/* 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); }
/* 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); }
/* 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); } }