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);
	}
}
예제 #2
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);
}
예제 #3
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);
}
예제 #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 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);
	}

}