for (int i = 0; i < mProjectiles.Count; i++ )\r
{\r
bool removed = false;\r
- if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\r
+ if (!mMap.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
{\r
\r
mProjectiles.RemoveAt(i);\r
if(mCharacters[j] != null)\r
for (int i = 0; i < mProjectiles.Count; i++)\r
{\r
- if (mProjectiles[i].GridX == mCharacters[j].Coordinates.X && mProjectiles[i].GridY == mCharacters[j].Coordinates.Y)\r
+ if (mProjectiles[i].Coordinates.X == mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mCharacters[j].Coordinates.Y)\r
{\r
mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
Console.WriteLine(mCharacters[j].Health);\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
+ if (!mMap.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
{\r
mProjectiles.RemoveAt(i);\r
i--;\r