Example #1
0
void BoardHandler::slotNavNextBranch()
{
//	if (gameMode == modeScore)
//		return;
	
	Q_CHECK_PTR(tree);
	
	Move *m = tree->getCurrent(),
		*remember = m;  // Remember current in case we dont find a branch
	Q_CHECK_PTR(m);
	
	// We are already on a node with 2 or more sons?
	if (tree->getNumSons() > 1)
	{
		m = tree->nextMove();
		updateAll_updateAll = true;
		updateMove(m);
		return;
	}
	
	// Descent tree to last son of main variation
	while (m->son != NULL && tree->getNumSons() <= 1)
		m = tree->nextMove();
	
	if (m != NULL && m != remember)
	{
		if (m->son != NULL)
			m = tree->nextMove();
		updateAll_updateAll = true;
		updateMove(m);
	}
	else
		tree->setCurrent(remember);
}
Example #2
0
void BoardHandler::gotoMove(Move *m)
{
	Q_CHECK_PTR(m);
	tree->setCurrent(m);
	updateAll_updateAll = true;
	updateMove(m);
}
Example #3
0
void AvatarEntity::update(const float elapsedTime)
{
	//Para actualizar el estado del avatar, miraremos primero en que estado estamos
	//Y despues llamamos a las funciones que actualizan segun el estado
	updateState();
	
switch(m_state) {
	case IDLE:
		updateIdle(elapsedTime);
		break;
	case PUNCH:
		updatePunch(elapsedTime);
		break;
	case JAB:
		updateJab(elapsedTime);
		break;
	case KICK:
		updateKick(elapsedTime);
		break;
	case LOWER:
		updateLower(elapsedTime);
		break;
	case MOVE:
		updateMove(elapsedTime);
		break;
	case JUMP:
		updateJump(elapsedTime);
		break;
	case DEFENSE:
		updateDefense(elapsedTime);
		break;
	}
}
Example #4
0
void
Turret::serverProcessWaiting(DWORD in_currTime)
{
   Parent::serverProcess(in_currTime);

   if (!getControlClient() && getState () == StaticBase::Enabled && isActive()) {
      targetsTracked = 0;
      Player *closePlayer = chooseTarget ();

      if (targetsTracked)
         sleepTime = manager->getCurrentTime() + 3.0;

      if (closePlayer) {
         if (state == EXTENDED) 
            trackAndFire(closePlayer, 0.032);
         else
            extend (0.032);

      } else if (!targetsTracked && manager->getCurrentTime() > sleepTime) {
         if (state != RETRACTED)
            retract (0.032);
      }
   }
   
   if (!getControlClient())
      updateMove (NULL, 0.032);
   else
      updateSkip++;
}
Example #5
0
void BoardHandler::slotNavNextComment()
{
//	if (gameMode == modeScore)
//		return;

	Q_CHECK_PTR(tree);

	Move  *m = tree->getCurrent()->son;

	while (m != NULL)
	{
		if (m->getComment() != "")
			break;
		if (m->son == NULL)
			break;
		m = m->son;
	}

	if (m != NULL)
	{
		tree->setCurrent(m);
		updateAll_updateAll = true;
		updateMove(m);
	}
}
Example #6
0
void Predator::update(){
	this->setZOrder(MapManager::getInstance()->_mapHeight - this->getPositionY());

	updateAI();

	if (!isMoving() \
		&& GameManager::getInstance()->_gameState == (int)GameManager::GameState::IN_THE_GAME)
	{

		switch (_moveTrigger){
		case CHARACTER_DIRECTION_DOWN:
			if (moveDown() == true){
				_state = (int)State::WALK;
				_moveSpeed = PREDATOR_WALK_MOVE_SPEED;
			}	
			break;
		case CHARACTER_DIRECTION_LEFT:
			if (moveLeft() == true){
				_state = (int)State::WALK;
				_moveSpeed = PREDATOR_WALK_MOVE_SPEED;
			}
			break;
		case CHARACTER_DIRECTION_RIGHT:			
			if (moveRight() == true){
				_state = (int)State::WALK;
				_moveSpeed = PREDATOR_WALK_MOVE_SPEED;
			}			
			break;
		case CHARACTER_DIRECTION_UP:
			if (moveUp() == true){
				_state = (int)State::WALK;
				_moveSpeed = PREDATOR_WALK_MOVE_SPEED;
			}
			break;
		default:
			break;
		}
	}

	if (isMoving())
	{
		updateMove();

	}
	//若本帧不作任何移动
	else
	{
		if (_state == (int)State::WALK)
		{
			_state = (int)State::STOP;
		}
	}

	updateFrame();
}
Example #7
0
void BoardHandler::slotNavBackward()
{
//	if (gameMode == modeScore)
//		return;
	
	Q_CHECK_PTR(tree);
	
	Move *m = tree->previousMove();
	if (m != NULL)
		updateMove(m);
}
Example #8
0
void BoardHandler::slotNavForward()
{
//	if (gameMode == modeScore)
//		return false;
	
	Q_CHECK_PTR(tree);
	
	Move *m = tree->nextMove();
	if (m != NULL)
		updateMove(m);
}
Example #9
0
void BoardHandler::slotNavPrevVar()
{
//	if (gameMode == modeScore)
//		return;
	
	Q_CHECK_PTR(tree);
	
	Move *m = tree->previousVariation();
	if (m == NULL)
		return;
	
	updateMove(m);
}
void ComponentAIBomber::update()
{
	GameObject::removeDeadOnesFromList(onVisionList);
	GameObject::removeDeadOnesFromList(defenders);

	if(!parent->isDead())
	{

		if( state == EnemyState::ATTACK && distanceFromThePath() > 60 )
		{

			watching = false;
			shooting = false;		
			target=NULL;
			selectedTarget = false;
			messageStopAIM();
			state = EnemyState::RETURN;
		}


		//Comprueba que pases cerca del punto final del camino y si cambia el camino
		if(parent->position.getDistanceFrom(path->getEnd()) < 30 && state != EnemyState::ATTACK)
		{
			messageStopAIM();
			changeTarget(true);
		}

		switch (state)
		{
		case ATTACK:
			updateAttack();
			break;
		case MOVE:
			updateMove();
			break;
		case RETURN:
			updateReturn();
			break;
		default:
			break;
		}
	} 
	else
	{
		std::list<GameObject*>::iterator it;
		for (it=defenders.begin(); it!=defenders.end(); ++it)
		{
			(*it)->kill();
		}
	}
}
Example #11
0
void Turret::clientProcess (DWORD curTime)
{
	Parent::clientProcess(curTime);

   if (getControlClient() == int(manager->getId()))
   {
	   while (lastProcessTime < curTime)
		   {
		      DWORD endTick = (lastProcessTime + 32) & ~0x1F;
				if(endTick > curTime)
		         endTick = curTime;

		      if (PlayerMove *pm = cg.psc->getClientMove(lastProcessTime))
					updateMove (pm, 0.001 * (endTick - lastProcessTime));

		      lastProcessTime = endTick;
			}
   }
	else
	{
		updateMove (NULL, 0.001 * (curTime - lastProcessTime));
      lastProcessTime = curTime;
	}
}
Example #12
0
bool Scene::update()
{
	if(pG_floor->pMovepath)
	{
		/*
		if(step>allSteps)
		{
			step=0;
			pfMoveStepNow[0]=-pfMoveStepNow[0];
			pfMoveStepNow[1]=-pfMoveStepNow[1];
			pfMoveStepNow[2]=-pfMoveStepNow[2];
		}
		*/
		getMovesteps();
		updateMove();
		renewPhyScene();
		//step++;
	}else
	{
		//LOGI("update 0");
		pG_floor->draw();
		//LOGI("num_coins: %d",num_coins);
		for(int i=0;i<num_coins;i++)
		{//LOGI("num_coins i: %d",i);
			vCoin[i]->update(pLR);
		}
/*
		for(int i=0;i<num_enemys;i++)
		{
			if(vEnemy[i]->state==2)
				continue;
			updateOneEnemy( vEnemy[i]);
		}
		*/
		for(int i=0;i<num_thorns;i++)
		{
			vThorn[i]->update(pLR);
		}

		for(int i=0;i<num_thornballs;i++)
		{
			vThornball[i]->update(pLR);
		}

	}

	return true;
}
void DynamicObjectController::update(const float elapsedTime)
{
	m_dynamicObjectLogicCalculator->computeLogic();

	updateState();

	switch(m_dynamicObjectModel->getState()) {

		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_MOVE_UP:
			updateMove(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_MOVE_DOWN:
			updateMove(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_MOVE_UP_LEFT:
			updateMove(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_MOVE_UP_RIGHT:
			updateMove(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_MOVE_DOWN_RIGHT:
			updateMove(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_MOVE_DOWN_LEFT:
			updateMove(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_MOVE_LEFT:
			updateMove(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_MOVE_RIGHT:
			updateMove(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_VANISHING:
			updateVanish(elapsedTime);
			break;
		case DynamicObjectModel::DYNAMIC_OBJECT_STATE_IMPACTING:
			updateVanish(elapsedTime);
			break;
		default:
			//nothing 
			break;
	}
	updateBasicDynamicObjectMeasurements();
}
Example #14
0
/*
 * Called by qgoboard when score button is pressed up, leaving score mode
 */
void BoardHandler::exitScore()
{
	// Remove territory marks
	if (tree->getCurrent()->isTerritoryMarked())
	{
		tree->getCurrent()->getMatrix()->clearTerritoryMarks();
		tree->getCurrent()->setTerritoryMarked(false);
		tree->getCurrent()->setScored(false);
	}
	
	// Unshade dead stones
	//board->removeDeadMarks();
	
	markedDead = false;
	tree->getCurrent()->getMatrix()->absMatrix();
	updateMove(tree->getCurrent());
}
Example #15
0
void Turret::serverUpdateMove(PlayerMove *moves, int moveCount)
{
   while(moveCount--)
		{
		   updateMove (&lastPlayerMove, 0.032);

	      updateSkip--;
			if(updateSkip < 1)
				updateSkip = 1;
				
	      lastPlayerMove = *moves++;
		}


   if(updateSkip > 3)
      updateSkip = 1;
}
Example #16
0
/*
 * Called after the preceding (slot nav Intersection)
 * When the intersection 'x/y' has been clicked on
 */
void BoardHandler::findMoveByPos(int x, int y)
{
	Move *m = tree->findMoveInMainBranch(x, y);
	if(!m)
		tree->findMoveInCurrentBranch(x, y);
	
	//if (boardwindow->getGamePhase() == phaseNavTo)
	boardwindow->setGamePhase ( phaseOngoing );

	if (m != NULL)
	{
		tree->setCurrent(m);
		updateAll_updateAll = true;
		updateMove(m);
	}
	else
		QApplication::beep();

}
Example #17
0
void BoardHandler::slotNavLast()
{
//	if (gameMode == modeScore)
//		return;
	
	Q_CHECK_PTR(tree);
	
	Move *m = tree->getCurrent();
	Q_CHECK_PTR(m);
	
	// Descent tree to last son of main variation
	while (m->son != NULL)
		m = tree->nextMove();
	
	if (m != NULL)
	{
		updateAll_updateAll = true;
		updateMove(m);
	}
}
Example #18
0
void Application::find(std::string what){
	int matchPos;
	for(unsigned int i=current->position();i<current->string().length();i++){

	}
	Line* temp = current->next();
	while(temp != current){
		if(!temp)
			temp = first;
		for(unsigned int i=0;i<temp->string().length();i++){
			for(matchPos = 0;matchPos < what.length() && what[matchPos] == temp->string()[i]->ch();i++,matchPos++);

			if(matchPos == what.length()){
				current = temp;
				Line* iter = top;
				for(unsigned int i2=0;i2<display->yMax() && iter;i2++){
					if(iter == current){
						display->mv(0,i2);
						iter = NULL;
					}
					iter = iter->next();
				}
				if(!iter){
					current = top;
					display->mv(0,0);
				}
				if(i > display->xMax())
					xShift = i-display->xMax();
				else
					xShift = 0;
				current->set_pos(i);
				updateMove();
				return;
			}
		}
	}

	for(unsigned int i =0;i<current->position();i++){
		//match check
	}
}
Example #19
0
/*
 * This function resumes back to the first move in the main branch
 */
void BoardHandler::slotNavMainBranch()
{
//	if (gameMode == modeScore)
//		return;
	
	Q_CHECK_PTR(tree);
	
	if (tree->getCurrent()->parent == NULL)
		return;
	
	Move *m = tree->getCurrent(),
		*old = m,
		*lastOddNode = NULL;
	
	if (m == NULL)
		return;
	
	while ((m = m->parent) != NULL)
	{
		if (tree->getNumSons(m) > 1 && old != m->son)  
			// Remember a node when we came from a branch
			lastOddNode = m;

		m->marker = old;
		old = m;
	}
	
	if (lastOddNode == NULL)
		return;
	
	Q_CHECK_PTR(lastOddNode);

	// Clear the marker, so we can proceed in the main branch
	lastOddNode->marker = NULL;  

	tree->setCurrent(lastOddNode);
	updateAll_updateAll = true;
	updateMove(lastOddNode);
}
Example #20
0
void BoardHandler::slotNavFirst()
{
//	if (gameMode == modeScore)
//		return;
	
	Q_CHECK_PTR(tree);
	
	// We need to set the markers. So go the tree upwards
//	Move *m = tree->getCurrent();
//	CHECK_PTR(m);
	
	// Ascent tree until root reached
//	while (m->parent != NULL)
//		m = tree->previousMove();
	
	tree->setToFirstMove();  // Set move to root
	Move *m = tree->getCurrent();
	if (m != NULL)
	{
		updateAll_updateAll = true;
		updateMove(m);
	}
}
Example #21
0
void BoardHandler::slotNavStartVar()
{
//	if (gameMode == modeScore)
//		return;
	
	Q_CHECK_PTR(tree);
	
	if (tree->getCurrent()->parent == NULL)
		return;
	
	Move *tmp = tree->previousMove(),
		*m = NULL;
	
	if (tmp == NULL)
		return;
	
	// Go up tree until we find a node that has > 1 sons
	while ((m = tree->previousMove()) != NULL && tree->getNumSons() <= 1)
	// Remember move+1, as we set current to the
	// first move after the start of the variation 
		tmp = m;

	
	if (m == NULL)  // No such node found, so we reached root.
	{
		tmp = tree->getRoot();
		// For convinience, if we have Move 1, go there. Looks better.
		if (tmp->son != NULL)
			tmp = tree->nextMove();
	}
	
	// If found, set current to the first move inside the variation
	Q_CHECK_PTR(tmp);
	tree->setCurrent(tmp);
	updateAll_updateAll = true;
	updateMove(tmp);
}
Example #22
0
void Character::update() {
  updateMove();
}
Example #23
0
int Application::execute(std::string filename){
    init();
    this->filename = filename;

    load();
    render();
    renderNumbers();
    renderControl();
    move(0,5);
    display->mv(0,0);
    current->set_pos(0);

    while(running){
        int in = getch();
        if(in == 258 || in == 259 || in == 339 || in == 338){
			if(tempPos == -1)
				tempPos = current->cursor_position();
        }
        else{
        	tempPos = -1;
        }

        if(in > 0x1F && in < 0x7F){//typable
			current->insert(in);
			changed = true;
			renderLine();
			updateMove();
        }
        else if(in == 263/*CWin::key_backspace()*/){
			if(current->cursor_position()){
				changed = true;
				current->decrementPos();
				current->del();
				renderLine();
				updateMove();
			}
			else if(!display->xPos() && current->prev()){
				changed = true;
				int temp = current->prev()->
				current->prev()->set_pos(current->prev()->string().end());//move the cursor to the joining point
				current->prev()->append(current->string());//move the strings together
				//some magic in order to pop the one node
				current = current->prev();
				Line* temp = current->next();
				if(temp->next()){
					temp->next()->prev(current);
					current->next(temp->next());
				}
				else
					current->next(NULL);
				delete temp;
				current->set_num(current->number());
				(*current->string().begin())->set_pos();

				updateMove(-1);
				render();
				renderNumbers();
			}
        }
        else if(in == 330){//del
			if(!current->del()){
				renderLine();
			}
			else if(current->next()){
				current->append(current->next()->string());
				Line* temp = current->next();
				if(temp->next()){
					current->next(temp->next());
					current->next()->prev(current);
				}
				else
					current->next(NULL);
				delete temp;
				current->set_num(current->number());
				(*current->string().begin())->set_pos();

				render();
				renderNumbers();
			}
			changed = true;
        }
        else if(in == 24){//^X
            if(changed){
            	int temp = promptBool("Save before exit? [y/n/c] ");
            	if(temp == 1)
					saveAs();
                if(temp > -1)
                	running = false;
        	}
        	else
				running = false;
        }
        else if(in == 258){//dn todo check scrolling things
			if(current->next()){
				current = current->next();
				current->set_pos(tempPos);
				if(current->cursor_position() < xShift){
					if((int)current->cursor_position()-(int)display->xMax() < 0)
						xShift = 0;
					else
						xShift = current->cursor_position()-display->xMax();
					render();
				}
				if(display->yPos() == display->yMax()-1){
					top = top->next();
					updateMove();
					render();
					renderNumbers();
				}
				else
					updateMove(1);
			}
        }
        else if(in == 259){//up
			if(current->prev()){
				current = current->prev();
				current->set_pos(tempPos);
				if(current->cursor_position() < xShift){
					if((int)current->cursor_position()-(int)display->xMax() < 0)
						xShift = 0;
					else
						xShift = current->cursor_position()-display->xMax();
					render();
				}
				if(display->yPos() == 0 && top->prev()){
					top = top->prev();
					updateMove();
					render();
					renderNumbers();
				}
				else
					updateMove(-1);
			}
        }
        else if(in == 260){//left
        	current->decrementPos();
			if(current->cursor_position() < xShift && xShift){
				xShift--;
				render();
			}
			updateMove();
        }
        else if(in == 261){//right
			current->incrementPos();
			if(current->cursor_position() > xShift+display->xMax()-1){
				xShift = current->cursor_position()-display->xMax()+1;
				render();
			}
			updateMove();
        }
        else if(in == CWin::key_end()){
        	//current->set_pos(current->string().length());
        	current->set_pos(-1);
        	if(current->cursor_position() < display->xMax()){
				updateMove();
			}
        	else{
        		xShift = current->cursor_position()-display->xMax()+1;
				updateMove();
				render();
        	}
        }
        else if(in == 262){//home
			String::iterator tempChar = current->string().begin();
			while((*tempChar)->ch() < 0x21 || (*tempChar)->ch() > 0x7E)
				++tempChar;
			current->set_pos(tempChar);
			if(current->cursor_position() < display->xMax())
				xShift = 0;
        	else
        		xShift = current->cursor_position()-display->xMax()-1;
			updateMove();
			render();
        }
        else if(in == 443){//ctrl-left page left
			if(xShift){
				xShift--;
				render();
			}
        }
        else if(in == 444){//ctrl-right page right
			xShift++;
			render();
        }
        else if(in == 265){//F1 help

        }
        else if(in == 6){//^F find
			std::string what = promptString("String to search: ");

		}
        else if(in == 15){//^O Mode

        }
        else if(in == 19){//^S Save
            save();
        }
        else if(in == 18){//^R Reload

        }
        else if(in == 339){//page up
			if(top->prev()){
				top = top->prev();
				render();
				renderNumbers();
				updateMove(1);
				if(display->yPos() == display->yMax()){
					current->prev()->set_pos(tempPos);
					current = current->prev();
					updateMove(-1);
				}
			}
        }
        else if(in == 338){//page dn
			if(top->next()){//should be a check for the bottom?
				top = top->next();
				render();
				renderNumbers();
				updateMove(-1);
				if(display->yPos() == (unsigned int)-1){
					current->next()->set_pos(tempPos);
					current = current->next();
					updateMove(1);
				}
			}
        }
    }
    return 0;
}
Example #24
0
void Turret::serverProcess (DWORD time)
{
	Parent::serverProcess(time);

   if (data->isSustained == false) {
	   if (!getControlClient() && getState () == StaticBase::Enabled && isActive())
	   	{
	   		targetsTracked = 0;
	   		Player *closePlayer = chooseTarget ();

	   		if (targetsTracked)
	   			sleepTime = manager->getCurrentTime() + 3.0;

	   		if (closePlayer)
	   			{
	   				if (state == EXTENDED)
	   					trackAndFire (closePlayer, 0.032);
	   				else
	   					extend (0.032);
	   			}
	   		else
	   			if (!targetsTracked && manager->getCurrentTime() > sleepTime)
	   				{
	   					if (state != RETRACTED)
	   						{
	   							retract (0.032);
	   						}
	   				}
	   	}
	
	   if (!getControlClient())
	   	updateMove (NULL, 0.032);
	   else
	   	updateSkip++;
   } else {
      switch (m_fireState) {
        case Waiting: {
         serverProcessWaiting(time);
         }
         break;

        case Firing: {
         serverProcessFiring(time);
         }
         break;
         
        case Reloading: {
         serverProcessReloading(time);
         }
         break;
         
        default:
         AssertFatal(0, "invalid state");
      }

      if (m_fireState == Firing) {
         float e = getEnergy();
         e -= data->energyRate * 0.032;
         if(e < 0.0) {
            unshoot();
            e = 0.0;
         }
         setEnergy(e);
      }
   }
}
Example #25
0
void TurretShape::processTick(const Move* move)
{
   // Image Triggers
   if (getAllowManualFire() && move && mDamageState == Enabled)
   {
      switch(mDataBlock->weaponLinkType)
      {
         case TurretShapeData::FireTogether:
         {
            setImageTriggerState(0,move->trigger[0]);
            setImageTriggerState(1,move->trigger[0]);
            setImageTriggerState(2,move->trigger[0]);
            setImageTriggerState(3,move->trigger[0]);

            setImageAltTriggerState(0,move->trigger[1]);
            setImageAltTriggerState(1,move->trigger[1]);
            setImageAltTriggerState(2,move->trigger[1]);
            setImageAltTriggerState(3,move->trigger[1]);

            break;
         }

         case TurretShapeData::GroupedFire:
         {
            setImageTriggerState(0,move->trigger[0]);
            setImageTriggerState(1,move->trigger[1]);
            setImageTriggerState(2,move->trigger[0]);
            setImageTriggerState(3,move->trigger[1]);

            break;
         }

         case TurretShapeData::IndividualFire:
         {
            setImageTriggerState(0,move->trigger[0]);
            setImageTriggerState(1,move->trigger[1]);
            setImageTriggerState(2,move->trigger[2]);
            setImageTriggerState(3,move->trigger[3]);

            break;
         }
      }
   }

   Parent::processTick(move);

   // Change our type based on our rest state
   if (mAtRest)
   {
      // At rest so we're static
      mTypeMask &= ~DynamicShapeObjectType;
      mTypeMask |= StaticObjectType | StaticShapeObjectType;
   }
   else
   {
      // Not at rest so we're dynamic
      mTypeMask &= ~StaticObjectType;
      mTypeMask &= ~StaticShapeObjectType;
      mTypeMask |= DynamicShapeObjectType;
   }

   if (!isGhost())
      updateAnimation(TickSec);

   if (isMounted()) {
      MatrixF mat;
      mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
      ShapeBase::setTransform(mat);
      ShapeBase::setRenderTransform(mat);
   }

   updateMove(move);
}
void AvatarController::update(const float elapsedTime)
{
	m_avatarLogicCalculator->computeLogic();

	updateState();

	switch(m_avatarModel->getState()) {

		case AvatarModel::AvatarState::AVATAR_STATE_IDLE:
			updateIdle(elapsedTime);
			break;

		case AvatarModel::AvatarState::AVATAR_STATE_MOVE_UP:
			updateMove(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_MOVE_DOWN:
			updateMove(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_MOVE_LEFT:
			updateMove(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_MOVE_RIGHT:
			updateMove(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_MOVE_UP_LEFT:
			updateMove(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_MOVE_UP_RIGHT:
			updateMove(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_MOVE_DOWN_LEFT:
			updateMove(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_MOVE_DOWN_RIGHT:
			updateMove(elapsedTime);
			break;
		
		case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_UP:
			updateAttack(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_DOWN:
			updateAttack(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_LEFT:
			updateAttack(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_RIGHT:
			updateAttack(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_UP_LEFT:
			updateAttack(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_UP_RIGHT:
			updateAttack(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_DOWN_LEFT:
			updateAttack(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_DOWN_RIGHT:
			updateAttack(elapsedTime);
			break;
		case AvatarModel::AvatarState::AVATAR_STATE_DIE:
			updateDie(elapsedTime);
			break;
		
		default:
			updateIdle(elapsedTime);
			break;
	}
	updateBasicAvatarMeasurements();
}