Esempio n. 1
0
/*
	update - This method should be called once per frame. It updates
	both the sprites and the game world. Note that even though the game
	world is for static data, should the user wish to put anything dynamic
	there (like a non-collidable moving layer), the updateWorld method
	is called.
*/
void GameStateManager::update(Game *game)
{
	game->getGameRules()->spawnEnemies(game);
	spriteManager->update(game);
	world.update(game);
	physics.update(game);

	AnimatedSprite *p = spriteManager->getPlayer();
	PhysicalProperties *pp = p->getPhysicalProperties();
	float pVelX = pp->getVelocityX();
	float pVelY = pp->getVelocityY();

	//VIEWPORT SCOPING
	/*Viewport *vp = game->getGUI()->getViewport();
	
	if(pVelX < 0 
		&& (pp->round(pp->getX() - vp->getViewportX())) < vp->getViewportWidth()/3)
	{
		vp->setScrollSpeedX(pVelX);
		if(vp->getViewportX() == 0)
			vp->setScrollSpeedX(0);
	}
	else if(pVelX > 0 
		&& (pp->round(pp->getX() - vp->getViewportX())) > (vp->getViewportWidth()/3*2))
	{
		vp->setScrollSpeedX(pVelX);
		if(vp->getViewportX()+vp->getViewportWidth() == world.getWorldWidth())
			vp->setScrollSpeedX(0);
		
	}
	else
	{
		vp->setScrollSpeedX(0);
	}

	if(pVelY < 0 
		&& (pp->round(pp->getY() - vp->getViewportY())) < vp->getViewportHeight()/3)
	{
		vp->setScrollSpeedY(pVelY);
		if(vp->getViewportY() == 0)
			vp->setScrollSpeedY(0);
	}
	else if(pVelY > 0 
		&& (pp->round(pp->getY() - vp->getViewportY())) > (vp->getViewportHeight()/3*2))
	{
		vp->setScrollSpeedY(pVelY);
		if(vp->getViewportY()+vp->getViewportHeight() == world.getWorldHeight())
			vp->setScrollSpeedY(0);
	}
	else
	{
		vp->setScrollSpeedY(0);
	}

	vp->moveViewport(	vp->getScrollSpeedX(),
						vp->getScrollSpeedY(),
						world.getWorldWidth(),
						world.getWorldHeight());*/
}
void ScienceMouseEventHandler::handleMousePressEvent(Game *game, int mouseX, int mouseY)
{
	if (game->getGSM()->isGameInProgress())
	{
		Viewport *viewport = game->getGUI()->getViewport();
		
		// DETERMINE WHERE ON THE MAP WE HAVE CLICKED
		int worldCoordinateX = mouseX + viewport->getViewportX();
		int worldCoordinateY = mouseY + viewport->getViewportY();

		// NOW LET'S SEE IF THERE IS A SPRITE THERE
		GameStateManager *gsm = game->getGSM();
		SpriteManager *spriteManager = gsm->getSpriteManager();

		
		// IF THERE IS NO SELECTED SPRITE LOOK FOR ONE
		if (!(spriteManager->getIsSpriteSelected()))
		{
			// IF THIS DOES NOT RETURN NULL THEN YOU FOUND A SPRITE AT THAT LOCATION
			if((spriteManager->getSpriteAt(worldCoordinateX, worldCoordinateY) != NULL))
			{
				AnimatedSprite *selected = spriteManager->getSpriteAt(worldCoordinateX, worldCoordinateY);
				spriteManager->setIsSpriteSelected(true);
			}
		}
		else if (spriteManager->getSelectedSprite() != NULL)
		{
			// MOVE A SPRITE IN A DESIRED DIRECTION 
			AnimatedSprite *selected = spriteManager->getSelectedSprite();
			PhysicalProperties *pp = selected->getPhysicalProperties();
			float spriteX = pp->getX();
			float spriteY = pp->getY();

			//IF A SPRITE IS WHERE YOU WANT IT THEN STOP IT
			if (((spriteX > worldCoordinateX - 64) && (spriteX < worldCoordinateX + 64)) && (spriteY > worldCoordinateY - 64) && (spriteY < worldCoordinateY + 64))
			{
				pp->setVelocity(0, 0);
			}
			else
			{
				float deltaX = worldCoordinateX - spriteX;
				float deltaY = worldCoordinateY - spriteY;
				float hyp = sqrtf((deltaX * deltaX) + (deltaY * deltaY));

				pp->setVelocity((deltaX / hyp) * 3, (deltaY / hyp) * 3);
			}
			spriteManager->setIsSpriteSelected(false);

		//	GridPathfinder *pathfinder = spriteManager->getPathfinder();
		//	pathfinder->mapPath(selected, (float)worldCoordinateX, (float)worldCoordinateY);
		//	gsm->setSpriteSelected(false, selected);
		}
		else
		{
			spriteManager->setIsSpriteSelected(false);
		}
	}
}
void BalloonEscapeCollisionListener::respondToCollision(Game *game, Collision *collision)
{
	// NOTE FROM THE COLLIDABLE OBJECTS, WHICH ARE IN THE COLLISION,
	// WE CAN CHECK AND SEE ON WHICH SIDE THE COLLISION HAPPENED AND
	// CHANGE SOME APPROPRIATE STATE ACCORDINGLY
	GameStateManager *gsm = game->getGSM();
	AnimatedSprite *player = gsm->getSpriteManager()->getPlayer();
	PhysicalProperties *pp = player->getPhysicalProperties();
	//AnimatedSprite *bot = collision
	CollidableObject *sprite2 = collision->getCO2();
	PhysicalProperties *pp2 = sprite2->getPhysicalProperties();
	AnimatedSprite *bot = (AnimatedSprite*)sprite2;
	if (!collision->isCollisionWithTile() && player->getCurrentState() != L"DYING")
	{
		CollidableObject *sprite = collision->getCO1();

		if (sprite2->getPhysicalProperties()->getZ() == 1.0f) {
			
			bot = (AnimatedSprite*)sprite;
				 pp = sprite2->getPhysicalProperties();
					pp2 = sprite->getPhysicalProperties();

			sprite = collision->getCO2();
			sprite2 = collision->getCO1();
			if (sprite->getCollisionEdge() == BOTTOM_EDGE)
			{	
				bot->setCurrentState(L"DYING");
				pp2->setVelocity(0.0f, 0.0f);
				pp2->setAccelerationX(0);
				pp2->setAccelerationY(0);
				// ENEMY IS DEAD - WE SHOULD PLAY A DEATH ANIMATION
				// AND MARK IT FOR REMOVAL
			}
			else if (bot->getCurrentState() != L"DYING")
			{
				if (pp->getDelay() == 0) {
					if (pp->getHP() == 10 ) {
						//lives->setCurrentState(L"TWO");
						if(deadonce == true)
						//lives->setCurrentState(L"ONE");
						player->setCurrentState(L"DYING");
						pp->setDelay(90);
						pp->setVelocity(0.0f, 0.0f);
						pp->setAccelerationX(0);
						pp->setAccelerationY(0);
						deadonce=true;
					}
					else {
						pp->setDelay(90);
						pp->setHP(pp->getHP()-10);
						SpriteManager *spriteManager = gsm->getSpriteManager();
						AnimatedSpriteType *yellowman = spriteManager->getSpriteType(3);
						player->setSpriteType(yellowman);
					}
				}

				// PLAYER IS DEAD - WE SHOULD PLAY A DEATH ANIMATION
				// AND MARK IT FOR REMOVAL/RESPAWN/RESTART GAME, WHATEVER
				// THE DEMANDS OF THE GAME ARE
			}
		}
		else if(sprite->getPhysicalProperties()->getZ() == 1.0f) {
			PhysicalProperties *pp = sprite->getPhysicalProperties();
			if (sprite->getCollisionEdge() == BOTTOM_EDGE)
			{
				
				bot->setCurrentState(L"DYING");
				pp2->setVelocity(0.0f, 0.0f);
				pp2->setAccelerationX(0);
				pp2->setAccelerationY(0);
				// ENEMY IS DEAD - WE SHOULD PLAY A DEATH ANIMATION
				// AND MARK IT FOR REMOVAL

			}
			else if (bot->getCurrentState() != L"DYING")
			{
				if (pp->getDelay() == 0) {
					if (pp->getHP() == 10 ) {


						//lives->setCurrentState(L"TWO");
						if(deadonce == true)
						//lives->setCurrentState(L"ONE");
						player->setCurrentState(L"DYING");
						pp->setDelay(90);
						pp->setVelocity(0.0f, 0.0f);
						pp->setAccelerationX(0);
						pp->setAccelerationY(0);
						deadonce=true;

					}
					else {
						pp->setDelay(90);
						pp->setHP(pp->getHP()-10);
						SpriteManager *spriteManager = gsm->getSpriteManager();
						AnimatedSpriteType *yellowman = spriteManager->getSpriteType(3);
						player->setSpriteType(yellowman);
					}
				}

				// PLAYER IS DEAD - WE SHOULD PLAY A DEATH ANIMATION
				// AND MARK IT FOR REMOVAL/RESPAWN/RESTART GAME, WHATEVER
				// THE DEMANDS OF THE GAME ARE
			}
		}
	}

	if (pp->getDelay() == 0) {
			SpriteManager *spriteManager = gsm->getSpriteManager();
			AnimatedSpriteType *redman = spriteManager->getSpriteType(2);
			player->setSpriteType(redman);
	}
}
Esempio n. 4
0
/*
handleKeyEvent - this method handles all keyboard interactions. Note that every frame this method
gets called and it can respond to key interactions in any custom way. Ask the GameInput class for
key states since the last frame, which can allow us to respond to key presses, including when keys
are held down for multiple frames.
*/
void BugsKeyEventHandler::handleKeyEvents(Game *game)
{
	// WE CAN QUERY INPUT TO SEE WHAT WAS PRESSED
	GameInput *input = game->getInput();

	// LET'S GET THE PLAYER'S PHYSICAL PROPERTIES, IN CASE WE WANT TO CHANGE THEM
	GameStateManager *gsm = game->getGSM();
	AnimatedSprite *player = gsm->getSpriteManager()->getPlayer();
	PhysicalProperties *pp = player->getPhysicalProperties();
	Viewport *viewport = game->getGUI()->getViewport();

	// IF THE GAME IS IN PROGRESS
	if (gsm->isGameInProgress())
	{
		if (input->isKeyDownForFirstTime(D_KEY))
		{
			viewport->toggleDebugView();
			game->getGraphics()->toggleDebugTextShouldBeRendered();
		}
		if (input->isKeyDownForFirstTime(L_KEY))
		{
			game->getGraphics()->togglePathfindingGridShouldBeRendered();
		}
		if (input->isKeyDownForFirstTime(F_KEY))
		{
			game->getGraphics()->togglePathfindingPathShouldBeRendered();
		}
		if (input->isKeyDownForFirstTime(R_KEY))
		{
			if (wcscmp(player->getCurrentState().c_str(), L"RUNNING") == 0)
				player->setCurrentState(L"WALKING");
			else if ((wcscmp(player->getCurrentState().c_str(), L"IDLE") != 0) && (wcscmp(player->getCurrentState().c_str(), L"DANCING") != 0))
				player->setCurrentState(L"RUNNING");
		}
		if (input->isKeyDownForFirstTime(Y_KEY)){
			player->setCurrentState(DYING);
		}
		if (input->isKeyDownForFirstTime(I_KEY)){
			player->setCurrentState(IDLE);
		}
		bool viewportMoved = false;
		float viewportVx = 0.0f;
		float viewportVy = 0.0f;
		float vX = pp->getVelocityX();
		float vY = pp->getVelocityY();
		if (input->isKeyDown(UP_KEY))
		{
			if (pp->getY() < (viewport->getViewportY() + 0.5f * viewport->getViewportHeight()))
				viewportVy -= MAX_PLAYER_VELOCITY;
			vY = -1 * MAX_PLAYER_VELOCITY;
			vX = 0;
			viewportMoved = true;
		}
		else if (input->isKeyDown(DOWN_KEY))
		{
			if (pp->getY() > (viewport->getViewportY() + 0.5f * viewport->getViewportHeight()))
				viewportVy += MAX_PLAYER_VELOCITY;
			vY = MAX_PLAYER_VELOCITY;
			vX = 0;
			viewportMoved = true;
		}
		else if (input->isKeyDown(LEFT_KEY))
		{
			if (pp->getX() < (viewport->getViewportX() + 0.5f * viewport->getViewportWidth()))
				viewportVx -= MAX_PLAYER_VELOCITY;
			vX = -1 * MAX_PLAYER_VELOCITY;
			vY = 0;
			viewportMoved = true;
		}
		else if (input->isKeyDown(RIGHT_KEY))
		{
			if (pp->getX() > (viewport->getViewportX() + 0.5f * viewport->getViewportWidth()))
			viewportVx += MAX_PLAYER_VELOCITY;
			vX = MAX_PLAYER_VELOCITY;
			vY = 0;
			viewportMoved = true;
		}
		else {
			vX = 0.0f;
			vY = 0.0f;
		}
		if (viewportMoved)
			viewport->moveViewport((int)floor(viewportVx+0.5f), (int)floor(viewportVy+0.5f), game->getGSM()->getWorld()->getWorldWidth(), game->getGSM()->getWorld()->getWorldHeight());
		pp->setVelocity(vX, vY);
	}

	// 0X43 is HEX FOR THE 'C' VIRTUAL KEY
	// THIS CHANGES THE CURSOR IMAGE
	if ((input->isKeyDownForFirstTime(C_KEY))
		&& input->isKeyDown(VK_SHIFT))
	{
		Cursor *cursor = game->getGUI()->getCursor();
		unsigned int id = cursor->getActiveCursorID();
		id++;
		if (id == cursor->getNumCursorIDs())
			id = 0;		
		cursor->setActiveCursorID(id);
	}

	// LET'S MESS WITH THE TARGET FRAME RATE IF THE USER PRESSES THE HOME OR END KEYS
	WindowsTimer *timer = (WindowsTimer*)game->getTimer();
	int fps = timer->getTargetFPS();

	// THIS SPEEDS UP OUR GAME LOOP AND THUS THE GAME, NOTE THAT WE COULD ALTERNATIVELY SCALE
	// DOWN THE GAME LOGIC (LIKE ALL VELOCITIES) AS WE SPEED UP THE GAME. THAT COULD PROVIDE
	// A BETTER PLAYER EXPERIENCE
	if (input->isKeyDown(VK_HOME) && (fps < MAX_FPS))
		timer->setTargetFPS(fps + FPS_INC);

	// THIS SLOWS DOWN OUR GAME LOOP, BUT WILL NOT GO BELOW 5 FRAMES PER SECOND
	else if (input->isKeyDown(VK_END) && (fps > MIN_FPS))
		timer->setTargetFPS(fps - FPS_INC);
}
Esempio n. 5
0
/*
	handleKeyEvent - this method handles all keyboard interactions. Note that every frame this method
	gets called and it can respond to key interactions in any custom way. Ask the GameInput class for
	key states since the last frame, which can allow us to respond to key presses, including when keys
	are held down for multiple frames.
*/
void SoSKeyEventHandler::handleKeyEvents(Game *game)
{
	// WE CAN QUERY INPUT TO SEE WHAT WAS PRESSED
	GameInput *input = game->getInput();

	// LET'S GET THE PLAYER'S PHYSICAL PROPERTIES, IN CASE WE WANT TO CHANGE THEM
	GameStateManager *gsm = game->getGSM();
	AnimatedSprite *player = gsm->getSpriteManager()->getPlayer();
	PhysicalProperties *pp = player->getPhysicalProperties();
	
	if(gsm->isAtSplashScreen())
	{
		if(input->isKeyDown(ENTER_KEY))
		{
			gsm->goToMainMenu();
		}
	}

	

	// IF THE GAME IS IN PROGRESS
	if (gsm->isGameInProgress())
	{
		// CHECK FOR WASD KEYS FOR MOVEMENT
		int incX = 0;
		int incY = 0;
		bool movingLR = false;
		bool attacking = false;

		if(!pp->isStunned())
		{
			if(input->isKeyDown(SPACE_KEY))
			{
				attacking = true;
				if(input->isKeyDownForFirstTime(SPACE_KEY))
				{
			
					player->setCurrentState(L"ATTACK_STATE");
					if(!pp->isOrientedRight())
						player->setCurrentState(L"ATTACKL_STATE");
				}
			
			}

			// WASD AND DIRECTION KEY PRESSES WILL CONTROL THE PLAYER,
			// SO WE'LL UPDATE THE PLAYER VELOCITY WHEN THESE KEYS ARE
			// PRESSED, THAT WAY PHYSICS CAN CORRECT AS NEEDED
			float vX = pp->getVelocityX();
			float vY = pp->getVelocityY();

		
			if (input->isKeyDown(A_KEY) || input->isKeyDown(LEFT_KEY))
			{
				movingLR = true;
				pp->setOrientedLeft();
				vX = -PLAYER_SPEED;
				if (vY == 0 && player->getCurrentState().compare(L"LEFT_STATE") != 0)
					player->setCurrentState(L"LEFT_STATE");
				else if(vY != 0 && player->getCurrentState().compare(L"JUMPL_STATE") != 0)
					player->setCurrentState(L"JUMPL_STATE");
			}
			if (input->isKeyDown(D_KEY) || input->isKeyDown(RIGHT_KEY))
			{
				movingLR = true;
				pp->setOrientedRight();
				vX = PLAYER_SPEED;
				if (vY == 0 && player->getCurrentState().compare(L"RIGHT_STATE") != 0)
					player->setCurrentState(L"RIGHT_STATE");
				else if(vY != 0 && player->getCurrentState().compare(L"JUMP_STATE") != 0)
					player->setCurrentState(L"JUMP_STATE");
			}
			/*if (input->isKeyDown(S_KEY) || input->isKeyDown(DOWN_KEY))
			{
				vY = PLAYER_SPEED;
			}*/
			if (input->isKeyDown(W_KEY) || input->isKeyDown(UP_KEY))
			{
			

				if ((input->isKeyDownForFirstTime(W_KEY) || input->isKeyDownForFirstTime(UP_KEY))
					&& pp->hasDoubleJumped() == false)
				{
					if(pp->hasJumped() == true)
						pp->setDoubleJumped(true);
					pp->setJumped(true);

					vY = -PLAYER_SPEED;
					player->setCurrentState(L"JUMP_STATE");
					if(vX < 0)
						player->setCurrentState(L"JUMPL_STATE");
				}
			}	

			if(!movingLR)
			{
				vX = 0;
			}

			if(vY == 0 && vX == 0 && !attacking && 
				player->getCurrentState().compare(L"IDLE_STATE") != 0 && player->getCurrentState().compare(L"IDLEL_STATE") != 0 )
			{
				player->setCurrentState(L"IDLE_STATE");
				if(!pp->isOrientedRight())
					player->setCurrentState(L"IDLEL_STATE");
			}
		
			// NOW SET THE ACTUAL VELOCITY
			Physics *physics = gsm->getPhysics();
			pp->setVelocitySafely(physics, vX, vY);

		}
		// NOTE THAT THE VIEWPORT SHOULD FOLLOW THE PLAYER, AND SO SHOULD BE CORRECTED AFTER PHYSICS
		// ARE APPLIED. I HAVE PROVIDED A SIMPLE WAY OF DOING SO, WHICH SHOULD BE IMPROVED, DEPENDING
		// ON THE GAME'S NEED



		if(input->isKeyDownForFirstTime(TAB_KEY))
		{
			gsm->goToPaused();
		}

	}

	else if(gsm->isGamePaused() && input->isKeyDownForFirstTime(TAB_KEY))
	{
		gsm->goToGame();
	}

	// 0X43 is HEX FOR THE 'C' VIRTUAL KEY
	// THIS CHANGES THE CURSOR IMAGE
	if ((input->isKeyDownForFirstTime(C_KEY))
		&& input->isKeyDown(VK_SHIFT))
	{
		Cursor *cursor = game->getGUI()->getCursor();
		unsigned int id = cursor->getActiveCursorID();
		id++;
		if (id == cursor->getNumCursorIDs())
			id = 0;		
		cursor->setActiveCursorID(id);
	}

	// LET'S MESS WITH THE TARGET FRAME RATE IF THE USER PRESSES THE HOME OR END KEYS
	WindowsTimer *timer = (WindowsTimer*)game->getTimer();
	int fps = timer->getTargetFPS();

	// THIS SPEEDS UP OUR GAME LOOP AND THUS THE GAME, NOTE THAT WE COULD ALTERNATIVELY SCALE
	// DOWN THE GAME LOGIC (LIKE ALL VELOCITIES) AS WE SPEED UP THE GAME. THAT COULD PROVIDE
	// A BETTER PLAYER EXPERIENCE
	if (input->isKeyDown(VK_HOME) && (fps < MAX_FPS))
		timer->setTargetFPS(fps + FPS_INC);

	// THIS SLOWS DOWN OUR GAME LOOP, BUT WILL NOT GO BELOW 5 FRAMES PER SECOND
	else if (input->isKeyDown(VK_END) && (fps > MIN_FPS))
		timer->setTargetFPS(fps - FPS_INC);
}
Esempio n. 6
0
void Physics::update(Game *game)
{
	// REMEMBER, AT THIS POINT, ALL PLAYER INPUT AND AI
	// HAVE ALREADY BEEN PROCESSED AND BOT AND PLAYER
	// STATES, VELOCITIES, AND ACCELERATIONS HAVE ALREADY
	// BEEN UPDATED. NOW WE HAVE TO PROCESS THE PHYSICS
	// OF ALL THESE OBJECTS INTERACTING WITH EACH OTHER
	// AND THE STATIC GAME WORLD. THIS MEANS WE NEED TO
	// DETECT AND RESOLVE COLLISIONS IN THE ORDER THAT
	// THEY WILL HAPPEN, AND WITH EACH COLLISION, EXECUTE
	// ANY GAMEPLAY RESPONSE CODE, UPDATE VELOCITIES, AND
	// IN THE END, UPDATE POSITIONS

	// FIRST, YOU SHOULD START BY ADDING ACCELERATION TO ALL 
	// VELOCITIES, WHICH INCLUDES GRAVITY, NOTE THE EXAMPLE
	// BELOW DOES NOT DO THAT


	// FOR NOW, WE'LL JUST ADD THE VELOCITIES TO THE
	// POSITIONS, WHICH MEANS WE'RE NOT APPLYING GRAVITY OR
	// ACCELERATION AND WE ARE NOT DOING ANY COLLISION 
	// DETECTION OR RESPONSE
	float timer = 0;

	GameStateManager *gsm = game->getGSM();
	SpriteManager *sm = gsm->getSpriteManager();
	World *w = gsm->getWorld();
	GameRules* gR = game->getGameRules();
	vector<WorldLayer*> *layers = w->getLayers();

	AnimatedSprite *player;
	PhysicalProperties *pp;
	TiledLayer *tL;
	list<Collision*> collisions;
	
	//finding TileLayer
	for(unsigned int i = 0; i < layers->size(); i++)
	{
		WorldLayer *currentLayer = (*layers)[i];
		if(currentLayer->hasCollidableTiles() == true)
		{
			tL = dynamic_cast<TiledLayer*>(currentLayer);
			if(tL != 0)
			{
				i = layers->size();
			}//end if
		}//end if
	}


	player = sm->getPlayer();
	pp = player->getPhysicalProperties();

	//UPDATING ALL VELOCITIES AND DOING TILE COLLISION
	pp->incVelocity(this,pp->getAccelerationX(), pp->getAccelerationY() + gravity); 
	collideTestWithTiles(player, tL, &collisions);

	list<Bot*>::iterator botIterator = sm->getBotsIterator();
	while (botIterator != sm->getEndOfBotsIterator())
	{			
		Bot *bot = (*botIterator);
		pp = bot->getPhysicalProperties();
		pp->incVelocity(this, pp->getAccelerationX(), pp->getAccelerationY());
		if(pp->isGravAffected() == true)
			pp->incVelocity(this, 0, gravity);
		collideTestWithTiles(bot, tL, &collisions);
		botIterator++;
	}

	//HERE, COLLIDE SPRITES WITH OTHER SPRITES
	collideTestWithSprites(game, player, &collisions);
	botIterator = sm->getBotsIterator();
	while (botIterator != sm->getEndOfBotsIterator())
	{			
		Bot *bot = (*botIterator);
		if(bot->isCurrentlyCollidable() == true);
			collideTestWithSprites(game, bot, &collisions);
		botIterator++;
	}

	//SORT COLLISIONS
	collisions.sort(compare_collisionTime);

	//RESOLVING ALL THE COLLISIONS
	while(collisions.empty() == false)
	{
		Collision* currentCollision = collisions.front();
		collisions.pop_front();
		float colTime = currentCollision->getTOC();
		CollidableObject* co1 = currentCollision->getCO1();
		CollidableObject* co2 = currentCollision->getCO2();

		if(colTime >= 0 && colTime <= 1)
		{
			
			pp = co1->getPhysicalProperties();
			//pp->setVelocity(pp->getVelocityX()*9.99f,pp->getVelocityY()*9.99f);
			pp = co2->getPhysicalProperties();
			//pp->setVelocity(pp->getVelocityX()*9.99f,pp->getVelocityY()*9.99f);

			pp = player->getPhysicalProperties();
			pp->setPosition(pp->getX() + (pp->getVelocityX()*(colTime-timer)),pp->getY() + (pp->getVelocityY()*(colTime-timer)));
			botIterator = sm->getBotsIterator();
			while (botIterator != sm->getEndOfBotsIterator())
			{			
				Bot *bot = (*botIterator);
				pp = bot->getPhysicalProperties();
				pp->setPosition(pp->getX() + (pp->getVelocityX()*(colTime-timer)), pp->getY() + (pp->getVelocityY()*(colTime-timer)));
				botIterator++;
			}

			gsm->updateViewport(game, colTime-timer);

			resolveCollision(game, currentCollision);
			gR->gameSpecificResolve(game, currentCollision);
			
			boolean deleteLast = false;
			list<Collision*>::iterator cIterator = collisions.begin();
			list<Collision*>::iterator lastIterator;
			while(cIterator != collisions.end())
			{
				if(deleteLast == true)
				{
					collisions.erase(lastIterator);
				}
				deleteLast = false;
				Collision* check = (*cIterator);
				if(check->contains(co1) || check->contains(co2))
				{
					CollidableObject* checkStatic = check->getCO2();
					if(checkStatic->isStaticObject())
					{
						coStackCounter ++;
						coStack[coStackCounter] = checkStatic;
					}

					collisionStackCounter ++;
					collisionStack[collisionStackCounter] = check;

					lastIterator = cIterator;
					deleteLast = true;
				}
				else
				{
					//check->calculateTimes();
				}

				cIterator++;
			}

			if(deleteLast == true)
			{
				collisions.erase(lastIterator);
			}

			collideTestWithTiles(co1, tL, &collisions);
			collideTestWithSprites(game, co1, &collisions);

			if(co2->isStaticObject() == false)
			{
				collideTestWithTiles(co2, tL, &collisions);
				collideTestWithSprites(game, co2, &collisions);
			}

			collisions.sort(compare_collisionTime);

			timer += (colTime-timer);
		}//end if


		if(co2->isStaticObject() == true)
		{
			coStackCounter ++;
			coStack[coStackCounter] = co2;
		}

		collisionStackCounter ++;
		collisionStack[collisionStackCounter] = currentCollision;
	
	}
	
	if(timer < 1)
	{
		gsm->updateViewport(game, 1-timer);
		pp = player->getPhysicalProperties();
		pp->setPosition(pp->getX() + (pp->getVelocityX()*(1-timer)),pp->getY() + (pp->getVelocityY()*(1-timer)));
		//pp->setVelocity(0.0f, pp->getVelocityY());
		botIterator = sm->getBotsIterator();
		while (botIterator != sm->getEndOfBotsIterator())
		{			
			Bot *bot = (*botIterator);
			pp = bot->getPhysicalProperties();
			pp->setPosition(pp->getX() + (pp->getVelocityX()*(1-timer)), pp->getY() + (pp->getVelocityY()*(1-timer)));
			botIterator++;
		}
		gsm->updateViewport(game, 1-timer);
	}
	
	pp = player->getPhysicalProperties();
	if(pp->getX() < 0)
	{
		pp->setX(0);
	}
	if(pp->getY() < 0)
	{
		pp->setY(0);
	}
	//pp->setVelocity(0.0f, pp->getVelocityY());
	/*pp->setPosition(pp->getX() + pp->getVelocityX(), pp->getY() + pp->getVelocityY());

	// FOR NOW THE PLAYER IS DIRECTLY CONTROLLED BY THE KEYBOARD,
	// SO WE'LL NEED TO TURN OFF ANY VELOCITY APPLIED BY INPUT
	// SO THE NEXT FRAME IT DOESN'T GET ADDED
	pp->setVelocity(0.0f, pp->getVelocityY());

	// AND NOW MOVE ALL THE BOTS
	list<Bot*>::iterator botIterator = sm->getBotsIterator();
	while (botIterator != sm->getEndOfBotsIterator())
	{			
		Bot *bot = (*botIterator);
		pp = bot->getPhysicalProperties();
		pp->setPosition(pp->getX() + pp->getVelocityX(), pp->getY() + pp->getVelocityY());
		botIterator++;
	}*/

	
}
Esempio n. 7
0
/*
	update - This method should be called once per frame. It
	goes through all of the sprites, including the player, and calls their
	update method such that they may update themselves.
*/
void SpriteManager::update(Game *game)
{
	// UPDATE THE PLAYER SPRITE
		
		player.updateSprite();
		player.getPhysicalProperties()->setX(player.body->GetPosition().x / 0.01f);
		player.getPhysicalProperties()->setY(player.body->GetPosition().y / 0.01f);

		if (game->getGSM()->gravN)
		{
			//Remake the proper fixture
			b2PolygonShape box = player.getBox();
			b2FixtureDef fixtureDef = player.getFixDef();
			box.SetAsBox(player.getBoundingVolume()->getWidth() / 2 * 0.01f, player.getBoundingVolume()->getHeight() / 2 * 0.01f);
			fixtureDef.shape = &box;
			fixtureDef.density = 15.0f;
			fixtureDef.friction = 1.0f;
			player.body->CreateFixture(&fixtureDef);
			game->getGSM()->gravN = false;
		}

		if (game->getGSM()->gravR)
		{
			//Remake the proper fixture
			b2PolygonShape box = player.getBox();
			b2FixtureDef fixtureDef = player.getFixDef();
			box.SetAsBox(player.getBoundingVolume()->getHeight() / 2 * 0.01f, player.getBoundingVolume()->getWidth() / 2 * 0.01f);
			fixtureDef.shape = &box;
			fixtureDef.density = 15.0f;
			fixtureDef.friction = 1.0f;
			player.body->CreateFixture(&fixtureDef);
			game->getGSM()->gravR = false;
		}

		if (game->getGSM()->gravU)
		{
			//Remake the proper fixture
			b2PolygonShape box = player.getBox();
			b2FixtureDef fixtureDef = player.getFixDef();
			box.SetAsBox(player.getBoundingVolume()->getWidth() / 2 * 0.01f, player.getBoundingVolume()->getHeight() / 2 * 0.01f);
			fixtureDef.shape = &box;
			fixtureDef.density = 15.0f;
			fixtureDef.friction = 1.0f;
			player.body->CreateFixture(&fixtureDef);
			game->getGSM()->gravU = false;
		}

		if (game->getGSM()->gravL)
		{
			//Remake the proper fixture
			b2PolygonShape box = player.getBox();
			b2FixtureDef fixtureDef = player.getFixDef();
			box.SetAsBox(player.getBoundingVolume()->getHeight() / 2 * 0.01f, player.getBoundingVolume()->getWidth() / 2 * 0.01f);
			fixtureDef.shape = &box;
			fixtureDef.density = 15.0f;
			fixtureDef.friction = 1.0f;
			player.body->CreateFixture(&fixtureDef);
			game->getGSM()->gravL = false;
		}

		// NOW ADD THE REST OF THE SPRITES
		list<AnimatedSprite*>::iterator blockIterator;
		blockIterator = blocks.begin();
		while (blockIterator != blocks.end())
		{
			AnimatedSprite *block = (*blockIterator);
			block->getPhysicalProperties()->setX(block->body->GetPosition().x / 0.01f + 16.0f);
			block->getPhysicalProperties()->setY(block->body->GetPosition().y / 0.01f + 16.0f);
			blockIterator++;
		}

		// NOW UPDATE THE REST OF THE SPRITES
		list<AnimatedSprite*>::iterator botIterator;
		botIterator = enemies.begin();
		while (botIterator != enemies.end())
		{
			AnimatedSprite *bot = (*botIterator);
			bot->updateSprite();
			bot->getPhysicalProperties()->setX(bot->body->GetPosition().x / 0.01f);
			bot->getPhysicalProperties()->setY(bot->body->GetPosition().y / 0.01f);
			
			bot->body->SetGravityScale(0);

			if (bot->body->GetUserData() == L"walker" || bot->body->GetUserData() == L"uwalker")
			{
				bot->body->SetTransform(b2Vec2(bot->body->GetPosition().x + bot->deltaMove, bot->body->GetPosition().y), 0.0f);
				
				if ((bot->body->GetPosition().x + bot->deltaMove) / 0.01f > bot->originalx + 50.0f && bot->deltaMove > 0)
					bot->deltaMove *= -1;

				else if ((bot->body->GetPosition().x + bot->deltaMove) / 0.01f < bot->originalx - 50.0f && bot->deltaMove < 0)
					bot->deltaMove *= -1;

			}

			else if (bot->body->GetUserData() == L"rwalker" || bot->body->GetUserData() == L"lwalker")
			{
				bot->body->SetTransform(b2Vec2(bot->body->GetPosition().x, bot->body->GetPosition().y + bot->deltaMove), 0.0f);
				
				if ((bot->body->GetPosition().y + bot->deltaMove) / 0.01f > bot->originaly + 50.0f)
					bot->deltaMove *= -1;

				else if ((bot->body->GetPosition().y + bot->deltaMove) / 0.01f < bot->originaly - 50.0f)
					bot->deltaMove *= -1;
			}

			if (player.dead)
			{
				//bot->deltaMove = 0;
			}
			botIterator++;
		}

		list<AnimatedSprite*>::iterator exitIt;
		exitIt = exits.begin();
		while (exitIt != exits.end())
		{
			AnimatedSprite *exit = (*exitIt);
			exit->updateSprite();
			exitIt++;
		}

		

		if (player.dead)
		{
			player.timeSinceDeath++;
		}

		if (player.timeSinceDeath == 90)
		{
			player.timeSinceDeath = 0;
			game->getGSM()->levelResetTrigger = true;
		}
	
}
Esempio n. 8
0
/*
	handleKeyEvent - this method handles all keyboard interactions. Note that every frame this method
	gets called and it can respond to key interactions in any custom way. Ask the GameInput class for
	key states since the last frame, which can allow us to respond to key presses, including when keys
	are held down for multiple frames.
*/
void BugginOutKeyEventHandler::handleKeyEvents(Game *game)
{
	// WE CAN QUERY INPUT TO SEE WHAT WAS PRESSED
	GameInput *input = game->getInput();

	// LET'S GET THE PLAYER'S PHYSICAL PROPERTIES, IN CASE WE WANT TO CHANGE THEM
	GameStateManager *gsm = game->getGSM();
	AnimatedSprite *player = gsm->getSpriteManager()->getPlayer();
	list<AnimatedSprite*>::iterator blocks;
	PhysicalProperties *pp = player->getPhysicalProperties();
	Viewport *viewport = game->getGUI()->getViewport();

	// IF THE GAME IS IN PROGRESS
	if (gsm->isGameInProgress())
	{
		Physics *phy = game->getGSM()->getPhysics();
		// WASD KEY PRESSES WILL CONTROL THE PLAYER
		// SO WE'LL UPDATE THE PLAYER VELOCITY WHEN THESE KEYS ARE
		// PRESSED, THAT WAY PHYSICS CAN CORRECT AS NEEDED
		float vX = pp->getVelocityX();
		float vY = pp->getVelocityY();

		// YOU MIGHT WANT TO UNCOMMENT THIS FOR SOME TESTING,

		b2Body *body = player->body;

		if (game->getGSM()->levelSwitchTrigger == true)
		{
			game->quitGame();

			if (game->getCurrentLevelFileName() == W_LEVEL_1_NAME)
				game->setCurrentLevelFileName(W_LEVEL_2_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_2_NAME)
				game->setCurrentLevelFileName(W_LEVEL_3_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_3_NAME)
				game->setCurrentLevelFileName(W_LEVEL_4_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_4_NAME)
				game->setCurrentLevelFileName(W_LEVEL_5_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_5_NAME)
				game->setCurrentLevelFileName(W_LEVEL_6_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_6_NAME)
				game->setCurrentLevelFileName(W_LEVEL_7_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_7_NAME)
				game->setCurrentLevelFileName(W_LEVEL_8_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_8_NAME)
				game->setCurrentLevelFileName(W_LEVEL_9_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_9_NAME)
				game->setCurrentLevelFileName(W_LEVEL_10_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_10_NAME)
				game->setCurrentLevelFileName(W_LEVEL_1_NAME);

			game->startGame();
			game->getGSM()->levelSwitchTrigger = false;
		}

		if (game->getGSM()->levelResetTrigger == true)
		{
			game->quitGame();

			if (game->getCurrentLevelFileName() == W_LEVEL_1_NAME)
				game->setCurrentLevelFileName(W_LEVEL_1_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_2_NAME)
				game->setCurrentLevelFileName(W_LEVEL_2_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_3_NAME)
				game->setCurrentLevelFileName(W_LEVEL_3_NAME);

			else if (game->getCurrentLevelFileName() == W_LEVEL_4_NAME)
				game->setCurrentLevelFileName(W_LEVEL_4_NAME);

			game->startGame();
			game->getGSM()->levelResetTrigger = false;
		}

		if (input->isKeyDown('1')){
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_1_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_1_NAME);
			/*game->setCurrentLevelFileName(W_LEVEL_1_NAME);
			game->startGame();*/
		}
		else if (input->isKeyDown('2')){
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_2_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_2_NAME);
		}
		else if (input->isKeyDown('3')){
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_3_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_3_NAME);
		}
		else if (input->isKeyDown('4'))
		{
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_4_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_4_NAME);
		}
		else if (input->isKeyDown('5'))
		{
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_5_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_4_NAME);
		}
		else if (input->isKeyDown('6'))
		{
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_6_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_4_NAME);
		}
		else if (input->isKeyDown('7'))
		{
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_7_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_4_NAME);
		}
		else if (input->isKeyDown('8'))
		{
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_8_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_4_NAME);
		}
		else if (input->isKeyDown('9'))
		{
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_9_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_4_NAME);
		}
		else if (input->isKeyDown('0'))
		{
			game->quitGame();
			game->setCurrentLevelFileName(W_LEVEL_10_NAME);
			game->startGame();
			//game->getGSM()->unloadCurrentLevel();
			//game->getGSM()->loadLevel(game, W_LEVEL_1_DIR + W_LEVEL_4_NAME);
		}

		else if (input->isKeyDown(A_KEY))
		{
			if (player->dead == false)
			{
				pp->facing = 1;

				if ((phy->CurrentGrav == phy->Normal_Grav || phy->CurrentGrav == phy->Reverse_Grav))
				{
					if (player->onGround())
						body->ApplyForce(b2Vec2(body->GetMass() * -0.1 / (1 / 60.0), 0), body->GetWorldCenter(), true);
					else
						body->ApplyForce(b2Vec2(body->GetMass() * -0.1 / (1 / 60.0), 0), body->GetWorldCenter(), true);
				}

				if ((phy->CurrentGrav == phy->Left_Grav || phy->CurrentGrav == phy->Right_Grav))
				{
					if (player->onGround())
						body->ApplyForce(b2Vec2(0, body->GetMass() * -0.1 / (1 / 60.0)), body->GetWorldCenter(), true);
					else
						body->ApplyForce(b2Vec2(0, body->GetMass() * -0.1 / (1 / 60.0)), body->GetWorldCenter(), true);
				}

				if (player->onGround())
				{
					if (phy->CurrentGrav == phy->Normal_Grav)
						player->setCurrentState(LWALK);
					else if (phy->CurrentGrav == phy->Reverse_Grav)
						player->setCurrentState(ULWALK);
					else if (phy->CurrentGrav == phy->Right_Grav)
						player->setCurrentState(RLWALK);
					else if (phy->CurrentGrav == phy->Left_Grav)
						player->setCurrentState(LLWALK);
				}
				else
				{
					if (phy->CurrentGrav == phy->Normal_Grav)
						player->setCurrentState(LFALL);
					else if (phy->CurrentGrav == phy->Reverse_Grav)
						player->setCurrentState(ULFALL);
					else if (phy->CurrentGrav == phy->Right_Grav)
						player->setCurrentState(RLFALL);
					else if (phy->CurrentGrav == phy->Left_Grav)
						player->setCurrentState(LLFALL);
				}
			}
		}
		else if (input->isKeyDown(D_KEY))
		{
			if (player->dead == false)
			{
				pp->facing = 0;
				if ((phy->CurrentGrav == phy->Normal_Grav || phy->CurrentGrav == phy->Reverse_Grav))
				{
					if (player->onGround())
						body->ApplyForce(b2Vec2(body->GetMass() * 0.1 / (1 / 60.0), 0), body->GetWorldCenter(), true);
					else
						body->ApplyForce(b2Vec2(body->GetMass() * 0.1 / (1 / 60.0), 0), body->GetWorldCenter(), true);
				}

				if ((phy->CurrentGrav == phy->Left_Grav || phy->CurrentGrav == phy->Right_Grav))
				{
					if (player->onGround())
						body->ApplyForce(b2Vec2(0, body->GetMass() * 0.1 / (1 / 60.0)), body->GetWorldCenter(), true);
					else
						body->ApplyForce(b2Vec2(0, body->GetMass() * 0.1 / (1 / 60.0)), body->GetWorldCenter(), true);
				}

				if (player->onGround())
				{
					if (phy->CurrentGrav == phy->Normal_Grav)
						player->setCurrentState(RWALK);
					else if (phy->CurrentGrav == phy->Reverse_Grav)
						player->setCurrentState(URWALK);
					else if (phy->CurrentGrav == phy->Right_Grav)
						player->setCurrentState(RRWALK);
					else if (phy->CurrentGrav == phy->Left_Grav)
						player->setCurrentState(LRWALK);
				}

				else
				{
					if (phy->CurrentGrav == phy->Normal_Grav)
						player->setCurrentState(RFALL);
					else if (phy->CurrentGrav == phy->Reverse_Grav)
						player->setCurrentState(URFALL);
					else if (phy->CurrentGrav == phy->Right_Grav)
						player->setCurrentState(RRFALL);
					else if (phy->CurrentGrav == phy->Left_Grav)
						player->setCurrentState(LRFALL);
				}
			}
		}
		else if (input->isKeyDownForFirstTime(G_KEY))
		{
			/*((BugginOutDataLoader*)game->getDataLoader())->remotePlaySound(((BugginOutDataLoader*)game->getDataLoader())->gravSound);
			b2World *world = game->getGSM()->getPhysics()->getBoxWorld();

			if (phy->CurrentGrav == phy->Normal_Grav)
			{
				player->body->SetTransform(player->body->GetPosition(), 0.0f);
				blocks = gsm->getSpriteManager()->getBlocksIterator();
				while (blocks != gsm->getSpriteManager()->getEndOfBlocksIterator())
				{
					(*blocks)->body->SetGravityScale(1);
					blocks++;
				}

				world->SetGravity(phy->Reverse_Grav);
				phy->CurrentGrav = phy->Reverse_Grav;
			}

			else if (phy->CurrentGrav == phy->Reverse_Grav)
			{
				player->body->SetTransform(player->body->GetPosition(), 270.0f);
				blocks = gsm->getSpriteManager()->getBlocksIterator();
				while (blocks != gsm->getSpriteManager()->getEndOfBlocksIterator())
				{
					(*blocks)->body->SetGravityScale(0);
					blocks++;
				}

				world->SetGravity(phy->Left_Grav);
				phy->CurrentGrav = phy->Left_Grav;

			}

			else if (phy->CurrentGrav == phy->Left_Grav)
			{
				player->body->SetTransform(player->body->GetPosition(), 270.0f);
				blocks = gsm->getSpriteManager()->getBlocksIterator();
				while (blocks != gsm->getSpriteManager()->getEndOfBlocksIterator())
				{
					(*blocks)->body->SetGravityScale(0);
					blocks++;
				}

				world->SetGravity(phy->Right_Grav);
				phy->CurrentGrav = phy->Right_Grav;

			}

			else if (phy->CurrentGrav == phy->Right_Grav)
			{
				player->body->SetTransform(player->body->GetPosition(), 0.0f);
				blocks = gsm->getSpriteManager()->getBlocksIterator();
				while (blocks != gsm->getSpriteManager()->getEndOfBlocksIterator())
				{
					(*blocks)->body->SetGravityScale(1);
					blocks++;
				}

				world->SetGravity(phy->Normal_Grav);
				phy->CurrentGrav = phy->Normal_Grav;

			}

			player->setGrounded(false);*/
		}

		else if (player->onGround())
		{
			if (player->dead == false)
			{
				if (pp->facing == 0)
				{
					if (phy->CurrentGrav == phy->Normal_Grav)
						player->setCurrentState(RIDLE);
					else if (phy->CurrentGrav == phy->Reverse_Grav)
						player->setCurrentState(URIDLE);
					else if (phy->CurrentGrav == phy->Right_Grav)
						player->setCurrentState(RRIDLE);
					else if (phy->CurrentGrav == phy->Left_Grav)
						player->setCurrentState(LRIDLE);
				}
				else
				{
					if (phy->CurrentGrav == phy->Normal_Grav)
						player->setCurrentState(LIDLE);
					else if (phy->CurrentGrav == phy->Reverse_Grav)
						player->setCurrentState(ULIDLE);
					else if (phy->CurrentGrav == phy->Right_Grav)
						player->setCurrentState(RLIDLE);
					else if (phy->CurrentGrav == phy->Left_Grav)
						player->setCurrentState(LLIDLE);
				}
			}

			else
			{
				if (player->getCurrentState() != L"LDEATH")
				{
					if (pp->facing == 0){
						if (phy->CurrentGrav == phy->Normal_Grav)
							player->setCurrentState(RFALL);
						else if (phy->CurrentGrav == phy->Reverse_Grav)
							player->setCurrentState(URFALL);
						else if (phy->CurrentGrav == phy->Right_Grav)
							player->setCurrentState(RRFALL);
						else if (phy->CurrentGrav == phy->Left_Grav)
							player->setCurrentState(LRFALL);
					}
					else{
						if (phy->CurrentGrav == phy->Normal_Grav)
							player->setCurrentState(LFALL);
						else if (phy->CurrentGrav == phy->Reverse_Grav)
							player->setCurrentState(ULFALL);
						else if (phy->CurrentGrav == phy->Right_Grav)
							player->setCurrentState(RLFALL);
						else if (phy->CurrentGrav == phy->Left_Grav)
							player->setCurrentState(LLFALL);
					}
				}
			}
		}
			if (input->isKeyDownForFirstTime(SPACE_KEY) && player->onGround() && player->dead == false)
			{
				((BugginOutDataLoader*)game->getDataLoader())->remotePlaySound(((BugginOutDataLoader*)game->getDataLoader())->jumpSound);
				//float mass = body->GetMass();
				float impulse = 3.0f; 

				if (phy->CurrentGrav == phy->Normal_Grav)
				{
					body->SetLinearVelocity(b2Vec2(body->GetLinearVelocity().x, -impulse));
				}
				if (phy->CurrentGrav == phy->Reverse_Grav)
				{
					body->SetLinearVelocity(b2Vec2(body->GetLinearVelocity().x, impulse));
				}
				if (phy->CurrentGrav == phy->Right_Grav)
				{
					body->SetLinearVelocity(b2Vec2(-impulse, body->GetLinearVelocity().y));
				}
				if (phy->CurrentGrav == phy->Left_Grav)
				{
					body->SetLinearVelocity(b2Vec2(impulse, body->GetLinearVelocity().y));
				}

				if (pp->facing == 0)
				{
					if (phy->CurrentGrav == phy->Normal_Grav)
						player->setCurrentState(RJUMP);
					else if (phy->CurrentGrav == phy->Reverse_Grav)
						player->setCurrentState(URJUMP);
					else if (phy->CurrentGrav == phy->Right_Grav)
						player->setCurrentState(RRJUMP);
					else if (phy->CurrentGrav == phy->Left_Grav)
						player->setCurrentState(LRJUMP);
				}
				else
				{
					if (phy->CurrentGrav == phy->Normal_Grav)
						player->setCurrentState(LJUMP);
					else if (phy->CurrentGrav == phy->Reverse_Grav)
						player->setCurrentState(ULJUMP);
					else if (phy->CurrentGrav == phy->Right_Grav)
						player->setCurrentState(RLJUMP);
					else if (phy->CurrentGrav == phy->Left_Grav)
						player->setCurrentState(LLJUMP);
				}

				player->setGrounded(false);
			}
			if (input->isKeyDownForFirstTime(P_KEY))
			{
				game->getGSM()->getPhysics()->activated = !(game->getGSM()->getPhysics()->activated);
			}
			if (input->isKeyDownForFirstTime(R_KEY))
			{
				game->getGSM()->levelResetTrigger = true;
			}

			// NOW SET THE ACTUAL PLAYER VELOCITY
			pp->setVelocity(vX, vY);
		

		// 0X43 is HEX FOR THE 'C' VIRTUAL KEY
		// THIS CHANGES THE CURSOR IMAGE
		if ((input->isKeyDownForFirstTime(C_KEY)) && input->isKeyDown(VK_SHIFT))
		{
			Cursor *cursor = game->getGUI()->getCursor();
			unsigned int id = cursor->getActiveCursorID();
			id++;
			if (id == cursor->getNumCursorIDs())
				id = 0;
			cursor->setActiveCursorID(id);
		}

		// LET'S MESS WITH THE TARGET FRAME RATE IF THE USER PRESSES THE HOME OR END KEYS
		WindowsTimer *timer = (WindowsTimer*)game->getTimer();
		int fps = timer->getTargetFPS();

		// THIS SPEEDS UP OUR GAME LOOP AND THUS THE GAME, NOTE THAT WE COULD ALTERNATIVELY SCALE
		// DOWN THE GAME LOGIC (LIKE ALL VELOCITIES) AS WE SPEED UP THE GAME. THAT COULD PROVIDE
		// A BETTER PLAYER EXPERIENCE
		if (input->isKeyDown(VK_HOME) && (fps < MAX_FPS))
			timer->setTargetFPS(fps + FPS_INC);

		// THIS SLOWS DOWN OUR GAME LOOP, BUT WILL NOT GO BELOW 5 FRAMES PER SECOND
		else if (input->isKeyDown(VK_END) && (fps > MIN_FPS))
			timer->setTargetFPS(fps - FPS_INC);
	}

}