void GameState_BasePlayable::UpdateGamePlay (float dT) {
	const sf::Input& sfInput = Game->GetRenderWindow()->GetInput();

	if (sfInput.IsKeyDown(sf::Key::Add)) Game->GetWorldCamera2D()->Zoom(1 + CAM_ZOOM_SPD * dT);
	else if (sfInput.IsKeyDown(sf::Key::Subtract)) Game->GetWorldCamera2D()->Zoom(1 - CAM_ZOOM_SPD * dT);

	if (player) {
		player->Update(dT);

		Game->GetWorldCamera2D()->SetCenterOfView(player->GetPosition());

		if (chest && player->CanInteractWith(chest)) {
			HUD->SetInteractContextNote(chest, "chest_collect");
		}
		else if (princess && player->CanInteractWith(princess)) {
			HUD->SetInteractContextNote(princess, princess->IsFollowingAnyone() ?
													"princess_stop" : "princess_follow");
		}
		else {
			HUD->SetInteractContextNote(0);
		}
	}
	else {
		sf::Vector2f worldOffset(0, 0);

		if (sfInput.IsKeyDown(sf::Key::Left)) worldOffset.x -= CAM_MOVE_SPD * dT;
		else if (sfInput.IsKeyDown(sf::Key::Right)) worldOffset.x += CAM_MOVE_SPD * dT;
		if (sfInput.IsKeyDown(sf::Key::Up)) worldOffset.y -= CAM_MOVE_SPD * dT;
		else if (sfInput.IsKeyDown(sf::Key::Down)) worldOffset.y += CAM_MOVE_SPD * dT;

		if (worldOffset != sf::Vector2f(0, 0)) Game->GetWorldCamera2D()->Move(worldOffset);
	}

	if (princess) princess->Update(dT);

	if (HUD->GetInteractee()) {
		if (!interacteeHighlight) {
			interacteeHighlight = new WorldSprite("Content/Textures/glow.png",
													LAYER_INTERACTEEHIGHLIGHT);
			AddWorldSpace(interacteeHighlight);

			SortAscendingWorld();
		}

		interacteeHighlight->SetPosition(HUD->GetInteractee()->GetPosition());
	}
	else {
		PopWorldSpace(interacteeHighlight);
		delete interacteeHighlight;
		interacteeHighlight = 0;
	}

	const EntityMap& guards = (*GameObjects)[ID_GUARD];
	Guard* guard;
	for (EntityMap::const_iterator itG = guards.begin(); itG != guards.end(); itG++) {
		guard = dynamic_cast<Guard*>(itG->second);

		guard->Update(dT);

		if (player) {
			if (guard->CanSeePlayer(player)) {
				OnGameFinished(false);
			}
		}
	}
}