating = true;
						player2.Move(0, 3);
					}
				}
				else if (computerSelected)
				{
					if ((int)player2Pos.x < (int)gemPos.x)
					{
						if (gemPos.x - player2Pos.x < 2)
						{
							player2.Move(1, 0);
						}
						else
						{
							player2.Move(2, 0);
						}
						player2Direction = RIGHT;
						player2Animating = true;
					}
					else if ((int)player2Pos.y >
					         (int)gemPos.y)
					{	
						if (player2Pos.y - gemPos.y < 2)
						{
							player2.Move(0, -1);
						}
						else
						{
							player2.Move(0, -2);
						}
						player2Direction = UP;
						player2Animating = true;
					}
					else if ((int)player2Pos.x >
					         (int)gemPos.x)
					{
						if (player2Pos.x - gemPos.x < 2)
						{
							player2.Move(-1, 0);
						}
						else
						{
							player2.Move(-2, 0);
						}
						player2Direction = LEFT;
						player2Animating = true;
					}
					else if ((int)player2Pos.y <
					         (int)gemPos.y)
					{

						if (gemPos.y - player2Pos.y < 2)
						{
							player2.Move(0, 1);
						}
						else
						{
							player2.Move(0, 2);
						}
						player2Direction = DOWN;
						player2Animating = true;
					}
					else if ((int)player2Pos.x >
					         (int)gemPos.x)
					{
						if (player2Pos.x - gemPos.x < 2)
						{
							player2.Move(-1, 0);
						}
						else
						{
							player2.Move(-2, 0);
						}
						player2Direction = LEFT;
						player2Animating = true;
					}
				}
				if (player1Animating)
				{
					player1Frame += 0.25;
					if (player1Frame > 3)
					{
						player1Frame = 0;
					}
					player1Animating = false;
				}

				if (player2Animating)
				{
					player2Frame += 0.25;
					if (player2Frame > 3)
					{
						player2Frame = 0;
					}
					player2Animating = false;
				}
				player1Pos = player1.GetPosition();
				player2Pos = player2.GetPosition();

				if (player1Pos.x < 0)
				{
					player1.SetX(0);
				}
				else if (player1Pos.x + 32 > 640)
				{
					player1.SetX(640 - 32);
				}
				if (player1Pos.y < 0)
				{
					player1.SetY(0);
				}
				else if (player1Pos.y + 48 > 480)
				{
					player1.SetY(480 - 48);
				}
				if (player2Pos.x < 0)
				{
					player2.SetX(0);
				}
				else if (player2Pos.x + 32 > 640)
				{
					player2.SetX(640 - 32);
				}
				if (player2Pos.y < 0)
				{
					player2.SetY(0);
				}
				else if (player2Pos.y + 48 > 480)
				{
					player2.SetY(480 - 48);
				}
				if (isColliding(getRegionCoordinates(gemPos, 32, 32),
							getRegionCoordinates(player1Pos, 32,
								48)))
				{
					gemPos.x = (int)rand() % (640 - 32);
					gemPos.y = (int)rand() % (480 - 32);
					gemPickup.Play();
					player1Score += 10;
				}
				if (isColliding(getRegionCoordinates(gemPos, 32 + 3, 32 + 3),
							getRegionCoordinates(player2Pos, 32,
								48)))
				{
					gemPos.x = (int)rand() % (640 - 32);
					gemPos.y = (int)rand() % (480 - 32);
					gemPickup.Play();
					player2Score += 10;
				}
				sprintf(buffer1, "Player 1's Score: %d", player1Score);
				sprintf(buffer2, "Player 2's Score: %d", player2Score);
				sprintf(buffer3, "Time left: %d", time / 30);
				player1ScoreToPrint.SetText(buffer1);
				player2ScoreToPrint.SetText(buffer2);
				timerPrint.SetText(buffer3);
				player1ScoreToPrint.SetColor(sf::Color(0, 0, 0));
				player2ScoreToPrint.SetColor(sf::Color(0, 0, 0));
				timerPrint.SetColor(sf::Color(0, 0, 0));
				player1ScoreToPrint.SetX(0);
				player1ScoreToPrint.SetY(0);
				player2ScoreToPrint.SetX(0);
				player2ScoreToPrint.SetY(24);
				timerPrint.SetX(0);
				timerPrint.SetY(48);

				int player1SpritesheetX = (int)player1Frame * 32;
				int player1SpritesheetY = player1Direction * 48;
				int player2SpritesheetX = (int)player2Frame * 32;
				int player2SpritesheetY = player2Direction * 48;

				player1.SetSubRect(sf::IntRect(player1SpritesheetX, 
							player1SpritesheetY,
							player1SpritesheetX + 32,
							player1SpritesheetY + 48));

				player2.SetSubRect(sf::IntRect(player2SpritesheetX,
							player2SpritesheetY, 
							player2SpritesheetX + 32,
							player2SpritesheetY + 48));

				window.Draw(gem);
				window.Draw(player2);
				window.Draw(player1);
				window.Draw(player1ScoreToPrint);
				window.Draw(player2ScoreToPrint);
				window.Draw(timerPrint);
				if (time / 30 == 0)
				{
					gameState = GAME_OVER;
				}
				break;
			}
			case GAME_OVER:
			{
				if (player1Score < player2Score)
				{
					sprintf(buffer4, "Congratulations, Player 2! You win!");			
				}
				else if (player1Score > player2Score)
				{
					sprintf(buffer4, "Congratulations, Player 1! You win!");
				}
				else
				{
					sprintf(buffer4, "It's a tie!");
				}
				gameOverPrint.SetText(buffer4);
				gameOverPrint.SetColor(sf::Color(0, 0, 0));
				sf::FloatRect rect(gameOverPrint.GetRect()); 
   				sf::Vector2f pos(window.GetWidth() / 2 - rect.GetWidth() / 2,
				                 window.GetHeight() / 2 - rect.GetHeight() / 2);
				gameOverPrint.SetPosition(pos);
				window.Draw(gameOverScreen);
				window.Draw(gameOverPrint);
				if (enterPressed)
				{
					enterPressed = false;
					gameState = MAIN_MENU;
					time = 1800;
					player1Score = 0;
					player2Score = 0;
					player1Frame = 1;
					player2Frame = 1;
					player1.SetPosition(0, 0);
					player2.SetPosition(0, 0);
					player1Direction = DOWN;
					player2Direction = DOWN;
					upPressed = false;
					downPressed = false;
					humanSelected = true;
				}
				break;
			}
		}
		window.Display();
		window.Clear();
	}

	return 0;
}
Beispiel #6
0
/********************************************************
	render() called in main as: glutDisplayFunc(render);												
	The render function is used to draw objects
	to the screen.
********************************************************/
void render() {

	switch (Current_Game_Scene_Enum)
	{
	case _scene_start_menu:

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				//Clear the screen of previous drawn data
		
		//if player hits ENTER_KEY, change CURRENT_GAME_SCENE_ENUM == _scene_new_game_intro
		//glutTimerFunc(ms, startMenuKeypress, 0);

		glLoadIdentity();

		//camara
		gluLookAt(0, -1, 5, 0, 0, 0, 0, 1, 0);

		//draw BKGRND glQuad to the screen
		background.DrawStartMenuBackground();

		loadTitle();

		//swap buffers to clear and redraw
		glutSwapBuffers();

		break;

	case _scene_new_game_intro:
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				//Clear the screen of previous drawn data

		glutTimerFunc(ms, timeTick, 0);									//update at 60 frames per second

		glLoadIdentity();

		gluLookAt(0.0, 30.0, 90.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

		renderIntroText();

		background.DrawNewGameIntroBackground();

		if (fadeStarted && !(gameActive)) {
			decrementCount = sceneTransition.FadeOut(decrementCount);
			//check shrinking count for fadeout finished = 0
			if (decrementCount <= 0) {
				//change scene for render scene switch
				Current_Game_Scene_Enum = _scene_level_one;
				//reset some variables
				customScrollingCount = 0;
				decrementCount = 0;
				//firstPassTimer = true;
				fadeStarted = false;
				gameActive = true;
				level++;
				}
		}
		
		glutSwapBuffers();

		break;

	case _scene_level_one:
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				//Clear the screen of previous drawn data

		glutTimerFunc(ms, update, 0);									//update at 60 frames per second

		glLoadIdentity();
		
		displayLevelTitle();
		//Camera
		gluLookAt(0, -1, 5, 0, 0, 0, 0, 1, 0);
		displayLevelTitle();	
		displayLevelText();
		loadPlayerTitle();
		lifeTitle();
		lifeCountNumber();
		background.Draw();

		//Draw player
		player[0]->setColor(1.0f, 0.0f, 0.0f);
		player[0]->Draw();

		//Draw the enemies
		for (unsigned int i = 0; i < enemies.size(); i++) {
			enemies[i]->Draw();
			enemyModel.Position(enemies[i]->getX(), enemies[i]->getY() - 0.5f, enemies[i]->getZ());
			enemyModel.drawObject();
		}

		enemySpawn();

		//after update checks for correct kill count, being fadeOut
		if (fadeStarted) {
			cleanUp();
			//init and update the decrement-count
			if (firstPassTimerL1) {
				decrementCount = sceneTransition.FadeOut(70.0f);
				firstPassTimerL1 = false;
			}
			else if (!firstPassTimerL1){
				decrementCount = sceneTransition.FadeOut(decrementCount);

				//check shrinking count for fadeout finished = 0
				if (decrementCount <= 0) {
					//change scene for render scene switch
					if(player[0]->lives < 0)
						Current_Game_Scene_Enum = _scene_game_over;	//-- goes back to start screen
					else 
						Current_Game_Scene_Enum = _scene_level_two;
																	//reset some variables
					customScrollingCount = 0;
					decrementCount = 0;
					player[0]->playerReset();
					level++;
					//firstPassTimer = true;
					fadeStarted = false;
				}
			}
		}

		glutSwapBuffers();		//Swaps the buffers when double buffer is used

		break;

	case _scene_level_two:
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				//Clear the screen of previous drawn data

		glutTimerFunc(ms, update, 0);				

		glLoadIdentity();

		//Camera
		gluLookAt(0, -1, 5, 0, 0, 0, 0, 1, 0);
		loadPlayerTitle();
		displayLevelTitle();	
		displayLevelText();
		lifeTitle();
		lifeCountNumber();
		background.Draw();

		//Draw player
		player[0]->setColor(1.0f, 0.0f, 0.0f);
		player[0]->Draw();

		//Draw the enemies

		for (unsigned int i = 0; i < enemies.size(); i++) {
			enemies[i]->Draw();
			enemyModel.Position(enemies[i]->getX(), enemies[i]->getY() - 0.5f, enemies[i]->getZ());
			enemyModel.drawObject();
		}

		enemySpawn();

		//after update checks for correct kill count, being fadeOut
		if (fadeStarted) {
			//init and update the decrement-count
			cleanUp();
			if (firstPassTimerL1) {
				decrementCount = sceneTransition.FadeOut(70.0f);
				firstPassTimerL1 = false;
			}
			else if (!firstPassTimerL1){
				decrementCount = sceneTransition.FadeOut(decrementCount);

				//check shrinking count for fadeout finished = 0
				if (decrementCount <= 0) {
					//change scene for render scene switch
					if(player[0]->lives < 0)
						Current_Game_Scene_Enum = _scene_game_over;	//-- goes back to start screen
					else 
						Current_Game_Scene_Enum = _scene_game_over;
																	//reset some variables
					customScrollingCount = 0;
					decrementCount = 0;
					//firstPassTimer = true;
					player[0]->playerReset();
					level = 0;
					fadeStarted = false;
				}
			}
		}

		glutSwapBuffers();		//Swaps the buffers when double buffer is used

		break;

	case _scene_game_over:	//not implemented, here for later use
		cleanUp();
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				//Clear the screen of previous drawn data
		glLoadIdentity();
		gameActive = false;
		killCount = 0;
		//camara
		gluLookAt(0, -1, 5, 0, 0, 0, 0, 1, 0);
		resetIntroScrolling();
		//draw BKGRND glQuad to the screen
		background.DrawStartMenuBackground();
		player[0]->lives = 0;
		gameOverScreen();
		
		level = 0;

		//swap buffers to clear and redraw
		glutSwapBuffers();
		break;

	case _scene_high_score:	//not implemented, here for later use
		break;

	case _scene_exit:
		exit(0);
		break;

	default:
		printf("FATAL ERROR: 'Current_Game_Scene_Enum' is not set to any of the current enum values");
		break;
	}

	if(gameActive) {
		if(player[0]->isAlive == false) {
			glutTimerFunc(resetTime, resetPlayer, 0);									//update at 60 frames per second
		}
	}
}