void SwitchPhysicsGun(GameControler.PlayerEventArgs e)
 {
     var direction = e.Direction.GetVector(Vector2.Zero).X;
     ActiveProfile.PhysicsWeaponInventory.SwitchWeapon((int)direction);
 }
 void PlayerMove(GameControler.PlayerEventArgs e)
 {
     ActiveMap.MainPlayer.FacingDirection = e.Direction.GetVector(ActiveMap.MainPlayer.FacingDirection);
     ActiveMap.MainPlayer.State = Player.WalkingState;
 }
 void PlayerStop(GameControler.PlayerEventArgs e)
 {
     ActiveMap.MainPlayer.State = Player.StandingState;
 }
 void ManipulatePhysics(GameControler.ManipulatePhysicsEventArgs e)
 {
     ActiveProfile.PhysicsWeaponInventory.DeployWeapon(e.Target);
 }
 void PlayerJump(GameControler.PlayerEventArgs e)
 {
     ActiveMap.MainPlayer.State = Player.JumpingState;
 }
 void ChangePhysicsGunSettings(GameControler.PlayerEventArgs e)
 {
     var direction = e.Direction.GetVector(Vector2.Zero).Y;
     ActiveProfile.PhysicsWeaponInventory.ChangeWeaponPower(direction);
 }
 void EnterPortal(GameControler.InteractEventArgs e)
 {
     ((Portal)e.Selection).Activate();
     foreach (Actor actor in ActiveMap.GameObjects)
     {
         if (actor.NoTexture)
         {
             PolyBody body = (PolyBody)actor.PolyBody;
             body.tex = GraphicsGenerator.GenerateTexFromPolygon(body);
         }
     }
 }
 void Singleton_ManipulatePhysicsOn(GameControler.ManipulatePhysicsEventArgs e)
 {
     ActiveProfile.PhysicsWeaponInventory.SetOn(e.Target);
     ActiveMap.MainPlayer.FacingDirection = Vector2.UnitX * (float)Math.Sign(e.Target.X - ActiveMap.MainPlayer.PolyBody.Position.X);
 }
 void Singleton_ManipulatePhysicsOff(GameControler.ManipulatePhysicsEventArgs e)
 {
     ActiveProfile.PhysicsWeaponInventory.SetOff(e.Target);
 }
 void PlayerMove(GameControler.PlayerEventArgs e)
 {
     ActiveMap.MainPlayer.SetPlayerState(Player.WalkingState, e);
 }
 void PlayerJump(GameControler.PlayerEventArgs e)
 {
     ActiveMap.MainPlayer.SetPlayerState(Player.JumpingState, e);
 }
 void EnterPortal(GameControler.InteractEventArgs e)
 {
     _backGroundMusic.endCurrentBackgroundMusic();
     ((Portal)e.Selection).Activate();
 }