void update()
	{
		processHandlerState();
		setDriveMotors();
		setFlipMotor();
		updateDashboard(handlerState, armState);
	}
bool LmGameManager::init()
{

	if (!m_pLmServerManager->init())
	{
		CCLOG("Initialization Server Manager failed");
		return false;
	}

	//init splashscreen
	if (!initSplashScreen())
	{
		CCLOG("Initialization splash screen failed");
		return false;
	}


	//get the vector of scene through the serverManager and indicate if it's for child or parent
	m_aInteractionSceneOfTheGame =
			m_pLmServerManager->getInteractionSceneOfTheGame(
					m_pUser1->isBParent());

	//init callback method of the custom event (use to know when an interactionScene want to communicate with this)
	auto InteractionSceneFinished = [=](EventCustom * event)
	{

		//TODO
		//check if t's done and win etc and update sprite (for now its everytime done)
			m_aSpritesInteractions.at(m_iIndexInteractionScene)->setTexture("Ludomuse/GUIElements/interactionDone.png");
			m_iInteractionDone++;

		//update index
			m_iIndexInteractionScene++;

		//update label of dashboard
			updateDashboard();

		//it's not a back to dashboard
			m_bBackToDashboard=false;

		//reset touch enable
			removeListeners(false);

		};

	auto BackToDashboard = [=](EventCustom * event)
	{

		m_bBackToDashboard=true;

		//reset touch enable
			removeListeners(false);

		};

	//add the custom event to the event dispatcher
	Director::getInstance()->getEventDispatcher()->addCustomEventListener(
			"InteractionSceneFinished", InteractionSceneFinished);
	Director::getInstance()->getEventDispatcher()->addCustomEventListener(
			"BackToDashboard", BackToDashboard);

	return true;
}