if(mCharacters[j] != null)\r
for (int i = 0; i < mProjectiles.Count; i++)\r
{\r
- if (mProjectiles[i].GridX == mCharacters[j].GridX && mProjectiles[i].GridY == mCharacters[j].GridY)\r
+ if (mProjectiles[i].GridX == mCharacters[j].Coordinates.X && mProjectiles[i].GridY == mCharacters[j].Coordinates.Y)\r
{\r
mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
Console.WriteLine(mCharacters[j].Health);\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
+ mCharacters[i] = new Human(mMap, "", everything, projectile1, this, mMap.GetStartingPositionForPlayer(i+1));\r
}\r
}\r
//Regular player input updates\r
else\r
{\r
\r
- mCharacters[i].MovePlayer(state.keysDown[i]);\r
+ mCharacters[i].MovePlayer(timespan, state.keysDown[i]);\r
\r
}\r
}\r
if (mCharacters[0] != null)\r
{\r
- mMap.CenterCell = new Vector2(mCharacters[0].PixelX / Map.PixelsToUnitSquares, mCharacters[0].PixelY / Map.PixelsToUnitSquares);\r
+ mMap.CenterCell = mCharacters[0].Position;\r
}\r
//Handle wall collisions of projectiles again...\r
for (int i = 0; i < mProjectiles.Count; i++)\r