Added error checking for config.json
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@ -39,18 +39,22 @@ public:
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case SDLK_DOWN:
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break;
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case SDLK_LEFT:
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transform->velocity.x = -1;
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if(Game::playerIsGrounded){
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sprite->Play("Walk");
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = -1;
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if(Game::playerIsGrounded){
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sprite->Play("Walk");
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}
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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sprite->spriteFlip = SDL_FLIP_NONE;
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break;
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case SDLK_RIGHT:
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transform->velocity.x = 1;
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if(Game::playerIsGrounded){
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sprite->Play("Walk");
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 1;
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if(Game::playerIsGrounded){
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sprite->Play("Walk");
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}
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sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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}
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sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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break;
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case SDLK_k:
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if (!Game::debugCollisionBoxes)
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@ -59,13 +63,15 @@ public:
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{Game::debugCollisionBoxes = false; }
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break;
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case SDLK_j:
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if (Mix_PlayChannel(-1, Game::assets->GetSoundClip("bwoop"),0) == 0)
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{
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Mix_PlayChannel(-1, Game::assets->GetSoundClip("bwoop"),0);
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}
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Game::gravityOnPlayer = true;
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sprite->Play("Jump");
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transform->velocity.y = -2;
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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if (Mix_PlayChannel(-1, Game::assets->GetSoundClip("bwoop"),0) == 0)
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{
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Mix_PlayChannel(-1, Game::assets->GetSoundClip("bwoop"),0);
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}
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Game::gravityOnPlayer = true;
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sprite->Play("Jump");
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transform->velocity.y = -2;
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}
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break;
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case SDLK_u:
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Game::gsm->AdvanceState();
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@ -82,36 +88,42 @@ public:
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switch (Game::event.key.keysym.sym)
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{
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case SDLK_UP:
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transform->velocity.y = 0;
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// transform->velocity.y = 0;
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// sprite->Play("idle");
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// sprite->spriteFlip = SDL_FLIP_NONE;
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break;
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case SDLK_DOWN:
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transform->velocity.y = 0;
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// transform->velocity.y = 0;
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// sprite->Play("idle");
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// sprite->spriteFlip = SDL_FLIP_NONE;
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break;
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case SDLK_LEFT:
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transform->velocity.x = 0;
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sprite->Play("Idle");
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if (!Game::gravityOnPlayer){
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Game::gravityOnPlayer = true;
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// sprite->Play("Fall");
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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sprite->Play("Idle");
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if (!Game::gravityOnPlayer){
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Game::gravityOnPlayer = true;
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// sprite->Play("Fall");
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}
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}
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break;
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case SDLK_RIGHT:
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transform->velocity.x = 0;
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sprite->Play("Idle");
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if (!Game::gravityOnPlayer){
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Game::gravityOnPlayer = true;
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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sprite->Play("Idle");
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if (!Game::gravityOnPlayer){
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Game::gravityOnPlayer = true;
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}
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}
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break;
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case SDLK_k:
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break;
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case SDLK_j:
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transform->velocity.y = 0;
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sprite->Play("Fall");
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Game::gravityOnPlayer = true;
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.y = 0;
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sprite->Play("Fall");
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Game::gravityOnPlayer = true;
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}
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break;
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case SDLK_u:
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break;
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