+ //Update input for each player\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
+ {\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
+ }\r
+ }\r
+ //Regular player input updates\r
+ else\r
+ {\r
+\r
+ mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i));\r
+ \r
+ }\r
+ }\r
+ if (mCharacters[0] != null)\r
+ {\r
+ mGame.State.Map.CenterCell = mCharacters[0].Position;\r
+ }\r
+ //Handle wall collisions of projectiles again...\r
+ for (int i = 0; i < mProjectiles.Count; i++)\r
+ {\r
+ if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
+ {\r
+ mProjectiles.RemoveAt(i);\r
+ i--;\r
+ } \r
+\r
+ }\r
+\r
+#if INGAME_ZOOM\r
+ if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mGame.State.Map.Zoom = mGame.State.Map.Zoom + 0.5f;\r
+ if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mGame.State.Map.Zoom = mGame.State.Map.Zoom - 0.5f;\r
+#endif\r