Пример #1
0
void BugsButtonEventHandler::handleButtonEvents(	Game *game, 
													wstring command)
{
	// THE USER PRESSED THE Exit BUTTON ON THE MAIN MENU,
	// SO LET'S SHUTDOWN THE ENTIRE APPLICATION
	if (command.compare(W_EXIT_COMMAND) == 0)
	{
		game->shutdown();
	}
	// THE USER PRESSED THE MOUSE BUTTON ON THE SPLASH
	// SCREEN, SO LET'S GO TO THE MAIN MENU
	else if (command.compare(W_GO_TO_MM_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->goToMainMenu();
	}
	// THE USER PRESSED THE Start BUTTON ON THE MAIN MENU,
	// SO LET'S START THE GAME FROM THE FIRST LEVEL
	else if (command.compare(W_START_COMMAND) == 0)
	{
		game->setCurrentLevelFileName(W_LEVEL_1_NAME);
		game->startGame();
	}
	// THE USER PRESSED THE Quit BUTTON ON THE IN-GAME MENU,
	// SO LET'S UNLOAD THE LEVEL AND RETURN TO THE MAIN MENU
	else if (command.compare(W_QUIT_COMMAND) == 0)
	{
		game->quitGame();
	}
}
void BalloonEscapeButtonEventHandler::handleButtonEvents(	Game *game, 
													wstring command)
{
	// THE USER PRESSED THE Exit BUTTON ON THE MAIN MENU,
	// SO LET'S SHUTDOWN THE ENTIRE APPLICATION
	if (command.compare(W_EXIT_COMMAND) == 0)
	{
		game->shutdown();
	}
	// THE USER PRESSED THE MOUSE BUTTON ON THE SPLASH
	// SCREEN, SO LET'S GO TO THE MAIN MENU
	else if (command.compare(W_GO_TO_MM_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->goToMainMenu();
		PlaySound(L"data/sounds/start.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
	// THE USER PRESSED THE Start BUTTON ON THE MAIN MENU,
	// SO LET'S START THE GAME FROM THE FIRST LEVEL
	else if (command.compare(W_START_COMMAND) == 0)
	{
		game->setCurrentLevel(W_LEVEL_1_NAME,W_LEVEL_1_DIR);
		game->startGame();
		PlaySound(L"data/sounds/theme.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
	// THE USER PRESSED THE Quit BUTTON ON THE IN-GAME MENU,
	// SO LET'S UNLOAD THE LEVEL AND RETURN TO THE MAIN MENU
	else if (command.compare(W_QUIT_COMMAND) == 0)
	{
		game->quitGame();
		PlaySound(L"data/sounds/jump.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
	else if (command.compare(W_HELP_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->Help();
		PlaySound(L"data/sounds/jump.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
	else if (command.compare(W_ABOUT_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->About();
		PlaySound(L"data/sounds/jump.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
}
void GroceryDashKeyEventHandler::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();
	TopDownSprite *player = gsm->getSpriteManager()->getPlayer();
	b2Body *playerBody = game->getGSM()->getSpriteManager()->playerBody;
	PhysicalProperties *pp = player->getPhysicalProperties();
	Viewport *viewport = game->getGUI()->getViewport();
	GroceryDashDataLoader* dataLoader = dynamic_cast<GroceryDashDataLoader*>(game->getDataLoader());

	if (!gsm->isGameInProgress()){

		if (input->isKeyDownForFirstTime(ESC_KEY)){
			if (gsm->isAtInGameHelp() == true){
				gsm->goToPauseMenu();
			}
			else{
				if (gsm->isAtSettingsScreen() == true || gsm->isAtAboutScreen() == true || gsm->isAtAchievementsScreen() == true
					|| gsm->isAtHelpScreen() == true || gsm->isAtLevelSelect() == true || gsm->isAtStatsScreen() == true){
					gsm->goToMainMenu();
				}
			}
		}

	}//BRACKET -- !isGameInProgress

	if (gsm->isAtPauseMenu()){

		if (input->isKeyDownForFirstTime(R_KEY))
		{
			gsm->goToGame();
		}
	}



	if (gsm->isGameInProgress())
	{

		if (input->isKeyDownForFirstTime(P_KEY))
		{
			gsm->goToPauseMenu();
		}

		if (input->isKeyDownForFirstTime(L_KEY))
		{
			if ( gsm->isAtItemList() == false){
				gsm->goToItemList();
			}
			else{
				gsm->goToGame();
			}
		}

		if (input->isKeyDownForFirstTime(C_KEY))
		{
			if (gsm->isAtCartScreen() == false){
				gsm->goToCartScreen();
			}
			else{
				gsm->goToGame();
			}
		}

		if (input->isKeyDownForFirstTime(M_KEY)){
			runScript(game);
		}



		// ARROW KEYS PRESSES WILL CONTROL THE PLAYER

		// THE USER MOVES VIA MOUSE BUTTON PRESSES
		if (input->isKeyDown(MOVE_LEFT_CONTROL) && gsm->isPlayerControlDisabled() == false && dataLoader->getIsPayingCashier() == false)
		{
			player->clearPath();
			b2Vec2 moveLeft(-PLAYER_SPEED, 0.0f);
			playerBody->ApplyForceToCenter(moveLeft, true);
			playerBody->SetTransform(playerBody->GetPosition(), (1.0f * PI));
		}
		else if (input->isKeyDown(MOVE_RIGHT_CONTROL) && gsm->isPlayerControlDisabled() == false && dataLoader->getIsPayingCashier() == false)
		{
			player->clearPath();
			b2Vec2 moveRight(PLAYER_SPEED, 0.0f);
			playerBody->ApplyForceToCenter(moveRight, true);
			playerBody->SetTransform(playerBody->GetPosition(), (0.0f * PI));
		}
		else if (input->isKeyDown(MOVE_UP_CONTROL) && gsm->isPlayerControlDisabled() == false && dataLoader->getIsPayingCashier() == false)
		{
			player->clearPath();
			b2Vec2 moveUp(0.0f, -PLAYER_SPEED);
			playerBody->ApplyForceToCenter(moveUp, true);
			playerBody->SetTransform(playerBody->GetPosition(), (1.5f * PI));
			
		}
		else if (input->isKeyDown(MOVE_DOWN_CONTROL) && gsm->isPlayerControlDisabled() == false && dataLoader->getIsPayingCashier() == false)
		{
			player->clearPath();
			b2Vec2 moveDown(0.0f, PLAYER_SPEED);
			playerBody->ApplyForceToCenter(moveDown, true);
			playerBody->SetTransform(playerBody->GetPosition(), (0.5f * PI));
		}
		else if (input->isKeyDownForFirstTime(G_KEY))
		{
			viewport->toggleDebugView();
			game->getGraphics()->toggleDebugTextShouldBeRendered();
		}
		else if (input->isKeyDownForFirstTime(H_KEY))
		{
			game->getGraphics()->toggleB2DrawDebugShouldBeRendered();
		}
		else
		{
			b2Vec2 stay(0.0f, 0.0f);
			playerBody->ApplyForceToCenter(stay, false);
		}



		if (input->isKeyDownForFirstTime(ESC_KEY) && (gsm->isPlayerAtShelf() == true || gsm->isAtItemList() == true)){
			gsm->goToGame();
		}

		if (gsm->isPlayerAtShelf() == true){

			// LEAVE THE SHELF SCREEN without TAKING ANY ITEMS
			if (input->isKeyDownForFirstTime(ESC_KEY)){
				gsm->goToGame();
			}

			int isItemTaken = false;

			if (input->isKeyDownForFirstTime(NUM_1) ^ input->isKeyDownForFirstTime(NUMPAD_1)){
				isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 1);
				runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 1, isItemTaken);
				gsm->goToGame();
			}
			else{
				if (input->isKeyDownForFirstTime(NUM_2) ^ input->isKeyDownForFirstTime(NUMPAD_2)){
					isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 2);
					runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 2, isItemTaken);
					gsm->goToGame();
				}
				else{
					if (input->isKeyDownForFirstTime(NUM_3) ^ input->isKeyDownForFirstTime(NUMPAD_3)){
						isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 3);
						runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 3, isItemTaken);
						gsm->goToGame();
					}
					else{
						if (input->isKeyDownForFirstTime(NUM_4) ^ input->isKeyDownForFirstTime(NUMPAD_4)){
							isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 4);
							runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 4, isItemTaken);
							gsm->goToGame();
						}
						else{
							if (input->isKeyDownForFirstTime(NUM_5) ^ input->isKeyDownForFirstTime(NUMPAD_5)){
								isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 5);
								runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 5, isItemTaken);
								gsm->goToGame();
							}
							else{
								if (input->isKeyDownForFirstTime(NUM_6) ^ input->isKeyDownForFirstTime(NUMPAD_6)){
									isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 6);
									runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 6, isItemTaken);
									gsm->goToGame();
								}
								else{
									if (input->isKeyDownForFirstTime(NUM_7) ^ input->isKeyDownForFirstTime(NUMPAD_7)){
										isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 7);
										runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 7, isItemTaken);
										gsm->goToGame();
									}
									else{
										if (input->isKeyDownForFirstTime(NUM_8) ^ input->isKeyDownForFirstTime(NUMPAD_8)){
											isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 8);
											runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 8, isItemTaken);
											gsm->goToGame();
										}
										else{
											//DO NOTHING
			}	}	}	}	}	}	}	}
		}


		bool viewportMoved = false;
		float viewportVx = 0.0f;
		float viewportVy = 0.0f;
		if (input->isKeyDown(VIEWPORT_UP_CONTROL) && gsm->isPlayerControlDisabled() == false)
		{
			viewportVy -= MAX_VIEWPORT_AXIS_VELOCITY;
			viewportMoved = true;
		}
		if (input->isKeyDown(VIEWPORT_DOWN_CONTROL) && gsm->isPlayerControlDisabled() == false)
		{
			viewportVy += MAX_VIEWPORT_AXIS_VELOCITY;
			viewportMoved = true;
		}
		if (input->isKeyDown(VIEWPORT_LEFT_CONTROL) && gsm->isPlayerControlDisabled() == false)
		{
			viewportVx -= MAX_VIEWPORT_AXIS_VELOCITY;
			viewportMoved = true;
		}
		if (input->isKeyDown(VIEWPORT_RIGHT_CONTROL) && gsm->isPlayerControlDisabled() == false)
		{
			viewportVx += MAX_VIEWPORT_AXIS_VELOCITY;
			viewportMoved = true;
		}
		if (!viewportMoved){
			b2Vec2 playerPos = playerBody->GetPosition();
			float playerX = playerPos.x * SCALING_FACTOR;
			float playerY = playerPos.y * SCALING_FACTOR;
			int SCREEN_WIDTH = 1024;
			int SCREEN_HEIGHT = 768;
			if (viewport->getViewportX() + (viewport->getViewportWidth() * 15 / 32) < playerX){
				viewportVx += MAX_VIEWPORT_AXIS_VELOCITY *
					abs(viewport->getViewportX() + (viewport->getViewportWidth() / 2) - playerX) / (SCREEN_WIDTH / 2);
				viewportMoved = true;
			}
			if (viewport->getViewportX() + (viewport->getViewportWidth() * 17 / 32) > playerX){
				viewportVx -= MAX_VIEWPORT_AXIS_VELOCITY *
					abs(viewport->getViewportX() + (viewport->getViewportWidth() / 2) - playerX) / (SCREEN_WIDTH / 2);
				viewportMoved = true;
			}
			if (viewport->getViewportY() + (viewport->getViewportHeight() * 15 / 32) < playerY){
				viewportVy += MAX_VIEWPORT_AXIS_VELOCITY *
					abs(viewport->getViewportY() + (viewport->getViewportHeight() / 2) - playerY) / (SCREEN_HEIGHT / 2);
				viewportMoved = true;
			}
			if (viewport->getViewportY() + (viewport->getViewportHeight() * 17 / 32) > playerY){
				viewportVy -= MAX_VIEWPORT_AXIS_VELOCITY *
					abs(viewport->getViewportY() + (viewport->getViewportHeight() / 2) - playerY) / (SCREEN_HEIGHT / 2);
				viewportMoved = true;
			}
		}
		//Viewport *viewport = game->getGUI()->getViewport();
		if (viewportMoved){
			viewport->moveViewport((int)floor(viewportVx + 0.5f), (int)floor(viewportVy + 0.5f), game->getGSM()->getWorld()->getWorldWidth(), game->getGSM()->getWorld()->getWorldHeight());
		}
		
		/***********	CHEAT CODES LISTED BELOW *******
		
		
		************************************************/

		// INCREASE TIME REMAINING
		if (input->isKeyDownForFirstTime(I_KEY)){
			runScript_TimeCheat(game, true);
		}//isIncreasingTime


		// DECREASE TIME REMAINING
		if (input->isKeyDownForFirstTime(O_KEY)){
			runScript_TimeCheat(game, false);
		}

		// INCREASE SPENDING LIMIT
		if (input->isKeyDownForFirstTime(Y_KEY)){
			if ((dataLoader->spendingLimit + MONEY_CHEAT_INCREASE) > (dataLoader->levelItemsCost * 2) + MONEY_CHEAT_INCREASE){
				dataLoader->spendingLimit = (dataLoader->levelItemsCost * 2) + MONEY_CHEAT_INCREASE;
			}
			else{
				dataLoader->spendingLimit += MONEY_CHEAT_INCREASE;
			}
			
		}//isIncreasingSpendingLimit


		// DECREASE SPENDING LIMIT
		if (input->isKeyDownForFirstTime(U_KEY)){
			if ((dataLoader->spendingLimit - MONEY_CHEAT_DECREASE) < dataLoader->levelItemsCost){
				dataLoader->spendingLimit = dataLoader->levelItemsCost;
			}
			else{
				dataLoader->spendingLimit -= MONEY_CHEAT_DECREASE;
			}
		}//isDecreasingSpendingLimit

	}// BRACKET -- if (gsm->isGameInProgress())
}
Пример #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 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);
}
void WalkaboutButtonEventHandler::handleButtonEvents(	Game *game, 
													wstring command)
{
	game->getGAM()->playSound(C_MENUBUTTON);
	// THE USER PRESSED THE Exit BUTTON ON THE MAIN MENU,
	// SO LET'S SHUTDOWN THE ENTIRE APPLICATION
	if (command.compare(W_EXIT_COMMAND) == 0)
	{
		game->shutdown();
	}
	// THE USER PRESSED THE MOUSE BUTTON ON THE SPLASH
	// SCREEN, SO LET'S GO TO THE MAIN MENU
	else if (command.compare(W_GO_TO_MM_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->goToMainMenu();
	}
	// THE USER PRESSED THE Start BUTTON ON THE MAIN MENU,
	// SO LET'S START THE GAME FROM THE FIRST LEVEL
	else if (command.compare(W_START_COMMAND) == 0)
	{
		game->getGSM()->getSpriteManager()->getPlayer()->setHitPoints(PLAYER_HITPOINTS);
		game->getGAM()->setMusic(C_LEVEL1);
		game->setCurrentLevelFileName(W_LEVEL_1_NAME);
		game->startGame();
	}
	else if (command.compare(W_RETURN_COMMAND) == 0)
	{
		game->getGSM()->getPhysics()->togglePhysics();
		game->getGSM()->goToGame();
	}
	else if (command.compare(W_HELP_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->goToHelp();
	}
	else if (command.compare(W_CREDITS_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->goToCredits();
	}
	// THE USER PRESSED THE Quit BUTTON ON THE IN-GAME MENU,
	// SO LET'S UNLOAD THE LEVEL AND RETURN TO THE MAIN MENU
	else if (command.compare(W_QUIT_COMMAND) == 0)
	{
		game->getGAM()->setMusic(C_INTRO);
		game->quitGame();
		game->getGSM()->goToMainMenu();
	}
	else if (command.compare(W_NEXT_SCENE_COMMAND) == 0)
	{
		game->getGAM()->playSound(C_SWOOSHTALK);
		OverlayImage* currentImage = game->getGSM()->getCutsceneImage();
		if (currentImage==NULL){
			currentImage = game->getGSM()->initCutscene();
		}
		setCutsceneImage(currentImage,game);
	}
	else if(command.compare(W_NEXT_LEVEL_COMMAND) == 0) {
		GameStateManager *gsm = game->getGSM();
		game->quitGame();
		if(game->getCurrentLevelFileName().compare(W_LEVEL_1_NAME) == 0) {
			// If finished first level, load second
			game->getGAM()->setMusic(C_LEVEL2);
			game->setCurrentLevelFileName(W_LEVEL_2_NAME);
			game->startGame();
		}
		else if(game->getCurrentLevelFileName().compare(W_LEVEL_2_NAME) == 0) {
			// If finished second level, load third
			game->getGAM()->setMusic(C_LEVEL3);
			game->setCurrentLevelFileName(W_LEVEL_3_NAME);
			game->startGame();
		}
		else {
			// ONLY THREE LEVELS, GO TO MAIN MENU WHEN DONE, COULD ALSO JUMP INTO A CUTSCENE HERE TO END THE GAME
			game->getGSM()->goToMainMenu();
		}
	}
	else if(command.compare(W_RESTART_LEVEL_COMMAND) == 0) {
		GameStateManager *gsm = game->getGSM();
		gsm->getSpriteManager()->getPlayer()->setHitPoints(PLAYER_HITPOINTS);
		game->quitGame();
		if(game->getCurrentLevelFileName().compare(W_LEVEL_1_NAME) == 0) {
			// Reload first level
			game->getGAM()->setMusic(C_LEVEL1);
			game->setCurrentLevelFileName(W_LEVEL_1_NAME);
			game->startGame();
		}
		else if(game->getCurrentLevelFileName().compare(W_LEVEL_2_NAME) == 0) {
			// Reload second level
			game->getGAM()->setMusic(C_LEVEL2);
			game->setCurrentLevelFileName(W_LEVEL_2_NAME);
			game->startGame();
		}
		else if(game->getCurrentLevelFileName().compare(W_LEVEL_3_NAME) == 0) {
			// Reload third level
			game->getGAM()->setMusic(C_LEVEL3);
			game->setCurrentLevelFileName(W_LEVEL_3_NAME);
			game->startGame();
		}
		else {
			// ONLY THREE LEVELS, GO TO MAIN MENU WHEN DONE, COULD ALSO JUMP INTO A CUTSCENE HERE TO END THE GAME
			game->getGSM()->goToMainMenu();
		}
	}
}