/// </summary>\r
public class Display\r
{\r
- bool playerChosen = false;\r
List<Projectile> mProjectiles = new List<Projectile>();\r
//List<IPlayer> mCharacters = new List<IPlayer>();\r
- IPlayer[] mCharacters = new IPlayer[4];\r
+ //IPlayer[] mCharacters = new IPlayer[4];\r
Texture2D everything;\r
Texture2D projectile1;\r
Game mGame;\r
\r
}\r
//Check for collisons\r
- for (int j = 0; j < mCharacters.Length; j++) \r
+ for (int j = 0; j < mGame.State.mCharacters.Length; j++) \r
{\r
\r
- if(mCharacters[j] != null)\r
+ if(mGame.State.mCharacters[j] != null)\r
for (int i = 0; i < mProjectiles.Count; i++)\r
{\r
- if (mProjectiles[i].Coordinates.X == mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mCharacters[j].Coordinates.Y)\r
+ if (mProjectiles[i].Coordinates.X == mGame.State.mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mGame.State.mCharacters[j].Coordinates.Y)\r
{\r
- mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
- Console.WriteLine(mCharacters[j].Health);\r
+ mGame.State.mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
+ Console.WriteLine(mGame.State.mCharacters[j].Health);\r
mProjectiles.RemoveAt(i);\r
i--;\r
}\r
for (int i = 0; i < mGame.State.NumberOfPlayers; i++)\r
{\r
//If player has not selected a player yet let them select one.\r
- if (mCharacters[i] == null)\r
+ if (mGame.State.mCharacters[i] == null)\r
{\r
if (mGame.State.GetKeysDown(i).Contains(Keys.Enter))\r
{\r
- mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1));\r
+ //mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1));\r
}\r
}\r
//Regular player input updates\r
else\r
{\r
\r
- mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i));\r
+ mGame.State.mCharacters[i].UpdateInput(timespan, mGame.State.GetKeysDown(i));\r
\r
}\r
}\r
- if (mCharacters[thisPlayer] != null)\r
+ if (mGame.State.mCharacters[thisPlayer] != null)\r
{\r
- mGame.State.Map.CenterCell = mCharacters[thisPlayer].Position;\r
+ mGame.State.Map.CenterCell = mGame.State.mCharacters[thisPlayer].Position;\r
}\r
//Handle wall collisions of projectiles again...\r
for (int i = 0; i < mProjectiles.Count; i++)\r
for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters)\r
{\r
\r
- if (mCharacters[i] != null)\r
+ if (mGame.State.mCharacters[i] != null)\r
{\r
- mCharacters[i].Draw(spriteBatch);\r
+ mGame.State.mCharacters[i].Draw(spriteBatch);\r
\r
}\r
}\r