+ int numPlayers = playerIdentifiers.Count();\r
+\r
+ mPlayerIdentifiers = new object[numPlayers];\r
+ for (int i = 0; i < numPlayers; i++) mPlayerIdentifiers[i] = playerIdentifiers[i];\r
+\r
+ mThisPlayerID = GetPlayerNumber(thisPlayer);\r
+\r
+ State = new GameState(numPlayers);\r
+ mInputs = new NextInputs(numPlayers);\r
+ State.mDisplay = new Display(this);\r
+ State.mDisplay.LoadContent(mContentManager);\r
+\r
+ // Load the tilemap.\r
+ Texture2D mapTiles = mContentManager.Load<Texture2D>("graphics/wallAndFloorTilesNoEdgeScale");\r
+ Tilemap tilemap = new Tilemap(mapTiles, 10, 7);\r
+ tilemap.SetTile('`', new Point(0, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('~', new Point(1, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('!', new Point(2, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('@', new Point(3, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('#', new Point(4, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('$', new Point(5, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('%', new Point(6, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('^', new Point(8, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('&', new Point(9, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('*', new Point(0, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('(', new Point(1, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile(')', new Point(2, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('-', new Point(3, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('=', new Point(4, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('_', new Point(5, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('+', new Point(6, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('|', new Point(8, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('[', new Point(0, 4), TileFlags.Default);\r
+ tilemap.SetTile(']', new Point(1, 4), TileFlags.Default);\r
+ tilemap.SetTile('{', new Point(2, 4), TileFlags.Default);\r
+ tilemap.SetTile('}', new Point(3, 4), TileFlags.Default);\r
+ tilemap.SetTile('?', new Point(4, 4), TileFlags.Default);\r
+ tilemap.SetTile(',', new Point(7, 4), TileFlags.Default);\r
+ tilemap.SetTile('.', new Point(8, 4), TileFlags.Default);\r
+ tilemap.SetTile('\\', new Point(9, 4), TileFlags.Default);\r
+ tilemap.SetTile(';', new Point(0, 5), TileFlags.Default);\r
+ tilemap.SetTile(':', new Point(1, 5), TileFlags.Default);\r
+ tilemap.SetTile('\'', new Point(2, 5), TileFlags.Default);\r
+ tilemap.SetTile('"', new Point(3, 5), TileFlags.Default);\r
+ tilemap.SetTile(' ', new Point(4, 5), TileFlags.Default);\r
+ tilemap.SetTile('<', new Point(7, 5), TileFlags.Default);\r
+ tilemap.SetTile('>', new Point(8, 5), TileFlags.Default);\r
+ tilemap.SetTile('/', new Point(9, 5), TileFlags.Default);\r
+ Map.Tilemap = tilemap;\r
+\r
+ // Load the first map.\r
+ State.Map = mContentManager.Load<Map>("Maps/colosseumClosed");\r
+ State.Entities = State.Map.GetAllEntities(this);\r
+\r
+ mAIData = new AI(this);\r
+\r
+ /*\r
+ mPlayers.Clear();\r
+ for (int i = 0; i < PlayerIdentifiers.Length; i++)\r
+ {\r
+ Human player = new Human(mMap, "");\r
+ mPlayers.Add(player);\r
+ mDisplay.AddCharacters(player);\r
+ mPlayers.Add(player);\r
+ mDisplay.AddCharacters(player);\r
+ }\r
+ this.playerIdentifiers = PlayerIdentifiers;\r
+ for (int i = 0; i < mPlayers.Count; i++) \r