+ //Update input for each player\r
+ for (int i = 0; i < 4; i++)\r
+ {\r
+ //If player has not selected a player yet let them select one.\r
+ if (mCharacters[i] == null)\r
+ {\r
+ if (state.keysDown[i].Contains(Keys.Enter))\r
+ {\r
+ mCharacters[i] = (new Human(mMap, "", everything, projectile1, this));\r
+ mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i + 1).X;\r
+ mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y;\r
+ }\r
+ }\r
+ //Regular player input updates\r
+ else\r
+ {\r
+\r
+ mCharacters[i].MovePlayer(state.keysDown[i]);\r
+ mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
+ }\r
+ }\r
+ //Handle wall collisions of projectiles again...\r
+ for (int i = 0; i < mProjectiles.Count; i++)\r
+ {\r
+ if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\r
+ {\r
+ mProjectiles.RemoveAt(i);\r
+ i--;\r
+ } \r
+\r
+ }\r
+\r
+#if INGAME_ZOOM\r
+ if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mMap.Zoom = mMap.Zoom + 0.5f;\r
+ if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mMap.Zoom = mMap.Zoom - 0.5f;\r
+#endif\r