+ releasedKeys = mLastPressedKeys;\r
+ mLastPressedKeys = new List<Keys>(pressedKeysArray);\r
+ //Just apply input for the first player\r
+ mCharacters[0].MovePlayer(pressedKeys);\r
+ if (pressedKeys.Contains(Keys.Enter) && !releasedKeys.Contains(Keys.Enter))\r
+ {\r
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5,0), mCharacters[0].GridX +1, mCharacters[0].GridY+1, (int)mCharacters[0].GridX*(int)Map.PixelsToUnitSquares,(int)mCharacters[0].GridY*(int)Map.PixelsToUnitSquares));\r
+ }\r
+ mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
+#endif\r
+ \r
+ for (int i = 0; i < 4; i++)\r
+ {\r
+ if (mCharacters[i] == null)\r
+ {\r
+ if(state.keysDown[i].Contains(Keys.Enter))\r
+ {\r
+ mCharacters[i] = (new Human(mMap, "", everything));\r
+ mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i+1).X;\r
+ mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i+1).Y;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
+ mCharacters[i].MovePlayer(state.keysDown[i]);\r
+ }\r
+ }\r