add Target.PLATFORM_ID as "better Target.TARGET"

Strict

#BONO_ANDROID_MARKET="google"
#If Not (BONO_ANDROID_MARKET="google") And Not (BONO_ANDROID_MARKET="amazon") And Not (BONO_ANDROID_MARKET="samsung")
    #Error "BONO: Invalid BONO_ANDROID_MARKET setting"
#End

Class Target Abstract

#If BONO_ANDROID_MARKET="google" And TARGET="android"
    Const PLATFORM_ID:String = TARGET + ":google"
    Const IS_MARKET_GOOGLE:Bool = True
#Else
    Const IS_MARKET_GOOGLE:Bool = False
#End

#If BONO_ANDROID_MARKET="amazon" And TARGET="android"
    Const PLATFORM_ID:String = TARGET + ":amazon"
    Const IS_MARKET_AMAZON:Bool = True
#Else
    Const IS_MARKET_AMAZON:Bool = False
#End

#If BONO_ANDROID_MARKET="samsung" And TARGET="android"
    Const PLATFORM_ID:String = TARGET + ":samsung"
    Const IS_MARKET_SAMSUNG:Bool = True
#Else
    Const IS_MARKET_SAMSUNG:Bool = False
#End

#If LANG="js"
    Const LANG:String = "js"
#ElseIf LANG="as"
    Const LANG:String = "as"
#ElseIf LANG="java"
    Const LANG:String = "java"
#ElseIf LANG="cpp"
    Const LANG:String = "cpp"
#Else
    #Error "BONO: Unknown LANG in utils.Target"
#End

#If HOST="winnt"
    Const HOST:String = "winnt"
    Const IS_MAC:Bool = False
    Const IS_WIN:Bool = True
#ElseIf HOST="macos"
    Const HOST:String = "macos"
    Const IS_MAC:Bool = True
    Const IS_WIN:Bool = False
#Else
    #Error "BONO: Unknown HOST in utils.Target"
#End

#If CONFIG="debug"
    Const CONFIG:String = "debug"
    Const IS_DEBUG:Bool = True
    Const IS_RELEASE:Bool = False
#ElseIf CONFIG="release"
    Const CONFIG:String = "release"
    Const IS_DEBUG:Bool = False
    Const IS_RELEASE:Bool = True
#Else
    #Error "BONO: Unknown CONFIG in utils.Target"
#End

#If TARGET="android"
    Const TARGET:String = "android"
    Const IS_ANDROID:Bool = True
#Else
    Const IS_ANDROID:Bool = False
#End

#If TARGET="flash"
    Const TARGET:String = "flash"
    Const PLATFORM_ID:String = TARGET
    Const IS_FLASH:Bool = True
#Else
    Const IS_FLASH:Bool = False
#End

#If TARGET="glfw"
    Const TARGET:String = "glfw"
    Const PLATFORM_ID:String = HOST + ":" + TARGET
    Const IS_GLFW:Bool = True
#Else
    Const IS_GLFW:Bool = False
#End

#If TARGET="html5"
    Const TARGET:String = "html5"
    Const PLATFORM_ID:String = TARGET
    Const IS_HTML5:Bool = True
#Else
    Const IS_HTML5:Bool = False
#End

#If TARGET="ios"
    Const TARGET:String = "ios"
    Const PLATFORM_ID:String = TARGET
    Const IS_IOS:Bool = True
#Else
    Const IS_IOS:Bool = False
#End

#If TARGET="metro"
    Const TARGET:String = "metro"
    Const PLATFORM_ID:String = TARGET
    Const IS_METRO:Bool = True
#Else
    Const IS_METRO:Bool = False
#End

#If TARGET="psm"
    Const TARGET:String = "psm"
    Const PLATFORM_ID:String = TARGET
    Const IS_PSM:Bool = True
#Else
    Const IS_PSM:Bool = False
#End

#If TARGET="stdcpp"
    Const TARGET:String = "stdcpp"
    Const PLATFORM_ID:String = HOST + ":" + TARGET
    Const IS_STDCPP:Bool = True
#Else
    Const IS_STDCPP:Bool = False
#End

#If TARGET="xna"
    Const TARGET:String = "xna"
    Const PLATFORM_ID:String = TARGET
    Const IS_XNA:Bool = True
#Else
    Const IS_XNA:Bool = False
#End

End

Strict

#BONO_ANDROID_MARKET="google"
#If Not (BONO_ANDROID_MARKET="google") And Not (BONO_ANDROID_MARKET="amazon") And Not (BONO_ANDROID_MARKET="samsung")
    #Error "BONO: Invalid BONO_ANDROID_MARKET setting"
#End

Class Target Abstract

#If BONO_ANDROID_MARKET="google"
    Const IS_MARKET_GOOGLE:Bool = True
#Else
    Const IS_MARKET_GOOGLE:Bool = False
#End

#If BONO_ANDROID_MARKET="amazon"
    Const IS_MARKET_AMAZON:Bool = True
#Else
    Const IS_MARKET_AMAZON:Bool = False
#End

#If BONO_ANDROID_MARKET="samsung"
    Const IS_MARKET_SAMSUNG:Bool = True
#Else
    Const IS_MARKET_SAMSUNG:Bool = False
#End

#If LANG="js"
    Const LANG:String = "js"
#ElseIf LANG="as"
    Const LANG:String = "as"
#ElseIf LANG="java"
    Const LANG:String = "java"
#ElseIf LANG="cpp"
    Const LANG:String = "cpp"
#Else
    #Error "BONO: Unknown LANG in utils.Target"
#End

#If HOST="winnt"
    Const HOST:String = "winnt"
    Const IS_MAC:Bool = False
    Const IS_WIN:Bool = True
#ElseIf HOST="macos"
    Const HOST:String = "macos"
    Const IS_MAC:Bool = True
    Const IS_WIN:Bool = False
#Else
    #Error "BONO: Unknown HOST in utils.Target"
#End

#If CONFIG="debug"
    Const CONFIG:String = "debug"
    Const IS_DEBUG:Bool = True
    Const IS_RELEASE:Bool = False
#ElseIf CONFIG="release"
    Const CONFIG:String = "release"
    Const IS_DEBUG:Bool = False
    Const IS_RELEASE:Bool = True
#Else
    #Error "BONO: Unknown CONFIG in utils.Target"
#End

#If TARGET="android"
    Const TARGET:String = "android"
    Const IS_ANDROID:Bool = True
#Else
    Const IS_ANDROID:Bool = False
#End

#If TARGET="flash"
    Const TARGET:String = "flash"
    Const IS_FLASH:Bool = True
#Else
    Const IS_FLASH:Bool = False
#End

#If TARGET="glfw"
    Const TARGET:String = "glfw"
    Const IS_GLFW:Bool = True
#Else
    Const IS_GLFW:Bool = False
#End

#If TARGET="html5"
    Const TARGET:String = "html5"
    Const IS_HTML5:Bool = True
#Else
    Const IS_HTML5:Bool = False
#End

#If TARGET="ios"
    Const TARGET:String = "ios"
    Const IS_IOS:Bool = True
#Else
    Const IS_IOS:Bool = False
#End

#If TARGET="metro"
    Const TARGET:String = "metro"
    Const IS_METRO:Bool = True
#Else
    Const IS_METRO:Bool = False
#End

#If TARGET="psm"
    Const TARGET:String = "psm"
    Const IS_PSM:Bool = True
#Else
    Const IS_PSM:Bool = False
#End

#If TARGET="stdcpp"
    Const TARGET:String = "stdcpp"
    Const IS_STDCPP:Bool = True
#Else
    Const IS_STDCPP:Bool = False
#End

#If TARGET="xna"
    Const TARGET:String = "xna"
    Const IS_XNA:Bool = True
#Else
    Const IS_XNA:Bool = False
#End

End


Added more comments to the 'Input_To_Output' example.

Strict

Public

' Imports:
Import ioutil.repeater

Import ioutil.publicdatastream
Import ioutil.stdio

' Functions:
Function Main:Int()
	' Create a stream to standard-out, and an input memory-stream.
	Local Console:= New StandardIOStream()
	Local Input:= New PublicDataStream(128)

	' Create a repeater with our 'Input' stream.
	' In addition, this will have closing-rights for both input and output.
	Local Output:= New Repeater(Input, False, True, True)

	' Add 'Console' as an output-stream.
	Output.Add(Console)

	' Write data to our input-stream,
	' se we can repeat to our output(s) later.
	Input.WriteLine("Hello, World.")

	' Seek back to the beginning, so we
	' know where to start transferring.
	Input.Seek(0)

	' Peform a complete transfer of 'Input'.
	' This will only transfer what has
	' been written; the line we wrote above.
	Output.TransferInput()

	' Close everything; 'Console', 'Input', and 'Output'.
	Output.Close()

	' Return the default response.
	Return 0
End

Strict

Public

' Imports:
Import ioutil.repeater

Import ioutil.publicdatastream
Import ioutil.stdio

' Functions:
Function Main:Int()
	' Create a stream to standard-out, and an input memory-stream.
	Local Console:= New StandardIOStream()
	Local Input:= New PublicDataStream(128)

	' Create a repeater with our 'Input' stream.
	' In addition, this will have closing-rights for both input and output.
	Local Output:= New Repeater(Input, False, True, True)

	Output.Add(Console)

	Input.WriteLine("Hello, World.")
	Input.Seek(0)

	Output.TransferInput()

	Output.Close()

	' Return the default response.
	Return 0
End


Added FlxU.FromatDate function

Added FlxU.FromatDate function

Strict

Import mojo
Import reflection

Import flxextern
Import flxpoint
Import flxg
Import system.flximagedata

Alias MonkeyAbs = monkey.math.Abs
Alias MonkeyFloor = monkey.math.Floor
Alias MonkeyCeil = monkey.math.Ceil
Alias MonkeyMin = monkey.math.Min
Alias MonkeyMax = monkey.math.Max
Alias MonkeyGetClass = reflection.GetClass

#If TARGET <> "psm" And TARGET <> "xna"
	Alias FlxOpenURL = mojo.app.OpenUrl
#End

Class FlxU

Private
	Global _objClass:ClassInfo

Public

	Function OpenURL:Void(url:String)
		FlxOpenURL(url)
	End Function

	Function Abs:Float(value:Float)
		Return MonkeyAbs(value)
	End Function

	Function Floor:Float(value:Float)
		Return MonkeyFloor(value)
	End Function

	Function Ceil:Float(value:Float)
		Return MonkeyCeil(value)
	End Function

	Function Round:Float(value:Float)
		If (value > 0) Then
			Return Int(value + .5)
		Else
			Return Int(value - .5)
		End If
	End Function

	Function Min:Float(number1:Float, number2:Float)
		Return MonkeyMin(number1, number2)
	End Function

	Function Max:Float(number1:Float, number2:Float)
		Return MonkeyMax(number1, number2)
	End Function

	Function Bound:Float(value:Float, min:Float, max:Float)
		Return Clamp(value, min, max)
	End Function

	Function Srand:Float(seed:Float)
		Return Float(seed Shr 8 & $ffffff)/$1000000
	End Function

	#Rem
	Function Shuffle:Object[](objects:Object[], howManyTimes:Int)
		Shuffle is not currently supported in Monkey. Use FlxArray.Shuffle method
	End Function
	#End

	#Rem
	Function GetRandom:FlxBasic(objects:FlxBasic[], startIndex:Int = 0, length:Int = 0)
		GetRandom is not currently supported in Monkey. Use FlxArray.GetRandom method
	End Function
	#End

	Function GetTicks:Int()
		Return Millisecs()
	End Function

	Function FormatTicks:String(startTicks:Int, endTicks:Int)
		Return ((endTicks - startTicks) / 1000) + "s"
	End Function

	Function MakeColor:Int(red:Int, green:Int, blue:Int, alpha:Float = 1)
		If (alpha <= 1) alpha *= 255
		Return (alpha & $FF) Shl 24 | (red & $FF) Shl 16 | (green & $FF) Shl 8 | (blue & $FF)
	End Function

	Function MakeColorFromHSB:Int(hue:Float, saturation:Float, brightness:Float, alpha:Float = 1)
		Local red:Float
		Local green:Float
		Local blue:Float

		If (saturation = 0)
			red = brightness
			green = brightness
			blue = brightness
		Else
			If (hue = 360) hue = 0

			Local slice:Int = hue / 60
			Local hf:Float = hue / 60 - slice
			Local aa:Float = brightness * (1 - saturation)
			Local bb:Float = brightness * (1 - saturation * hf)
			Local cc:Float = brightness * (1 - saturation * (1.0 - hf))

			Select (slice)
				Case 0
					red = brightness
					green = cc
					blue = aa

				Case 1
					red = bb
					green = brightness
					blue = aa

				Case 2
					red = aa
					green = brightness
					blue = cc

				Case 3
					red = aa
					green = bb
					blue = brightness

				Case 4
					red = cc
					green = aa
					blue = brightness

				Case 5
					red = brightness
					green = aa
					blue = bb

				Default
					red = 0
					green = 0
					blue = 0
			End Select
		End If

		If (alpha <= 1) alpha *= 255
		Return (alpha & $FF) Shl 24 | int(red * 255) Shl 16 | int(green * 255) Shl 8 | int(blue * 255)
	End Function

	Function GetRGBA:Float[](color:Int, resluts:Float[] = [])
		If (resluts.Length() <> 4) resluts = resluts.Resize(4)

		resluts[0] = (color Shr 16) & $FF
		resluts[1] = (color Shr 8) & $FF
		resluts[2] = color & $FF
		resluts[3] = Float((color Shr 24) & $FF) / 255
		Return resluts
	End Function

	Function GetHSB:Float[](color:Int, resluts:Float[] = [])
		If (resluts.Length() <> 4) resluts = resluts.Resize(4)

		Local red:Float = Float((color Shr 16) & $FF) / 255
		Local green:Float = Float((color Shr 8) & $FF) / 255
		Local blue:Float = Float(color & $FF) / 255

		Local m:Float = MonkeyMax(red, green)
		Local dmax:Float = MonkeyMax(m, blue)
		m = MonkeyMin(red, green)
		Local dmin:Float = MonkeyMin(m, blue)
		Local range:Float = dmax - dmin

		resluts[2] = dmax
		resluts[1] = 0
		resluts[0] = 0

		If (dmax <> 0) resluts[1] = range / dmax

		If (resluts[1] <> 0) Then
			If (red = dmax) Then
				resluts[0] = (green - blue) / range

			ElseIf (green = dmax) Then
				resluts[0] = 2 + (blue - red) / range

			ElseIf (blue = dmax) Then
				resluts[0] = 4 + (red - green) / range
			End If

			resluts[0] *= 60
			If (resluts[0] < 0) resluts[0] += 360
		End If

		resluts[3] = Float((color Shr 24) & $FF) / 255

		Return resluts
	End Function

	Function FormatTime:String(seconds:Float, showMS:Bool = False)
		Local timeString:StringStack = New StringStack()
		timeString.Push(Int(seconds / 60) + ":")

		Local timeStringHepler:Int = Int(seconds) Mod 60

		If (timeStringHepler < 10) Then
			timeString.Push("0")
		End If

		timeString.Push(timeStringHepler)

		If (showMS) Then
			timeString.Push(".")
			timeStringHepler = (seconds - Int(seconds)) * 100

			If (timeStringHepler < 10) Then
				timeString.Push("0")
			End If

			timeString.Push(timeStringHepler)
		End If

		Return timeString.Join("")
	End Function

	Function FormatMoney:String(amount:Float, showDecimal:Bool = True, englishStyle:Bool = True)
		Local helper:Int
		Local sgn:Int = Sgn(amount)
		Local showSgn:Bool = False
		amount = Abs(amount)
		Local intAmount:Int = amount
		Local comma:String = ""
		Local result:String = ""
		Local zeroes:String = ""

		If (intAmount = 0) result = "0"

		While (intAmount > 0)
			If (result.Length() > 0 And comma.Length() <= 0) Then
				If (englishStyle) Then
					comma = ","
				Else
					comma = "."
				End If
			End If

			helper = intAmount - Int(intAmount / 1000) * 1000
			intAmount /= 1000

			zeroes = ""

			If (intAmount > 0) Then
				If (helper < 100) Then
					zeroes = "0"
				End If

				If (helper < 10) Then
					zeroes = "00"
				End If
			End If

			result = zeroes + helper + comma + result
			showSgn = True
		Wend

		If (showDecimal) Then
			intAmount = Round(amount * 100) - (Int(amount) * 100)
			If (intAmount <> 0) showSgn = True

			If (englishStyle) Then
				result += "."
			Else
				result += ","
			End If

			If (intAmount < 10) Then
				result += "0"
			End If

			result += intAmount
		End If

		If (sgn < 0 And showSgn) Then
			Return "-" + result
		End If

		Return result
	End Function

	Function FormatDate:String(format:String, date:Int[])
		format = Format(format, "y", date[0])
		format = Format(format, "M", date[1])
		format = Format(format, "d", date[2])
		format = Format(format, "h", date[3])
		format = Format(format, "m", date[4])
		format = Format(format, "s", date[5])
		Return Format(format, "S", date[6])
	End Function

	Function FormatDate:String(format:String = "dd/MM/yyyy hh:mm:ss.SSS")
		Return FormatDate(format, GetDate())
	End Function

	Function Format:String(text:String, placeHolder:String, value:String)
		Local index:Int = text.Find(placeHolder)
		Local offset:Int = index
		Local char:Int
		Local length:Int = text.Length()

		While (index >= 0)
			char = text[index]
			offset += 1

			While (offset < length And text[offset] = char)
				offset += 1
			Wend

			If (value.Length() < offset - index) Then
				Local l:Int = value.Length()

				While (l < offset - index)
					value = "0" + value
					l += 1
				Wend

			ElseIf(value.Length() > offset - index) Then
				value = value[ (value.Length() - (offset - index)) ..]
			End If

			text = text.Replace(text[index .. offset], value)
			index = text.Find(placeHolder)
			offset = index
		Wend

		Return text
	End Function

	Function GetClassName:String(obj:Object, simple:Bool = False)
		If (simple) Then
			Local name:String = MonkeyGetClass(obj).Name
			Return name[name.FindLast(".")+1..]
		End If

		Return MonkeyGetClass(obj).Name
	End Function

	Function CompareClassNames:Bool(object1:Object, object2:Object)
		Return (MonkeyGetClass(object1).Name = MonkeyGetClass(object2).Name)
	End Function

	Function GetClass:ClassInfo(name:String)
		Return MonkeyGetClass(name)
	End Function

	Function GetObjectClass:ClassInfo()
		If (_objClass <> Null)
			Return _objClass
		End If

		_objClass = MonkeyGetClass("monkey.lang.Object")

		Return _objClass
	End Function

	Function ComputeVelocity:Float(velocity:Float, acceleration:Float = 0, drag:Float = 0, max:Float = 10000)
		If (acceleration <> 0) Then
			velocity += acceleration * FlxG.Elapsed

		ElseIf (drag <> 0) Then
			drag *= FlxG.Elapsed

			If (velocity - drag > 0) Then
				velocity -= drag
			ElseIf (velocity + drag < 0) Then
				velocity += drag
			Else
				velocity = 0
			End If
		End If

		If (velocity <> 0 And max <> 10000) Then
			If (velocity > max) Then
				velocity = max
			ElseIf (velocity < -max) Then
				velocity = -max
			End If
		End If

		Return velocity
	End Function

	Function RotatePoint:FlxPoint(x:Float, y:Float, pivotX:Float, pivotY:Float, angle:Float, point:FlxPoint = Null)
		Local sin:Float = 0
		Local cos:Float = 0
		Local radians:Float = angle * -0.017453293

		While (radians < -PI)
			radians += TWOPI
		Wend

		While (radians > PI)
			radians = radians - TWOPI
		Wend

		If (radians < 0) Then
			sin =  1.27323954 * radians + .405284735 * radians * radians
			If (sin < 0) Then
				sin = .225 * (sin * -sin - sin) + sin
			Else
				sin = .225 * (sin * sin - sin) + sin
			End If
		Else
			sin = 1.27323954 * radians - 0.405284735 * radians * radians
			If (sin < 0) Then
				sin = .225 * (sin * -sin - sin) + sin
			Else
				sin = .225 * (sin * sin - sin) + sin
			End If
		End If

		radians += HALFPI
		If (radians > PI) radians -= TWOPI

		If (radians < 0) Then
			cos = 1.27323954 * radians + 0.405284735 * radians * radians
			If (cos < 0) Then
				cos = .225 * (cos * -cos - cos) + cos
			Else
				cos = .225 * (cos * cos - cos) + cos
			End If
		Else
			cos = 1.27323954 * radians - 0.405284735 * radians * radians
			If (cos < 0) Then
				cos = .225 * (cos * -cos - cos) + cos
			Else
				cos = .225 * (cos * cos - cos) + cos
			End If
		End If

		Local dx:Float = x - pivotX
		Local dy:Float = pivotY + y

		If (point = Null) point = New FlxPoint()
		point.x = pivotX + cos * dx - sin * dy
		point.y = pivotY - sin * dx - cos * dy

		Return point
	End Function

	Function GetAngle:Float(point1:FlxPoint, point2:FlxPoint)
		Local x:Float = point2.x - point1.x
		Local y:Float = point2.y - point1.y

		If (x = 0 And y = 0) Return 0

		Local c1:Float = PI * .25
		Local c2:Float = 3 * c1
		Local ay:Float = MonkeyAbs(y)
		Local angle:Float = 0

		If (x >= 0) Then
			angle = c1 - c1 * ((x - ay) / (x + ay))
		Else
			angle = c2 - c1 * ((x + ay) / (ay - x))
		End If

		If (y < 0) Then
			angle =	-angle * 57.2957796
		Else
			angle =	angle * 57.2957796
		End If

		If (angle > 90) Then
			angle = angle - 270
		Else
			angle += 90
		End If

		Return angle
	End Function

	Function GetDistance:Float(point1:FlxPoint, point2:FlxPoint)
		Local dx:Float = point1.x - point2.x
		Local dy:Float = point1.y - point2.y

		Return Sqrt(dx * dx + dy * dy)
	End Function

	Function GetDistance:Float(x1:Float, y1:Float, x2:Float, y2:Float)
		Local dx:Float = x1 - x2
		Local dy:Float = y1 - y2

		Return Sqrt(dx * dx + dy * dy)
	End Function

	Function SetImageMask:Image(image:Image, maskColor:Int)
		Local bitmapData:FlxImageData = FlxImageData.FromImage(image, True)
		bitmapData.ColorReplace(maskColor, 0)

		Local result:Image = bitmapData.Image
		bitmapData.Destroy()

		Return result
	End Function

	Function SetImagePadding:Image(image:Image, paddings:Int = Image.XYPadding)
		Local paddingX:Int, paddingY:Int

		If (paddings & Image.XPadding) paddingX = 1
		If (paddings & Image.YPadding) paddingY = 1

		Return FlxU.SetImagePadding(image, paddingX, paddingY)
	End Function

	Function SetImagePadding:Image(image:Image, paddingX:Int, paddingY:Int)
		Local bitmapData:FlxImageData = FlxImageData.FromImage(image, False, paddingX, paddingY)
		Local result:Image = bitmapData.Image
		bitmapData.Destroy()

		Return result
	End Function

End Class

Strict

Import mojo
Import reflection

Import flxextern
Import flxpoint
Import flxg
Import system.flximagedata

Alias MonkeyAbs = monkey.math.Abs
Alias MonkeyFloor = monkey.math.Floor
Alias MonkeyCeil = monkey.math.Ceil
Alias MonkeyMin = monkey.math.Min
Alias MonkeyMax = monkey.math.Max
Alias MonkeyGetClass = reflection.GetClass

#If TARGET <> "psm" And TARGET <> "xna"
	Alias FlxOpenURL = mojo.app.OpenUrl
#End

Class FlxU

Private
	Global _objClass:ClassInfo

Public

	Function OpenURL:Void(url:String)
		FlxOpenURL(url)
	End Function

	Function Abs:Float(value:Float)
		Return MonkeyAbs(value)
	End Function

	Function Floor:Float(value:Float)
		Return MonkeyFloor(value)
	End Function

	Function Ceil:Float(value:Float)
		Return MonkeyCeil(value)
	End Function

	Function Round:Float(value:Float)
		If (value > 0) Then
			Return Int(value + .5)
		Else
			Return Int(value - .5)
		End If
	End Function

	Function Min:Float(number1:Float, number2:Float)
		Return MonkeyMin(number1, number2)
	End Function

	Function Max:Float(number1:Float, number2:Float)
		Return MonkeyMax(number1, number2)
	End Function

	Function Bound:Float(value:Float, min:Float, max:Float)
		Return Clamp(value, min, max)
	End Function

	Function Srand:Float(seed:Float)
		Return Float(seed Shr 8 & $ffffff)/$1000000
	End Function

	#Rem
	Function Shuffle:Object[](objects:Object[], howManyTimes:Int)
		Shuffle is not currently supported in Monkey. Use FlxArray.Shuffle method
	End Function
	#End

	#Rem
	Function GetRandom:FlxBasic(objects:FlxBasic[], startIndex:Int = 0, length:Int = 0)
		GetRandom is not currently supported in Monkey. Use FlxArray.GetRandom method
	End Function
	#End

	Function GetTicks:Int()
		Return Millisecs()
	End Function

	Function FormatTicks:String(startTicks:Int, endTicks:Int)
		Return ((endTicks - startTicks) / 1000) + "s"
	End Function

	Function MakeColor:Int(red:Int, green:Int, blue:Int, alpha:Float = 1)
		If (alpha <= 1) alpha *= 255
		Return (alpha & $FF) Shl 24 | (red & $FF) Shl 16 | (green & $FF) Shl 8 | (blue & $FF)
	End Function

	Function MakeColorFromHSB:Int(hue:Float, saturation:Float, brightness:Float, alpha:Float = 1)
		Local red:Float
		Local green:Float
		Local blue:Float

		If (saturation = 0)
			red = brightness
			green = brightness
			blue = brightness
		Else
			If (hue = 360) hue = 0

			Local slice:Int = hue / 60
			Local hf:Float = hue / 60 - slice
			Local aa:Float = brightness * (1 - saturation)
			Local bb:Float = brightness * (1 - saturation * hf)
			Local cc:Float = brightness * (1 - saturation * (1.0 - hf))

			Select (slice)
				Case 0
					red = brightness
					green = cc
					blue = aa

				Case 1
					red = bb
					green = brightness
					blue = aa

				Case 2
					red = aa
					green = brightness
					blue = cc

				Case 3
					red = aa
					green = bb
					blue = brightness

				Case 4
					red = cc
					green = aa
					blue = brightness

				Case 5
					red = brightness
					green = aa
					blue = bb

				Default
					red = 0
					green = 0
					blue = 0
			End Select
		End If

		If (alpha <= 1) alpha *= 255
		Return (alpha & $FF) Shl 24 | int(red * 255) Shl 16 | int(green * 255) Shl 8 | int(blue * 255)
	End Function

	Function GetRGBA:Float[](color:Int, resluts:Float[] = [])
		If (resluts.Length() <> 4) resluts = resluts.Resize(4)

		resluts[0] = (color Shr 16) & $FF
		resluts[1] = (color Shr 8) & $FF
		resluts[2] = color & $FF
		resluts[3] = Float((color Shr 24) & $FF) / 255
		Return resluts
	End Function

	Function GetHSB:Float[](color:Int, resluts:Float[] = [])
		If (resluts.Length() <> 4) resluts = resluts.Resize(4)

		Local red:Float = Float((color Shr 16) & $FF) / 255
		Local green:Float = Float((color Shr 8) & $FF) / 255
		Local blue:Float = Float(color & $FF) / 255

		Local m:Float = MonkeyMax(red, green)
		Local dmax:Float = MonkeyMax(m, blue)
		m = MonkeyMin(red, green)
		Local dmin:Float = MonkeyMin(m, blue)
		Local range:Float = dmax - dmin

		resluts[2] = dmax
		resluts[1] = 0
		resluts[0] = 0

		If (dmax <> 0) resluts[1] = range / dmax

		If (resluts[1] <> 0) Then
			If (red = dmax) Then
				resluts[0] = (green - blue) / range

			ElseIf (green = dmax) Then
				resluts[0] = 2 + (blue - red) / range

			ElseIf (blue = dmax) Then
				resluts[0] = 4 + (red - green) / range
			End If

			resluts[0] *= 60
			If (resluts[0] < 0) resluts[0] += 360
		End If

		resluts[3] = Float((color Shr 24) & $FF) / 255

		Return resluts
	End Function

	Function FormatTime:String(seconds:Float, showMS:Bool = False)
		Local timeString:StringStack = New StringStack()
		timeString.Push(Int(seconds / 60) + ":")

		Local timeStringHepler:Int = Int(seconds) Mod 60

		If (timeStringHepler < 10) Then
			timeString.Push("0")
		End If

		timeString.Push(timeStringHepler)

		If (showMS) Then
			timeString.Push(".")
			timeStringHepler = (seconds - Int(seconds)) * 100

			If (timeStringHepler < 10) Then
				timeString.Push("0")
			End If

			timeString.Push(timeStringHepler)
		End If

		Return timeString.Join("")
	End Function

	Function FormatMoney:String(amount:Float, showDecimal:Bool = True, englishStyle:Bool = True)
		Local helper:Int
		Local sgn:Int = Sgn(amount)
		Local showSgn:Bool = False
		amount = Abs(amount)
		Local intAmount:Int = amount
		Local comma:String = ""
		Local result:String = ""
		Local zeroes:String = ""

		If (intAmount = 0) result = "0"

		While (intAmount > 0)
			If (result.Length() > 0 And comma.Length() <= 0) Then
				If (englishStyle) Then
					comma = ","
				Else
					comma = "."
				End If
			End If

			helper = intAmount - Int(intAmount / 1000) * 1000
			intAmount /= 1000

			zeroes = ""

			If (intAmount > 0) Then
				If (helper < 100) Then
					zeroes = "0"
				End If

				If (helper < 10) Then
					zeroes = "00"
				End If
			End If

			result = zeroes + helper + comma + result
			showSgn = True
		Wend

		If (showDecimal) Then
			intAmount = Round(amount * 100) - (Int(amount) * 100)
			If (intAmount <> 0) showSgn = True

			If (englishStyle) Then
				result += "."
			Else
				result += ","
			End If

			If (intAmount < 10) Then
				result += "0"
			End If

			result += intAmount
		End If

		If (sgn < 0 And showSgn) Then
			Return "-" + result
		End If

		Return result
	End Function

	Function Format:String(text:String, placeHolder:String, value:String)
		Local index:Int = text.Find(placeHolder)
		Local offset:Int = index
		Local char:Int
		Local length:Int = text.Length()

		While (index >= 0)
			char = text[index]
			offset += 1

			While (offset < length And text[offset] = char)
				offset += 1
			Wend

			If (value.Length() < offset - index) Then
				Local l:Int = value.Length()

				While (l < offset - index)
					value = "0" + value
					l += 1
				Wend

			ElseIf(value.Length() > offset - index) Then
				value = value[ (value.Length() - (offset - index)) ..]
			End If

			text = text.Replace(text[index .. offset], value)
			index = text.Find(placeHolder)
			offset = index
		Wend

		Return text
	End Function

	Function GetClassName:String(obj:Object, simple:Bool = False)
		If (simple) Then
			Local name:String = MonkeyGetClass(obj).Name
			Return name[name.FindLast(".")+1..]
		End If

		Return MonkeyGetClass(obj).Name
	End Function

	Function CompareClassNames:Bool(object1:Object, object2:Object)
		Return (MonkeyGetClass(object1).Name = MonkeyGetClass(object2).Name)
	End Function

	Function GetClass:ClassInfo(name:String)
		Return MonkeyGetClass(name)
	End Function

	Function GetObjectClass:ClassInfo()
		If (_objClass <> Null)
			Return _objClass
		End If

		_objClass = MonkeyGetClass("monkey.lang.Object")

		Return _objClass
	End Function

	Function ComputeVelocity:Float(velocity:Float, acceleration:Float = 0, drag:Float = 0, max:Float = 10000)
		If (acceleration <> 0) Then
			velocity += acceleration * FlxG.Elapsed

		ElseIf (drag <> 0) Then
			drag *= FlxG.Elapsed

			If (velocity - drag > 0) Then
				velocity -= drag
			ElseIf (velocity + drag < 0) Then
				velocity += drag
			Else
				velocity = 0
			End If
		End If

		If (velocity <> 0 And max <> 10000) Then
			If (velocity > max) Then
				velocity = max
			ElseIf (velocity < -max) Then
				velocity = -max
			End If
		End If

		Return velocity
	End Function

	Function RotatePoint:FlxPoint(x:Float, y:Float, pivotX:Float, pivotY:Float, angle:Float, point:FlxPoint = Null)
		Local sin:Float = 0
		Local cos:Float = 0
		Local radians:Float = angle * -0.017453293

		While (radians < -PI)
			radians += TWOPI
		Wend

		While (radians > PI)
			radians = radians - TWOPI
		Wend

		If (radians < 0) Then
			sin =  1.27323954 * radians + .405284735 * radians * radians
			If (sin < 0) Then
				sin = .225 * (sin * -sin - sin) + sin
			Else
				sin = .225 * (sin * sin - sin) + sin
			End If
		Else
			sin = 1.27323954 * radians - 0.405284735 * radians * radians
			If (sin < 0) Then
				sin = .225 * (sin * -sin - sin) + sin
			Else
				sin = .225 * (sin * sin - sin) + sin
			End If
		End If

		radians += HALFPI
		If (radians > PI) radians -= TWOPI

		If (radians < 0) Then
			cos = 1.27323954 * radians + 0.405284735 * radians * radians
			If (cos < 0) Then
				cos = .225 * (cos * -cos - cos) + cos
			Else
				cos = .225 * (cos * cos - cos) + cos
			End If
		Else
			cos = 1.27323954 * radians - 0.405284735 * radians * radians
			If (cos < 0) Then
				cos = .225 * (cos * -cos - cos) + cos
			Else
				cos = .225 * (cos * cos - cos) + cos
			End If
		End If

		Local dx:Float = x - pivotX
		Local dy:Float = pivotY + y

		If (point = Null) point = New FlxPoint()
		point.x = pivotX + cos * dx - sin * dy
		point.y = pivotY - sin * dx - cos * dy

		Return point
	End Function

	Function GetAngle:Float(point1:FlxPoint, point2:FlxPoint)
		Local x:Float = point2.x - point1.x
		Local y:Float = point2.y - point1.y

		If (x = 0 And y = 0) Return 0

		Local c1:Float = PI * .25
		Local c2:Float = 3 * c1
		Local ay:Float = MonkeyAbs(y)
		Local angle:Float = 0

		If (x >= 0) Then
			angle = c1 - c1 * ((x - ay) / (x + ay))
		Else
			angle = c2 - c1 * ((x + ay) / (ay - x))
		End If

		If (y < 0) Then
			angle =	-angle * 57.2957796
		Else
			angle =	angle * 57.2957796
		End If

		If (angle > 90) Then
			angle = angle - 270
		Else
			angle += 90
		End If

		Return angle
	End Function

	Function GetDistance:Float(point1:FlxPoint, point2:FlxPoint)
		Local dx:Float = point1.x - point2.x
		Local dy:Float = point1.y - point2.y

		Return Sqrt(dx * dx + dy * dy)
	End Function

	Function GetDistance:Float(x1:Float, y1:Float, x2:Float, y2:Float)
		Local dx:Float = x1 - x2
		Local dy:Float = y1 - y2

		Return Sqrt(dx * dx + dy * dy)
	End Function

	Function SetImageMask:Image(image:Image, maskColor:Int)
		Local bitmapData:FlxImageData = FlxImageData.FromImage(image, True)
		bitmapData.ColorReplace(maskColor, 0)

		Local result:Image = bitmapData.Image
		bitmapData.Destroy()

		Return result
	End Function

	Function SetImagePadding:Image(image:Image, paddings:Int = Image.XYPadding)
		Local paddingX:Int, paddingY:Int

		If (paddings & Image.XPadding) paddingX = 1
		If (paddings & Image.YPadding) paddingY = 1

		Return FlxU.SetImagePadding(image, paddingX, paddingY)
	End Function

	Function SetImagePadding:Image(image:Image, paddingX:Int, paddingY:Int)
		Local bitmapData:FlxImageData = FlxImageData.FromImage(image, False, paddingX, paddingY)
		Local result:Image = bitmapData.Image
		bitmapData.Destroy()

		Return result
	End Function

End Class


Cleaned up framework - removed type shortcuts etc

Strict

Import mojo
Import functions
Import collections

'Device width and height
Global DEVICE_WIDTH:Int
Global DEVICE_HEIGHT:Int

' Screen width and height
Global SCREEN_WIDTH:Float
Global SCREEN_HEIGHT:Float

' Half of SCREEN_WIDTH and HEIGHT
Global SCREEN_WIDTH2:Float
Global SCREEN_HEIGHT2:Float

' Used for Virtual Res
Global SCREENX_RATIO:Float = 1
Global SCREENY_RATIO:Float = 1

' THE GAME!!
Global game:DiddyApp

' Used for delta timing movement
Global dt:DeltaTimer

Class DiddyApp Extends App

	Field debugKeyOn:Bool = False
	Field debugOn:Bool = False
	Field drawFPSOn:Bool = False
	Field debugKey:Int = KEY_F1

	Field virtualResOn:Bool = True

	Field FPS% = 60

	' current Screen
	Field currentScreen:Screen
	' next Screen
	Field nextScreen:Screen
	' exit Screen
	Field exitScreen:ExitScreen = new ExitScreen()
	' used for fading
	Field screenFade:ScreenFade = New ScreenFade

	' mouse
	Field mouseX:Int, mouseY:Int
	Field mouseHit:Int

	' Store the images here
	Field images:ImageBank = New ImageBank
	' Store the sounds here
	Field sounds:SoundBank = New SoundBank
	' volume control
	Field soundVolume:Int = 100
	Field musicVolume:Int = 100
	Field mojoMusicVolume:Float = 1.0
	Field musicOkay:Int

	Field clickSound:GameSound

	Method OnCreate:Int()
		' Store the device width and height
		DEVICE_WIDTH = DeviceWidth()
		DEVICE_HEIGHT = DeviceHeight()

		SetScreenSize(DEVICE_WIDTH, DEVICE_HEIGHT)

		' set the mouse x,y
		mouseX = MouseX() / SCREENX_RATIO
		mouseY = MouseY() / SCREENY_RATIO

		' Set the Random seed
		Seed = RealMillisecs()
		' Create the delta timer
		dt = New DeltaTimer(FPS)
		' Set the update rate
		SetUpdateRate FPS

		'create all the particles
		Particle.Cache()

		Return 0
	End

	Method SetScreenSize:Void(w:Float, h:Float)
		SCREEN_WIDTH = w
		SCREEN_HEIGHT = h
		SCREEN_WIDTH2 = SCREEN_WIDTH / 2
		SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2

		SCREENX_RATIO = DEVICE_WIDTH/SCREEN_WIDTH
		SCREENY_RATIO = DEVICE_HEIGHT/SCREEN_HEIGHT

		If SCREENX_RATIO <> 1 Or SCREENY_RATIO <> 1
			virtualResOn = True
		End
	End

	Method OnRender:Int()
		FPSCounter.Update()
		If virtualResOn
			PushMatrix
			Scale SCREENX_RATIO, SCREENY_RATIO
		End
			currentScreen.Render()
			If screenFade.active then screenFade.Render()
		if virtualResOn
			PopMatrix
		End
		currentScreen.ExtraRender()
		If debugOn
			DrawDebug()
		End
		If drawFPSOn
			DrawFPS()
		End
		Return 0
	End

	Method OnUpdate:Int()
		dt.UpdateDelta()

		If debugKeyOn
			If KeyHit(debugKey)
				debugOn = Not debugOn
			End
		End

		mouseX = MouseX() / SCREENX_RATIO
		mouseY = MouseY() / SCREENY_RATIO
		mouseHit = MouseHit()

		If screenFade.active then screenFade.Update()
		currentScreen.Update()

		Return 0
	End

	Method DrawDebug:Void()
		SetColor 255, 255, 255
		FPSCounter.Draw(0,0)
		Local y:Int = 10
		Local gap:Int = 10
		DrawText "Screen             = "+currentScreen.name, 0, y
		y += gap
		DrawText "Delta              = "+FormatNumber(dt.delta, 2) , 0, y
		y += gap
		DrawText "Frame Time         = "+dt.frametime , 0, y
		y += gap
		DrawText "Screen Width       = "+SCREEN_WIDTH, 0, y
		y += gap
		DrawText "Screen Height      = "+SCREEN_HEIGHT, 0, y
		y += gap
		DrawText "VMouseX            = "+Self.mouseX, 0, y
		y += gap
		DrawText "VMouseY            = "+Self.mouseY, 0, y
		y += gap
		DrawText "MouseX             = "+MouseX(), 0, y
		y += gap
		DrawText "MouseY             = "+MouseY(), 0, y
		y += gap
		DrawText "MusicOkay          = "+musicOkay, 0, y
		y += gap
		DrawText "Music State        = "+MusicState(), 0, y
		y += gap
		DrawText "Music Volume       = "+Self.musicVolume, 0, y
		y += gap
		DrawText "Mojo Music Volume  = "+Self.mojoMusicVolume, 0, y
		y += gap
		DrawText "Sound Volume       = "+Self.soundVolume, 0, y
		y += gap
		DrawText "Sound Channel      = "+SoundPlayer.channel, 0, y
		y += gap
	End

	Method DrawFPS:Void()
		DrawText FPSCounter.totalFPS, 0, 0
	End

	Method MusicPlay:Void(file:String, flags:Int=1)
		SetMojoMusicVolume(musicVolume/100.0)
		musicOkay = PlayMusic("music/"+file, flags)
	End

	Method MusicSetVolume:Void(volume:Int)
		If volume < 0 Then volume = 0
		If volume > 100 Then volume = 100
		Self.musicVolume = volume
		SetMojoMusicVolume(musicVolume/100.0)
	End

	Method SetMojoMusicVolume:Void(volume:Float)
		If volume < 0 Then volume = 0
		If volume > 1 Then volume = 1
		mojoMusicVolume = volume
		SetMusicVolume(mojoMusicVolume)
	End

	Method SoundSetVolume:Void(volume:Int)
		If volume < 0 Then volume = 0
		If volume > 100 Then volume = 100
		Self.soundVolume = volume
		For Local i% = 0 To SoundPlayer.MAX_CHANNELS
			SetChannelVolume(i, game.soundVolume / 100.0)
		Next
	End

	Method CalcAnimLength:Float(ms:Int)
		Return ms / (1000.0 / FPS)
	End
End

Class ScreenFade
	Field fadeTime:Float
	Field fadeOut:Bool
	Field ratio:Float = 0
	Field active:Bool
	Field counter:Float
	Field fadeMusic:Bool
	Field fadeSound:Bool

	Method Start:Void(fadeTime:Float, fadeOut:Bool, fadeSound:Bool = False, fadeMusic:Bool = False)
		If active Then Return
		active = True
		Self.fadeTime = fadeTime
		Self.fadeOut = fadeOut
		Self.fadeMusic = fadeMusic
		Self.fadeSound = fadeSound
		If fadeOut Then
			ratio = 1
		Else
			ratio = 0
		End
		counter = 0
	End

	Method Update:Void()
		If Not active Return
		counter += dt.delta
		CalcRatio()
		If fadeSound Then
			For Local i% = 0 To SoundPlayer.MAX_CHANNELS
				SetChannelVolume(i, (ratio) * (game.soundVolume / 100.0))
			Next
		End
		If fadeMusic Then
			game.SetMojoMusicVolume((ratio) * (game.musicVolume / 100.0))
		End
		if counter > fadeTime
			active = false
			if fadeOut
				game.currentScreen.PostFadeOut()
			else
				game.currentScreen.PostFadeIn()
			End
		End
	End

	Method CalcRatio:Void()
		ratio = counter/fadeTime
		If ratio < 0 Then ratio = 0
		If ratio > 1 Then ratio = 1
		If fadeOut Then
			ratio = 1 - ratio
		End
	End

	Method Render:Void()
		If Not active Return

		SetAlpha 1 - ratio
		SetColor 0, 0, 0
		DrawRect 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT
		SetAlpha 1
		SetColor 255, 255, 255
	End

End

Class ExitScreen Extends Screen
	Method New()
		name = "exit"
	End

	Method Start:Void()
		ExitApp()
	End

	Method Render:Void()
	End

	Method Update:Void()
	End
End

Class Screen Abstract
	Field name$ = ""

	Method PreStart:Void()
		game.currentScreen = self
		Start()
	End

	Method Start:Void() Abstract

	Method Render:Void() Abstract

	Method Update:Void() Abstract

	Method PostFadeOut:Void()
		game.nextScreen.PreStart()
	End

	Method PostFadeIn:Void()
	End

	Method ExtraRender:Void()
	End

End Class

Class FPSCounter Abstract
	Global fpsCount:Int
	Global startTime:Int
	Global totalFPS:Int

	Function Update:Void()
		If Millisecs() - startTime >= 1000
			totalFPS = fpsCount
			fpsCount = 0
			startTime = Millisecs()
		Else
			fpsCount+=1
		End
	End

	Function Draw:Void(x% = 0, y% = 0, ax# = 0, ay# = 0)
		DrawText("FPS: " + totalFPS, x, y, ax, ay)
	End
End

' From James Boyd
Class DeltaTimer
	Field targetfps:Float = 60
	Field currentticks:Float
	Field lastticks:Float
	Field frametime:Float
	Field delta:Float

	Method New (fps:Float)
		targetfps = fps
		lastticks = Millisecs()
	End

	Method UpdateDelta:Void()
		currentticks = Millisecs()
		frametime = currentticks - lastticks
		delta = frametime / (1000.0 / targetfps)
		lastticks = currentticks
	End
End

Class ImageBank Extends StringMap<GameImage>

	Field path$ = "graphics/"

	Method Load:GameImage(name:String, nameoverride:String = "", midhandle:Bool=true, ignoreCache:Bool=False)
		' check if we already have the image in the bank!
		Local storeKey:String = nameoverride.ToUpper()
		If storeKey = "" Then storeKey = StripAll(name.ToUpper())
		If Not ignoreCache And Self.Contains(storeKey) Then Return Self.Get(storeKey)

		' discard the old image if it's there
		If Self.Contains(storeKey) Then Self.Get(storeKey).image.Discard()

		Local i:GameImage = New GameImage
		i.Load(path + name, midhandle)
		i.name = storeKey
		Self.Set(i.name, i)
		Return i
	End

	Method LoadAnim:GameImage(name:String, w%, h%, total%, tmpImage:Image, midhandle:Bool=true, ignoreCache:Bool=False, nameoverride:String = "")
		' check if we already have the image in the bank!
		Local storeKey:String = nameoverride.ToUpper()
		If storeKey = "" Then storeKey = StripAll(name.ToUpper())
		If Not ignoreCache And Self.Contains(storeKey) Then Return Self.Get(storeKey)

		' discard the old image if it's there
		If Self.Contains(storeKey) Then Self.Get(storeKey).image.Discard()

		Local i:GameImage = New GameImage
		i.LoadAnim(path + name, w, h, total, tmpImage, midhandle)
		i.name = storeKey
		Self.Set(i.name, i)
		Return i
	End

	Method LoadTileset:GameImage(name:String, tileWidth%, tileHeight%, tileMargin% = 0, tileSpacing% = 0, nameoverride:String = "", midhandle:Bool=False, ignoreCache:Bool=False)
		' check if we already have the image in the bank!
		Local storeKey:String = nameoverride.ToUpper()
		If storeKey = "" Then storeKey = StripAll(name.ToUpper())
		If Not ignoreCache And Self.Contains(storeKey) Then Return Self.Get(storeKey)

		' discard the old image if it's there
		If Self.Contains(storeKey) Then Self.Get(storeKey).image.Discard()

		' load the new one
		Local i:GameImage = New GameImage
		i.LoadTileset(path + name, tileWidth, tileHeight, tileMargin, tileSpacing, midhandle)
		i.name = storeKey
		Self.Set(i.name, i)
		Return i
	End

	Method Find:GameImage(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameImage = Self.Get(name)
		AssertNotNull(i, "Image '" + name + "' not found in the ImageBank")
		Return i
	End

	Method PreCache:Void()
		Local gi:GameImage
		For Local key:String = EachIn self.Keys()
			gi = Self.Get(key)
			gi.PreCache()
		Next
	End

End

Class GameImage
	Field name:String
	Field image:Image
	Field w:Int
	Field h:Int
	Field w2:Float
	Field h2:Float
	Field midhandled:Int = 0

	Field leftMargin:Int = 0
	Field rightMargin:Int = 0
	Field topMargin:Int = 0
	Field bottomMargin:Int = 0

	Field tileWidth:Int, tileHeight:Int
	Field tileCountX:Int, tileCountY:Int
	Field tileCount:Int
	Field tileSpacing:Int, tileMargin:Int

	Method Load:Void(file$, midhandle:bool=true)
		name = StripAll(file.ToUpper())
		image = LoadBitmap(file)
		CalcSize()
		MidHandle(midhandle)
	End

	Method LoadAnim:Void(file:String, w:Int, h:Int, total%, tmpImage:Image, midhandle:Bool=true)
		name = StripAll(file.ToUpper())
		image = LoadAnimBitmap(file, w, h, total, tmpImage)
		CalcSize()
		MidHandle(midhandle)
	End

	Method LoadTileset:Void(file:String, tileWidth:Int, tileHeight:Int, tileMargin:Int = 0, tileSpacing:Int = 0, midhandle:Bool=False)
		Load(file, midhandle)
		Self.tileWidth = tileWidth
		Self.tileHeight = tileHeight
		Self.tileMargin = tileMargin
		Self.tileSpacing = tileSpacing
		tileCountX = (w - tileMargin) / (tileWidth + tileSpacing)
		tileCountY = (h - tileMargin) / (tileHeight + tileSpacing)
		tileCount = tileCountX * tileCountY
	End

	Method CalcSize:Void()
		If image <> Null Then
			w = image.Width()
			h = image.Height()
			w2 = w/2
			h2 = h/2
		End
	End

	Method MidHandle:Void(On:Bool)
		If On Then
			image.SetHandle(w2, h2)
			midhandled=1
		Else
			image.SetHandle(0, 0)
			midhandled=0
		End
	End

	Method Draw:Void(x:Float, y:Float, rotation:Float = 0, scaleX:Float = 1, scaleY:Float = 1, frame:Int = 0)
		DrawImage(self.image, x, y, rotation, scaleX, scaleY, frame)
	End

	Method DrawSubImage:Void(destX:Float, destY:Float, srcX:Float, srcY:Float, srcWidth:Float, srcHeight:Float, rotation:Float = 0, scaleX:Float = 1, scaleY:Float = 1, frame:Int = 0)
		DrawImageRect(Self.image, destX, destY, srcX, srcY, srcWidth, srcHeight, rotation, scaleX, scaleY, frame)
	End

	Method DrawTile:Void(x:Float, y:Float, tile:Int = 0, rotation:Float = 0, scaleX:Float = 1, scaleY:Float = 1)
		Local srcX% = tileMargin + (tileWidth + tileSpacing) * (tile Mod tileCountX)
		Local srcY% = tileMargin + (tileHeight + tileSpacing) * (tile / tileCountX)
		DrawImageRect(Self.image, x, y, srcX, srcY, tileWidth, tileHeight, rotation, scaleX, scaleY)
	End

	Method DrawGrid:Void(x:Float, y:Float, rw:Float, rh:Float, frame:Int = 0)
		' draw top left corner
		DrawImageRect(self.image, x, y, 0, 0, leftMargin, topMargin, frame)
		' draw top right corner
		DrawImageRect(self.image, x+rw-rightMargin, y, w-rightMargin, 0, rightMargin, topMargin, frame)
		' draw bottom left corner
		DrawImageRect(self.image, x, y+rh-bottomMargin, 0, h-bottomMargin, leftMargin, bottomMargin, frame)
		' draw bottom right corner
		DrawImageRect(self.image, x+rw-rightMargin, y+rh-bottomMargin, w-rightMargin, h-bottomMargin, rightMargin, bottomMargin, frame)

		' work out how many horizontal and vertical tiles
		Local tileWidth% = (w-leftMargin-rightMargin)
		Local tileHeight% = (h-topMargin-bottomMargin)
		Local tileXCount% = (rw-leftMargin-rightMargin) / tileWidth
		Local tileYCount% = (rh-topMargin-bottomMargin) / tileHeight
		Local tileXOverflow% = (rw-leftMargin-rightMargin) Mod tileWidth
		Local tileYOverflow% = (rh-topMargin-bottomMargin) Mod tileHeight

		' tile top and bottom edges
		For Local i% = 0 Until tileXCount
			DrawImageRect(self.image, leftMargin+i*tileWidth,0,leftMargin,0,tileWidth,topMargin,frame)
			DrawImageRect(self.image, leftMargin+i*tileWidth,rh-bottomMargin,leftMargin,h-bottomMargin,tileWidth,bottomMargin,frame)
		Next
		If tileXOverflow > 0 Then
			DrawImageRect(self.image, leftMargin+tileXCount*tileWidth,0,leftMargin,0,tileXOverflow,topMargin,frame)
			DrawImageRect(self.image, leftMargin+tileXCount*tileWidth,rh-bottomMargin,leftMargin,h-bottomMargin,tileXOverflow,bottomMargin,frame)
		End

		' tile left and right edges
		For Local i% = 0 Until tileYCount
			DrawImageRect(self.image, 0, topMargin+i*tileHeight,0,topMargin,leftMargin,tileHeight,frame)
			DrawImageRect(self.image, rw-rightMargin,topMargin+i*tileHeight,w-rightMargin,topMargin,rightMargin,tileHeight,frame)
		Next
		If tileYOverflow > 0 Then
			DrawImageRect(self.image, 0, topMargin+tileYCount*tileHeight,0,topMargin,leftMargin,tileYOverflow,frame)
			DrawImageRect(self.image, rw-rightMargin,topMargin+tileYCount*tileHeight,w-rightMargin,topMargin,rightMargin,tileYOverflow,frame)
		End

		' tile centre
		' TODO
	End

	Method PreCache:Void()
		DrawImage self.image, -self.w-50, -self.h-50
	End
End

Class SoundBank Extends StringMap<GameSound>

	Global path$ = "sounds/"

	Method Load:GameSound(name:String, nameoverride:String = "", ignoreCache:Bool = False)
		' check if we already have the sound in the bank!
		Local storeKey:String = nameoverride.ToUpper()
		If storeKey = "" Then storeKey = StripAll(name.ToUpper())
		If Not ignoreCache And Self.Contains(storeKey) Then Return Self.Get(storeKey)

		' discard the old sound if it's there
		If Self.Contains(storeKey) Then Self.Get(storeKey).sound.Discard()

		Local s:GameSound = New GameSound
		s.Load(name)
		s.name = storeKey
		Self.Set(s.name, s)
		Return s
	End

	Method Find:GameSound(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameSound =  Self.Get(name)
		AssertNotNull(i, "Sound '" + name + "' not found in the SoundBank")
		Return i
	End
End

Class GameSound
	Field name:String
	Field sound:Sound
	Field rate:Float = 1
	Field pan:Float = 0
	Field volume:Float = 1
	Field loop:Int = 0
	Field channel:Int
	Field loopChannelList:IntArrayList = New IntArrayList

	Method Load:Void(file$)

		If file.Contains(".wav") Or file.Contains(".ogg") Or file.Contains(".mp3") Then
			sound = LoadSoundSample(SoundBank.path + file)
		Else
			#if TARGET="flash"
				sound = LoadSoundSample(SoundBank.path + file +".mp3")
			#else If TARGET="android"
				sound = LoadSoundSample(SoundBank.path + file +".ogg")
			#else
				sound = LoadSoundSample(SoundBank.path + file +".wav")
			#endif
		End

		name = StripAll(file.ToUpper())
	End

	Method Play:Void(playChannel:Int = -1)
		channel = SoundPlayer.PlayFx(sound, pan, rate, volume * (game.soundVolume / 100.0), loop, playChannel)
		if loop = 1
			loopChannelList.Add(channel)
		End
	End

	Method Stop:Void()
		SoundPlayer.PlayerStopChannel(channel)
		if loopChannelList.Size > 0
			Local ch:Int
			For Local i:Int = 0 Until loopChannelList.Size
				ch = loopChannelList.GetInt(i)
				SoundPlayer.PlayerStopChannel(ch)
			Next
			loopChannelList.Clear()
		End
	End

End

Class SoundPlayer
	Global channel:Int
	Const MAX_CHANNELS:Int = 31
	Global playerChannelState:Int[] = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] ' 32 indexes - (0 to 31)

	Function StopChannels:Void()
		For Local i:Int = 0 to MAX_CHANNELS
			StopChannel(i)
			playerChannelState[i] = 0
		Next
	End

	Function PlayerStopChannel:Void(playerChannel:Int)
		StopChannel(playerChannel)
		playerChannelState[playerChannel] = 0
	End

	Function PlayFx:Int(s:Sound, pan:Float=0, rate:Float=1, volume:Float=1, loop:Int = 0, playChannel:Int = -1)
		if playChannel = -1
			Local cnt:Int = 0
			channel += 1
			If (channel > MAX_CHANNELS) Then channel = 0
			While playerChannelState[channel] = 1 ' channel State doesnt work with Flash
				channel += 1
				If (channel > MAX_CHANNELS) Then channel = 0
				cnt=+1
				if cnt > MAX_CHANNELS * 2 Then Exit ' stop infinite loop if case all channels are playing
			Wend
		Else
			channel = playChannel
			playerChannelState[playChannel] = 0
		End

		StopChannel(channel)
		PlaySound(s, channel, loop)
		SetChannelPan(channel, pan)
		SetChannelRate(channel, rate)
		SetChannelVolume(channel, volume)
		if loop
			playerChannelState[channel] = 1
		End
		Return channel
	End

End

Class Sprite
	Field name$
	Field visible?
	Field x:Float, y:Float
	Field ox:Float, oy:Float
	Field dx:Float, dy:Float
	Field speedX:Float, speedY:Float, speed:Float
	Field maxXSpeed:Float, maxYSpeed:Float
	Field image:GameImage
	Field scaleX:Float = 1, scaleY:Float = 1

	Field red% = 255, green% = 255, blue% = 255, alpha# = 1
	Field hitBoxX:Int = 0
	Field hitBoxY:Int = 0
	Field hitBoxWidth:Int
	Field hitBoxHeight:Int

	' Animation
	Field frame:Int
	Field frameTimer:Int
	Field frameStart:Int
	Field frameEnd:Int
	Field frameSpeed:Int = 0
	Field reverse:Bool = false
	Field pingPong:Bool = false
	Field loop:Bool = true
	Field ping:Int

	' Scale
	Field scaleCounter:Float = 0
	Field scaleXSpeed:Float = 0.1
	Field scaleYSpeed:Float = 0.1
	Field ygravity:Float
	Field maxFrame:Int

	' Rotation
	Field rotationCounter:Float = 0
	Field rotationLength:Int = 1000
	Field rotationLoop:Int = 0
	Field rotation:Float
	Field rotationSpeed:Float = 1

	Method New(img:GameImage, x:Float, y:Float)
		Self.image = img
		Self.x = x
		Self.y = y
		self.alpha = 1
		self.SetHitBox(-img.w2, -img.h2, img.w, img.h)
		Self.visible = True
	End

	Method SetImage:Void(gi:GameImage)
		image = gi
		GetSize()
	End

	Method GetSize:Void()
		'Sets w and h based on the current image.
		If image <> Null Then
			image.w = image.image.Width()
			image.h = image.image.Height()
			image.w2 = image.w/2
			image.h2 = image.h/2
		End
	End

	Method Precache:Void()
		DrawImage image.image, -image.w-50, -image.h-50
	End

	Method SetRGB:Void(r:Int, g:Int ,b:Int)
		Self.red = r
		Self.green = g
		Self.blue = b
	End

	Method SetScaleXY:Void(sx:Float, sy:Float)
		self.scaleX = sx
		self.scaleY = sy
	End

	Method Move:Void()
		Self.x+=Self.dx * dt.delta
		Self.y+=Self.dy * dt.delta

		If ygravity > 0 Then dy += ygravity * dt.delta
	End

	Method ManageScale:Void()
		If scaleCounter>0 Then
			scaleCounter-=1*dt.delta
			scaleX+=scaleXSpeed*dt.delta
			scaleY+=scaleYSpeed*dt.delta
		End
	End

	Method ManageRotation:Void()
		If rotationLoop Then
			rotation+=rotationSpeed*dt.delta
			If rotation >= 360 Then rotation-=360
			If rotation <0 Then rotation+=360
		Else
			If rotationCounter>0 Then
				rotationCounter-=1 * dt.delta
				rotation+=rotationSpeed * dt.delta
			End
		End
	End

	Method MoveForward:Void()
		dx = -Sin(rotation) * speed
        dy = -Cos(rotation) * speed

		move()
	End

	Method SetFrame:Void(startFrame:Int=0, endFrame:Int=0, speed:Int=125, pingPong:Bool = false, loop:Bool = true)
		frame = startFrame
		frameStart = startFrame
		frameEnd = endFrame
		if startFrame > endFrame
			reverse = true
		else
			reverse = false
		End
		self.pingPong = pingPong
		self.loop = loop
		frameSpeed = speed
		frameTimer = Millisecs()
		ping = 0
	End

	Method UpdateAnimation:Void()
		if frameSpeed > 0
			If Millisecs() > frameTimer + frameSpeed
				if not reverse
					frame+=1
					If frame > frameEnd
						ResetAnim()
					End
				else
					frame-=1
					If frame < frameEnd
						ResetAnim()
					End
				End
				frameTimer = Millisecs()
			End
		end
	End

	Method ResetAnim:Void()
		if loop then
			if pingPong
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
			else
				frame = frameStart
			End
		else
			if pingPong and ping <1
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
				ping+=1
			else
				frame = frameEnd
			End
		End
	End

	Method Draw:Void()
		Draw(0,0)
	End

	Method Draw:Void(offsetx:Float = 0, offsety:Float = 0)
		If x - offsetx + image.w < 0 Or x - offsetx - image.w >= SCREEN_WIDTH Or y - offsety + image.h < 0 Or y - offsety - image.h >= SCREEN_HEIGHT Then Return
		If Self.alpha > 1 Then Self.alpha = 1
		If Self.alpha < 0 Then Self.alpha = 0
		SetAlpha Self.alpha
		SetColor red, green, blue ' doesnt work with images!?!??!
		DrawImage(image.image, x - offsetx, y - offsety, rotation, scaleX, scaleY, frame)
		SetColor 255, 255, 255
		SetAlpha 1

	'	if debug
	'		drawRectOutline(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight)
	'	End
	End

	Method SetupRotation:Void(rotationSpeed:Float, length:Int, loop:Bool = False, rndPosition:Bool = False)
		Self.rotationSpeed = rotationSpeed
		If loop Then
			rotationLoop = 1
			If rndPosition Then rotation = Rnd(0,360)
		Else
			rotationLength = length
			rotationCounter = rotationLength
		End
	End

	Method Collide:Int(sprite:Sprite)
		Return RectsOverlap(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight,
							sprite.x + sprite.hitBoxX, sprite.y + sprite.hitBoxY, sprite.hitBoxWidth, sprite.hitBoxHeight)
	End

	Method SetHitBox:Void(hitX:Int, hitY:Int, hitWidth:Int, hitHeight:Int)
		hitBoxX = hitX
		hitBoxY = hitY
		hitBoxWidth = hitWidth
		hitBoxHeight = hitHeight
	End
End

Class Particle Extends Sprite
	Global MAX_PARTICLES:Int = 800
	Global particles:Particle[MAX_PARTICLES]
	Global lastDeath:Int = 0
	Global maxIndex:Int = -1
	Global minIndex:Int = -1
	Global particleCount:Int = 0
	Field lifeCounter:Float = 0
	Field fadeIn:Float = 0
	Field fadeCounter:Float
	Field fadeInLength:Float = 0
	Field fadeLength:Float = 0
	Field active:Int = 0

	Function Cache:Void()
		For Local i:Int = 0 to MAX_PARTICLES - 1
			particles[i] = New Particle()
		Next
	End

	Function Create:Particle(gi:GameImage, x:Float, y:Float, dx:Float = 0, dy:Float = 0, gravity:Float = 0, fadeLength:Float = 0, lifeCounter:Int = 0)
		Local i%=lastDeath
		Repeat
			If particles[i] = Null Then particles[i] = New Particle()
			If Not particles[i].active Then
				particles[i].SetImage(gi)
				particles[i].x = x
				particles[i].y = y
				particles[i].dx = dx
				particles[i].dy = dy

				particles[i].ygravity = gravity
				particles[i].fadeLength = fadeLength / 10
				particles[i].fadeCounter = particles[i].fadeLength
				If lifeCounter>0 Then particles[i].lifeCounter = lifeCounter / 10
				particles[i].active = 1
				If maxIndex < 0 Or i > maxIndex Then maxIndex = i
				If minIndex < 0 Or i < minIndex Then minIndex = i
				particleCount += 1
				Return particles[i]
			End
			i += 1
			If i >= MAX_PARTICLES Then i = 0
		Until i = lastDeath
		Return Null
	End

	Function Clear:Void()
		For Local i:Int = 0 to MAX_PARTICLES - 1
			particles[i].alpha = 0
			particles[i].active = False
		Next
		minIndex = -1
		maxIndex = -1
		particleCount = 0
		lastDeath = 0
	End

	Function DrawAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].fadeCounter > 0 and particles[i].active Then
					If particles[i].fadeIn Then
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeInLength
					Else
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeLength
					End
				End
				particles[i].Draw()
			End
		Next
	End

	Function UpdateAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		Local newMinIndex:Int = -1
		Local newMaxIndex:Int = -1
		For Local i:Int = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].active
					particles[i].Update()
					If particles[i].active Then
						If newMinIndex < 0 Then newMinIndex = i
						newMaxIndex = i
					Else
						lastDeath = i
						particleCount -= 1
					End
				End
			End
		Next
		minIndex = newMinIndex
		maxIndex = newMaxIndex
	End

	Method Update:Void()
		Super.Move()

		If fadeIn Then
			fadeCounter+=dt.delta

			If fadeCounter >= fadeInLength Then
				fadeCounter = fadeLength
				fadeIn = 0
				alpha = 1
			End
		ElseIf fadeCounter>0 Then
			fadeCounter-=dt.delta
			If fadeCounter <= 0 Then
				alpha = 0
				active = 0
			End
		End
	End

End

Strict

Import mojo
Import functions
Import collections

'Device width and height
Global DEVICE_WIDTH%
Global DEVICE_HEIGHT%

' Screen width and height
Global SCREEN_WIDTH#
Global SCREEN_HEIGHT#

' Half of SCREEN_WIDTH and HEIGHT
Global SCREEN_WIDTH2#
Global SCREEN_HEIGHT2#

' Used for Virtual Res
Global SCREENX_RATIO# = 1
Global SCREENY_RATIO# = 1

' THE GAME!!
Global game:DiddyApp

' Used for delta timing movement
Global dt:DeltaTimer

Class DiddyApp Extends App

	Field debugKeyOn:Bool = False
	Field debugOn:Bool = False
	Field drawFPSOn:Bool = False
	Field debugKey:Int = KEY_F1

	Field virtualResOn:Bool = True

	Field FPS% = 60

	' current Screen
	Field currentScreen:Screen
	' next Screen
	Field nextScreen:Screen
	' exit Screen
	Field exitScreen:ExitScreen = new ExitScreen()
	' used for fading
	Field screenFade:ScreenFade = New ScreenFade

	' mouse
	Field mouseX:Int, mouseY:Int
	Field mouseHit:Int

	' Store the images here
	Field images:ImageBank = New ImageBank
	' Store the sounds here
	Field sounds:SoundBank = New SoundBank
	' volume control
	Field soundVolume:Int = 100
	Field musicVolume:Int = 100
	Field mojoMusicVolume:Float = 1.0
	Field musicOkay:Int

	Field clickSound:GameSound

	Method OnCreate:Int()
		' Store the device width and height
		DEVICE_WIDTH = DeviceWidth()
		DEVICE_HEIGHT = DeviceHeight()

		SetScreenSize(DEVICE_WIDTH, DEVICE_HEIGHT)

		' set the mouse x,y
		mouseX = MouseX() / SCREENX_RATIO
		mouseY = MouseY() / SCREENY_RATIO

		' Set the Random seed
		Seed = RealMillisecs()
		' Create the delta timer
		dt = New DeltaTimer(FPS)
		SetUpdateRate FPS

		'create all the particles
		Particle.Cache()

		Return 0
	End

	Method SetScreenSize:Void(w:Float, h:Float)
		SCREEN_WIDTH = w
		SCREEN_HEIGHT = h
		SCREEN_WIDTH2 = SCREEN_WIDTH / 2
		SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2

		SCREENX_RATIO = DEVICE_WIDTH/SCREEN_WIDTH
		SCREENY_RATIO = DEVICE_HEIGHT/SCREEN_HEIGHT

		If SCREENX_RATIO <> 1 Or SCREENY_RATIO <> 1
			virtualResOn = True
		End
	End

	Method OnRender:Int()
		FPSCounter.Update()
		If virtualResOn
			PushMatrix
			Scale SCREENX_RATIO, SCREENY_RATIO
		End
			currentScreen.Render()
			If screenFade.active then screenFade.Render()
		if virtualResOn
			PopMatrix
		End
		currentScreen.ExtraRender()
		If debugOn
			DrawDebug()
		End
		If drawFPSOn
			DrawFPS()
		End
		Return 0
	End

	Method OnUpdate:Int()
		dt.UpdateDelta()
		If debugKeyOn
			If KeyHit(debugKey)
				debugOn = Not debugOn
			End
		End

		mouseX = MouseX() / SCREENX_RATIO
		mouseY = MouseY() / SCREENY_RATIO
		mouseHit = MouseHit()

		If screenFade.active then screenFade.Update()
		currentScreen.Update()

		Return 0
	End

	Method DrawDebug:Void()
		SetColor 255, 255, 255
		FPSCounter.Draw(0,0)
		DrawText "Screen             = "+currentScreen.name, 0, 10
		DrawText "Delta              = "+FormatNumber(dt.delta, 2) , 0, 20
		DrawText "Screen Width       = "+SCREEN_WIDTH, 0, 30
		DrawText "Screen Height      = "+SCREEN_HEIGHT, 0, 40
		DrawText "VMouseX            = "+Self.mouseX, 0, 50
		DrawText "VMouseY            = "+Self.mouseY, 0, 60
		DrawText "MouseX             = "+MouseX(), 0, 70
		DrawText "MouseY             = "+MouseY(), 0, 80
		DrawText "MusicOkay          = "+musicOkay, 0, 90
		DrawText "Music State        = "+MusicState(), 0, 100
		DrawText "Music Volume       = "+Self.musicVolume, 0, 110
		DrawText "Mojo Music Volume  = "+Self.mojoMusicVolume, 0, 120
		DrawText "Sound Volume       = "+Self.soundVolume, 0, 130
		DrawText "Sound Channel      = "+SoundPlayer.channel, 0, 140
	End

	Method DrawFPS:Void()
		DrawText FPSCounter.totalFPS, 0, 0
	End

	Method MusicPlay:Void(file:String, flags:Int=1)
		SetMojoMusicVolume(musicVolume/100.0)
		musicOkay = PlayMusic("music/"+file, flags)
	End

	Method MusicSetVolume:Void(volume:Int)
		If volume < 0 Then volume = 0
		If volume > 100 Then volume = 100
		Self.musicVolume = volume
		SetMojoMusicVolume(musicVolume/100.0)
	End

	Method SetMojoMusicVolume:Void(volume:Float)
		If volume < 0 Then volume = 0
		If volume > 1 Then volume = 1
		mojoMusicVolume = volume
		SetMusicVolume(mojoMusicVolume)
	End

	Method SoundSetVolume:Void(volume:Int)
		If volume < 0 Then volume = 0
		If volume > 100 Then volume = 100
		Self.soundVolume = volume
		For Local i% = 0 To SoundPlayer.MAX_CHANNELS
			SetChannelVolume(i, game.soundVolume / 100.0)
		Next
	End

	Method CalcAnimLength:Float(ms:Int)
		Return ms / (1000.0 / FPS)
	End
End

Class ScreenFade
	Field fadeTime:Float
	Field fadeOut:Bool
	Field ratio:Float = 0
	Field active:Bool
	Field counter:Float
	Field fadeMusic:Bool
	Field fadeSound:Bool

	Method Start:Void(fadeTime:Float, fadeOut:Bool, fadeSound:Bool = False, fadeMusic:Bool = False)
		If active Then Return
		active = True
		Self.fadeTime = fadeTime
		Self.fadeOut = fadeOut
		Self.fadeMusic = fadeMusic
		Self.fadeSound = fadeSound
		If fadeOut Then
			ratio = 1
		Else
			ratio = 0
		End
		counter = 0
	End

	Method Update:Void()
		If Not active Return
		counter += dt.delta
		CalcRatio()
		If fadeSound Then
			For Local i% = 0 To SoundPlayer.MAX_CHANNELS
				SetChannelVolume(i, (ratio) * (game.soundVolume / 100.0))
			Next
		End
		If fadeMusic Then
			game.SetMojoMusicVolume((ratio) * (game.musicVolume / 100.0))
		End
		if counter > fadeTime
			active = false
			if fadeOut
				game.currentScreen.PostFadeOut()
			else
				game.currentScreen.PostFadeIn()
			End
		End
	End

	Method CalcRatio:Void()
		ratio = counter/fadeTime
		If ratio < 0 Then ratio = 0
		If ratio > 1 Then ratio = 1
		If fadeOut Then
			ratio = 1 - ratio
		End
	End

	Method Render:Void()
		If Not active Return

		SetAlpha 1 - ratio
		SetColor 0, 0, 0
		DrawRect 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT
		SetAlpha 1
		SetColor 255, 255, 255
	End

End

Class ExitScreen Extends Screen
	Method New()
		name = "exit"
	End

	Method Start:Void()
		ExitApp()
	End

	Method Render:Void()
	End

	Method Update:Void()
	End
End

Class Screen Abstract
	Field name$ = ""

	Method PreStart:Void()
		game.currentScreen = self
		Start()
	End

	Method Start:Void() Abstract

	Method Render:Void() Abstract

	Method Update:Void() Abstract

	Method PostFadeOut:Void()
		game.nextScreen.PreStart()
	End

	Method PostFadeIn:Void()
	End

	Method ExtraRender:Void()
	End

End Class

Class FPSCounter Abstract
	Global fpsCount:Int
	Global startTime:Int
	Global totalFPS:Int

	Function Update:Void()
		If Millisecs() - startTime >= 1000
			totalFPS = fpsCount
			fpsCount = 0
			startTime = Millisecs()
		Else
			fpsCount+=1
		End
	End

	Function Draw:Void(x% = 0, y% = 0, ax# = 0, ay# = 0)
		DrawText("FPS: " + totalFPS, x, y, ax, ay)
	End
End

' From James Boyd
Class DeltaTimer
	Field targetfps:Float = 60
	Field currentticks:Float
	Field lastticks:Float
	Field frametime:Float
	Field delta:Float

	Method New (fps:Float)
		targetfps = fps
		lastticks = Millisecs()
	End

	Method UpdateDelta:Void()
		currentticks = Millisecs()
		frametime = currentticks - lastticks
		delta = frametime / (1000.0 / targetfps)
		lastticks = currentticks
	End
End

Class ImageBank Extends StringMap<GameImage>

	Field path$ = "graphics/"

	Method Load:GameImage(name:String, nameoverride:String = "", midhandle:Bool=true, ignoreCache:Bool=False)
		' check if we already have the image in the bank!
		Local storeKey:String = nameoverride.ToUpper()
		If storeKey = "" Then storeKey = StripAll(name.ToUpper())
		If Not ignoreCache And Self.Contains(storeKey) Then Return Self.Get(storeKey)

		' discard the old image if it's there
		If Self.Contains(storeKey) Then Self.Get(storeKey).image.Discard()

		Local i:GameImage = New GameImage
		i.Load(path + name, midhandle)
		i.name = storeKey
		Self.Set(i.name, i)
		Return i
	End

	Method LoadAnim:GameImage(name:String, w%, h%, total%, tmpImage:Image, midhandle:Bool=true, ignoreCache:Bool=False, nameoverride:String = "")
		' check if we already have the image in the bank!
		Local storeKey:String = nameoverride.ToUpper()
		If storeKey = "" Then storeKey = StripAll(name.ToUpper())
		If Not ignoreCache And Self.Contains(storeKey) Then Return Self.Get(storeKey)

		' discard the old image if it's there
		If Self.Contains(storeKey) Then Self.Get(storeKey).image.Discard()

		Local i:GameImage = New GameImage
		i.LoadAnim(path + name, w, h, total, tmpImage, midhandle)
		i.name = storeKey
		Self.Set(i.name, i)
		Return i
	End

	Method LoadTileset:GameImage(name:String, tileWidth%, tileHeight%, tileMargin% = 0, tileSpacing% = 0, nameoverride:String = "", midhandle:Bool=False, ignoreCache:Bool=False)
		' check if we already have the image in the bank!
		Local storeKey:String = nameoverride.ToUpper()
		If storeKey = "" Then storeKey = StripAll(name.ToUpper())
		If Not ignoreCache And Self.Contains(storeKey) Then Return Self.Get(storeKey)

		' discard the old image if it's there
		If Self.Contains(storeKey) Then Self.Get(storeKey).image.Discard()

		' load the new one
		Local i:GameImage = New GameImage
		i.LoadTileset(path + name, tileWidth, tileHeight, tileMargin, tileSpacing, midhandle)
		i.name = storeKey
		Self.Set(i.name, i)
		Return i
	End

	Method Find:GameImage(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameImage = Self.Get(name)
		AssertNotNull(i, "Image '" + name + "' not found in the ImageBank")
		Return i
	End

	Method PreCache:Void()
		Local gi:GameImage
		For Local key:String = EachIn self.Keys()
			gi = Self.Get(key)
			gi.PreCache()
		Next
	End

End

Class GameImage
	Field name$
	Field image:Image
	Field w%
	Field h%
	Field w2#
	Field h2#
	Field midhandled%=0

	Field leftMargin%=0
	Field rightMargin%=0
	Field topMargin%=0
	Field bottomMargin%=0

	Field tileWidth%, tileHeight%
	Field tileCountX%, tileCountY%
	Field tileCount%
	Field tileSpacing%, tileMargin%

	Method Load:Void(file$, midhandle:bool=true)
		name = StripAll(file.ToUpper())
		image = LoadBitmap(file)
		CalcSize()
		MidHandle(midhandle)
	End

	Method LoadAnim:Void(file$, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		name = StripAll(file.ToUpper())
		image = LoadAnimBitmap(file, w, h, total, tmpImage)
		CalcSize()
		MidHandle(midhandle)
	End

	Method LoadTileset:Void(file$, tileWidth%, tileHeight%, tileMargin% = 0, tileSpacing% = 0, midhandle:Bool=False)
		Load(file, midhandle)
		Self.tileWidth = tileWidth
		Self.tileHeight = tileHeight
		Self.tileMargin = tileMargin
		Self.tileSpacing = tileSpacing
		tileCountX = (w - tileMargin) / (tileWidth + tileSpacing)
		tileCountY = (h - tileMargin) / (tileHeight + tileSpacing)
		tileCount = tileCountX * tileCountY
	End

	Method CalcSize:Void()
		If image <> Null Then
			w = image.Width()
			h = image.Height()
			w2 = w/2
			h2 = h/2
		End
	End

	Method MidHandle:Void(On:Bool)
		If On Then
			image.SetHandle(w2, h2)
			midhandled=1
		Else
			image.SetHandle(0, 0)
			midhandled=0
		End
	End

	Method Draw:Void(x#, y#, rotation# = 0, scaleX# = 1, scaleY# = 1, frame% = 0)
		DrawImage(self.image, x, y, rotation, scaleX, scaleY, frame)
	End

	Method DrawSubImage:Void(destX#, destY#, srcX#, srcY#, srcWidth#, srcHeight#, rotation# = 0, scaleX# = 1, scaleY# = 1, frame% = 0)
		DrawImageRect(Self.image, destX, destY, srcX, srcY, srcWidth, srcHeight, rotation, scaleX, scaleY, frame)
	End

	Method DrawTile:Void(x#, y#, tile% = 0, rotation# = 0, scaleX# = 1, scaleY# = 1)
		Local srcX% = tileMargin + (tileWidth + tileSpacing) * (tile Mod tileCountX)
		Local srcY% = tileMargin + (tileHeight + tileSpacing) * (tile / tileCountX)
		DrawImageRect(Self.image, x, y, srcX, srcY, tileWidth, tileHeight, rotation, scaleX, scaleY)
	End

	Method DrawGrid:Void(x#, y#, rw#, rh#, frame% = 0)
		' draw top left corner
		DrawImageRect(self.image, x, y, 0, 0, leftMargin, topMargin, frame)
		' draw top right corner
		DrawImageRect(self.image, x+rw-rightMargin, y, w-rightMargin, 0, rightMargin, topMargin, frame)
		' draw bottom left corner
		DrawImageRect(self.image, x, y+rh-bottomMargin, 0, h-bottomMargin, leftMargin, bottomMargin, frame)
		' draw bottom right corner
		DrawImageRect(self.image, x+rw-rightMargin, y+rh-bottomMargin, w-rightMargin, h-bottomMargin, rightMargin, bottomMargin, frame)

		' work out how many horizontal and vertical tiles
		Local tileWidth% = (w-leftMargin-rightMargin)
		Local tileHeight% = (h-topMargin-bottomMargin)
		Local tileXCount% = (rw-leftMargin-rightMargin) / tileWidth
		Local tileYCount% = (rh-topMargin-bottomMargin) / tileHeight
		Local tileXOverflow% = (rw-leftMargin-rightMargin) Mod tileWidth
		Local tileYOverflow% = (rh-topMargin-bottomMargin) Mod tileHeight

		' tile top and bottom edges
		For Local i% = 0 Until tileXCount
			DrawImageRect(self.image, leftMargin+i*tileWidth,0,leftMargin,0,tileWidth,topMargin,frame)
			DrawImageRect(self.image, leftMargin+i*tileWidth,rh-bottomMargin,leftMargin,h-bottomMargin,tileWidth,bottomMargin,frame)
		Next
		If tileXOverflow > 0 Then
			DrawImageRect(self.image, leftMargin+tileXCount*tileWidth,0,leftMargin,0,tileXOverflow,topMargin,frame)
			DrawImageRect(self.image, leftMargin+tileXCount*tileWidth,rh-bottomMargin,leftMargin,h-bottomMargin,tileXOverflow,bottomMargin,frame)
		End

		' tile left and right edges
		For Local i% = 0 Until tileYCount
			DrawImageRect(self.image, 0, topMargin+i*tileHeight,0,topMargin,leftMargin,tileHeight,frame)
			DrawImageRect(self.image, rw-rightMargin,topMargin+i*tileHeight,w-rightMargin,topMargin,rightMargin,tileHeight,frame)
		Next
		If tileYOverflow > 0 Then
			DrawImageRect(self.image, 0, topMargin+tileYCount*tileHeight,0,topMargin,leftMargin,tileYOverflow,frame)
			DrawImageRect(self.image, rw-rightMargin,topMargin+tileYCount*tileHeight,w-rightMargin,topMargin,rightMargin,tileYOverflow,frame)
		End

		' tile centre
		' TODO
	End

	Method PreCache:Void()
		DrawImage self.image, -self.w-50, -self.h-50
	End
End

Class SoundBank Extends StringMap<GameSound>

	Global path$ = "sounds/"

	Method Load:GameSound(name:String, nameoverride:String = "", ignoreCache:Bool = False)
		' check if we already have the sound in the bank!
		Local storeKey:String = nameoverride.ToUpper()
		If storeKey = "" Then storeKey = StripAll(name.ToUpper())
		If Not ignoreCache And Self.Contains(storeKey) Then Return Self.Get(storeKey)

		' discard the old sound if it's there
		If Self.Contains(storeKey) Then Self.Get(storeKey).sound.Discard()

		Local s:GameSound = New GameSound
		s.Load(name)
		s.name = storeKey
		Self.Set(s.name, s)
		Return s
	End

	Method Find:GameSound(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameSound =  Self.Get(name)
		AssertNotNull(i, "Sound '" + name + "' not found in the SoundBank")
		Return i
	End
End

Class GameSound
	Field name:String
	Field sound:Sound
	Field rate:Float = 1
	Field pan:Float = 0
	Field volume:Float = 1
	Field loop:Int = 0
	Field channel:Int
	Field loopChannelList:IntArrayList = New IntArrayList

	Method Load:Void(file$)

		If file.Contains(".wav") Or file.Contains(".ogg") Or file.Contains(".mp3") Then
			sound = LoadSoundSample(SoundBank.path + file)
		Else
			#if TARGET="flash"
				sound = LoadSoundSample(SoundBank.path + file +".mp3")
			#else If TARGET="android"
				sound = LoadSoundSample(SoundBank.path + file +".ogg")
			#else
				sound = LoadSoundSample(SoundBank.path + file +".wav")
			#endif
		End

		name = StripAll(file.ToUpper())
	End

	Method Play:Void(playChannel:Int = -1)
		channel = SoundPlayer.PlayFx(sound, pan, rate, volume * (game.soundVolume / 100.0), loop, playChannel)
		if loop = 1
			loopChannelList.Add(channel)
		End
	End

	Method Stop:Void()
		SoundPlayer.PlayerStopChannel(channel)
		if loopChannelList.Size > 0
			Local ch:Int
			For Local i:Int = 0 Until loopChannelList.Size
				ch = loopChannelList.GetInt(i)
				SoundPlayer.PlayerStopChannel(ch)
			Next
			loopChannelList.Clear()
		End
	End

End

Class SoundPlayer
	Global channel:Int
	Const MAX_CHANNELS:Int = 31
	Global playerChannelState:Int[] = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] ' 32 indexes - (0 to 31)

	Function StopChannels:Void()
		For Local i:Int = 0 to MAX_CHANNELS
			StopChannel(i)
			playerChannelState[i] = 0
		Next
	End

	Function PlayerStopChannel:Void(playerChannel:Int)
		StopChannel(playerChannel)
		playerChannelState[playerChannel] = 0
	End

	Function PlayFx:Int(s:Sound, pan:Float=0, rate:Float=1, volume:Float=1, loop:Int = 0, playChannel:Int = -1)
		if playChannel = -1
			Local cnt:Int = 0
			channel += 1
			If (channel > MAX_CHANNELS) Then channel = 0
			While playerChannelState[channel] = 1 ' channel State doesnt work with Flash
				channel += 1
				If (channel > MAX_CHANNELS) Then channel = 0
				cnt=+1
				if cnt > MAX_CHANNELS * 2 Then Exit ' stop infinite loop if case all channels are playing
			Wend
		Else
			channel = playChannel
			playerChannelState[playChannel] = 0
		End

		StopChannel(channel)
		PlaySound(s, channel, loop)
		SetChannelPan(channel, pan)
		SetChannelRate(channel, rate)
		SetChannelVolume(channel, volume)
		if loop
			playerChannelState[channel] = 1
		End
		Return channel
	End

End

Class Sprite
	Field name$
	Field visible?
	Field x#, y#
	Field ox#, oy#
	Field dx#, dy#
	Field speedX#, speedY#, speed#
	Field maxXSpeed#, maxYSpeed#
	Field image:GameImage
	Field scaleX# = 1, scaleY# = 1

	Field red% = 255, green% = 255, blue% = 255, alpha# = 1
	Field hitBoxX:Int = 0
	Field hitBoxY:Int = 0
	Field hitBoxWidth:Int
	Field hitBoxHeight:Int

	' Animation
	Field frame:Int
	Field frameTimer:Int
	Field frameStart:Int
	Field frameEnd:Int
	Field frameSpeed:Int = 0
	Field reverse:Bool = false
	Field pingPong:Bool = false
	Field loop:Bool = true
	Field ping%

	' Scale
	Field scaleCounter#=0
	Field scaleXSpeed# = 0.1
	Field scaleYSpeed# = 0.1
	Field ygravity#
	Field maxFrame:Int

	' Rotation
	Field rotationCounter#=0
	Field rotationLength%=1000
	Field rotationLoop% = 0
	Field rotation#, rotationSpeed# = 1

	Method New(img:GameImage,x#, y#)
		Self.image = img
		Self.x = x
		Self.y = y
		self.alpha = 1
		self.SetHitBox(-img.w2, -img.h2, img.w, img.h)
		Self.visible = True
	End

	Method SetImage:Void(gi:GameImage)
		image = gi
		GetSize()
	End

	Method GetSize:Void()
		'Sets w and h based on the current image.
		If image <> Null Then
			image.w = image.image.Width()
			image.h = image.image.Height()
			image.w2 = image.w/2
			image.h2 = image.h/2
		End
	End

	Method Precache:Void()
		DrawImage image.image, -image.w-50, -image.h-50
	End

	Method SetRGB:Void(r%,g%,b%)
		Self.red = r
		Self.green = g
		Self.blue = b
	End

	Method SetScaleXY:Void(sx#, sy#)
		self.scaleX = sx
		self.scaleY = sy
	End

	Method Move:Void()
		Self.x+=Self.dx * dt.delta
		Self.y+=Self.dy * dt.delta

		If ygravity > 0 Then dy += ygravity * dt.delta
	End

	Method ManageScale:Void()
		If scaleCounter>0 Then
			scaleCounter-=1*dt.delta
			scaleX+=scaleXSpeed*dt.delta
			scaleY+=scaleYSpeed*dt.delta
		End
	End

	Method ManageRotation:Void()
		If rotationLoop Then
			rotation+=rotationSpeed*dt.delta
			If rotation >= 360 Then rotation-=360
			If rotation <0 Then rotation+=360
		Else
			If rotationCounter>0 Then
				rotationCounter-=1 * dt.delta
				rotation+=rotationSpeed * dt.delta
			End
		End
	End

	Method MoveForward:Void()
		dx = -Sin(rotation) * speed
        dy = -Cos(rotation) * speed

		move()
	End

	Method SetFrame:Void(startFrame:Int=0, endFrame:Int=0, speed:Int=125, pingPong:Bool = false, loop:Bool = true)
		frame = startFrame
		frameStart = startFrame
		frameEnd = endFrame
		if startFrame > endFrame
			reverse = true
		else
			reverse = false
		End
		self.pingPong = pingPong
		self.loop = loop
		frameSpeed = speed
		frameTimer = Millisecs()
		ping = 0
	End

	Method UpdateAnimation:Void()
		if frameSpeed > 0
			If Millisecs() > frameTimer + frameSpeed
				if not reverse
					frame+=1
					If frame > frameEnd
						ResetAnim()
					End
				else
					frame-=1
					If frame < frameEnd
						ResetAnim()
					End
				End
				frameTimer = Millisecs()
			End
		end
	End

	Method ResetAnim:Void()
		if loop then
			if pingPong
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
			else
				frame = frameStart
			End
		else
			if pingPong and ping <1
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
				ping+=1
			else
				frame = frameEnd
			End
		End
	End

	Method Draw:Void()
		Draw(0,0)
	End

	Method Draw:Void(offsetx#=0, offsety#=0)
		If x - offsetx + image.w < 0 Or x - offsetx - image.w >= SCREEN_WIDTH Or y - offsety + image.h < 0 Or y - offsety - image.h >= SCREEN_HEIGHT Then Return
		If Self.alpha > 1 Then Self.alpha = 1
		If Self.alpha < 0 Then Self.alpha = 0
		SetAlpha Self.alpha
		SetColor red, green, blue ' doesnt work with images!?!??!
		DrawImage(image.image, x - offsetx, y - offsety, rotation, scaleX, scaleY, frame)
		SetColor 255, 255, 255
		SetAlpha 1

	'	if debug
	'		drawRectOutline(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight)
	'	End
	End

	Method SetupRotation:Void(rotationSpeed:Float, length:Int, loop:Bool = False, rndPosition:Bool = False)
		Self.rotationSpeed = rotationSpeed
		If loop Then
			rotationLoop = 1
			If rndPosition Then rotation = Rnd(0,360)
		Else
			rotationLength = length
			rotationCounter = rotationLength
		End
	End

	Method Collide:Int(sprite:Sprite)
		Return RectsOverlap(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight,
							sprite.x + sprite.hitBoxX, sprite.y + sprite.hitBoxY, sprite.hitBoxWidth, sprite.hitBoxHeight)
	End

	Method SetHitBox:Void(hitX:Int, hitY:Int, hitWidth:Int, hitHeight:Int)
		hitBoxX = hitX
		hitBoxY = hitY
		hitBoxWidth = hitWidth
		hitBoxHeight = hitHeight
	End
End

Class Particle Extends Sprite
	Global MAX_PARTICLES% = 800
	Global particles:Particle[MAX_PARTICLES]
	Global lastDeath% = 0
	Global maxIndex% = -1
	Global minIndex% = -1
	Global particleCount% = 0
	Field lifeCounter# = 0
	Field fadeIn# = 0
	Field fadeCounter#
	Field fadeInLength# = 0
	Field fadeLength#=0
	Field active% = 0

	Function Cache:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i] = New Particle()
		Next
	End

	Function Create:Particle(gi:GameImage, x#, y#, dx#=0, dy#=0, gravity#=0, fadeLength#=0, lifeCounter%=0)
		Local i%=lastDeath
		Repeat
			If particles[i] = Null Then particles[i] = New Particle()
			If Not particles[i].active Then
				particles[i].SetImage(gi)
				particles[i].x = x
				particles[i].y = y
				particles[i].dx = dx
				particles[i].dy = dy

				particles[i].ygravity = gravity
				particles[i].fadeLength = fadeLength / 10
				particles[i].fadeCounter = particles[i].fadeLength
				If lifeCounter>0 Then particles[i].lifeCounter = lifeCounter / 10
				particles[i].active = 1
				If maxIndex < 0 Or i > maxIndex Then maxIndex = i
				If minIndex < 0 Or i < minIndex Then minIndex = i
				particleCount += 1
				Return particles[i]
			End
			i += 1
			If i >= MAX_PARTICLES Then i = 0
		Until i = lastDeath
		Return Null
	End

	Function Clear:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i].alpha = 0
			particles[i].active = False
		Next
		minIndex = -1
		maxIndex = -1
		particleCount = 0
		lastDeath = 0
	End

	Function DrawAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].fadeCounter > 0 and particles[i].active Then
					If particles[i].fadeIn Then
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeInLength
					Else
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeLength
					End
				End
				particles[i].Draw()
			End
		Next
	End

	Function UpdateAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		Local newMinIndex% = -1
		Local newMaxIndex% = -1
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].active
					particles[i].Update()
					If particles[i].active Then
						If newMinIndex < 0 Then newMinIndex = i
						newMaxIndex = i
					Else
						lastDeath = i
						particleCount -= 1
					End
				End
			End
		Next
		minIndex = newMinIndex
		maxIndex = newMaxIndex
	End

	Method Update:Void()
		Super.Move()

		If fadeIn Then
			fadeCounter+=dt.delta

			If fadeCounter >= fadeInLength Then
				fadeCounter = fadeLength
				fadeIn = 0
				alpha = 1
			End
		ElseIf fadeCounter>0 Then
			fadeCounter-=dt.delta
			If fadeCounter <= 0 Then
				alpha = 0
				active = 0
			End
		End
	End

End