#undef SINGLE_TEST\r
\r
+// Define INGAME_ZOOM to allow zooming in and out with\r
+// the PageUp and PageDown keys.\r
+#define INGAME_ZOOM\r
+\r
using System;\r
using System.Collections.Generic;\r
using System.Linq;\r
}\r
}\r
}\r
+ //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
mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y;\r
}\r
}\r
+ //Regular player input updates\r
else\r
{\r
\r
{\r
if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\r
{\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
}\r
\r
/// <summary>\r
mCharacters[i].Draw(spriteBatch);\r
} \r
}\r
- /*\r
- public void AddCharacters(IPlayer player)\r
- {\r
- mCharacters[mCharacters.Length] = player;\r
- //mCharacters.Add(player);\r
- }\r
- */\r
+ /// <summary>\r
+ /// Add a projectile to the Display.\r
+ /// </summary>\r
+ /// <param name="projectile"></param>\r
public void AddProjectiles(Projectile projectile)\r
{\r
mProjectiles.Add(projectile);\r