/// <summary>
        /// Handles input that alters movement
        /// </summary>
        /// <param name="input"></param>
        private void CheckForMovement(InputState input)
        {
            bool moving = false;
            //Jump
            if (input.rectPressedOnce(gamePlayButtons.GetButton(ButtonType.JUMP).destinationBox))
            {
                playerManager.currentPlayer.Jump();
            }
            //RIGHT
            if(input.rectPressedHold(gamePlayButtons.GetButton(ButtonType.MOVE_RIGHT).destinationBox))
            {
                playerManager.currentPlayer.velocity =
                    new Vector2(xVelocity, playerManager.currentPlayer.velocity.Y);

                // Animation
                if (!playerManager.currentPlayer.inAir)
                    playerManager.currentPlayer.animData.RunAnimation(deltaTime, AnimationType.RIGHT);
                else
                    playerManager.currentPlayer.animData.RunAnimation(deltaTime, AnimationType.JUMP_RIGHT);

                if (moving)
                    moving = false;
                else moving = true;
            }

            //LEFT
            if (input.rectPressedHold(gamePlayButtons.GetButton(ButtonType.MOVE_LEFT).destinationBox))
            {
                playerManager.currentPlayer.velocity =
                    new Vector2(-xVelocity, playerManager.currentPlayer.velocity.Y);

                // Animation
                if (!playerManager.currentPlayer.inAir)
                    playerManager.currentPlayer.animData.RunAnimation(deltaTime, AnimationType.LEFT);
                else
                    playerManager.currentPlayer.animData.RunAnimation(deltaTime,AnimationType.JUMP_LEFT);

                if (moving)
                    moving = false;
                else moving = true;
            }

            if(!moving && !playerManager.currentPlayer.inAir)
            {
                playerManager.currentPlayer.velocity = new Vector2(0, playerManager.currentPlayer.velocity.Y);
                playerManager.currentPlayer.animData.ResetAnimation(); //Set idle
            }
        }
 /// <summary>
 /// Handles the input that toggles the use of special ability
 /// </summary>
 /// <param name="input"></param>
 private void CheckForAbilitiesUse(InputState input)
 {
     if (input.rectPressedHold(gamePlayButtons.GetButton(ButtonType.SPECIAL_ATTACK).destinationBox))
     {
         playerManager.currentPlayer.DoAction();
     }
     else if(input.RectReleasedThisUpdate(gamePlayButtons.GetButton(ButtonType.SPECIAL_ATTACK).destinationBox))
     {
         playerManager.currentPlayer.OnActionButtonRelease();
     }
 }