]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Game.cs
Reseting the map seems to be working now.
[chaz/carfire] / CarFire / CarFire / CarFire / Game.cs
index 56507110fac10ba1c10502be051f1cf11545dc1f..63ed26deed977cd5993c8844496f1f26dfac6852 100644 (file)
@@ -309,6 +309,15 @@ namespace CarFire
         public void AdvanceLevel()\r
         {\r
             // TODO: Load the next map, etc...\r
+            //TODO somehow get next map\r
+            State.Entities.Clear();\r
+            String nextMap = State.Map.Next;\r
+            State.Map = mContentManager.Load<Map>("Maps/"+nextMap);\r
+            for (int i = 0; i < State.mCharacters.Length; i++)\r
+            {\r
+                State.mCharacters[i].Coordinates = State.Map.GetStartingPositionForPlayer(i + 1);\r
+            }\r
+            State.Entities = State.Map.GetAllEntities(this);\r
         }\r
 \r
         /// <summary>\r
@@ -324,21 +333,6 @@ namespace CarFire
         public Game()\r
         {\r
            \r
-        }\r
-        /// <summary>\r
-        /// This method should be called whenever the players want to move to a new map.\r
-        /// Not implemented yet.  Need some way to get next map.\r
-        /// </summary>\r
-        public void startNewMap()\r
-        {\r
-            //TODO somehow get next map\r
-            State.Entities.Clear();\r
-            //State.Map = State.Map.getNextMap();\r
-            for (int i = 0; i < State.mCharacters.Length; i++)\r
-            {\r
-                State.mCharacters[i].Coordinates = State.Map.GetStartingPositionForPlayer(i + 1);\r
-            }\r
-            State.Entities = State.Map.GetAllEntities(this);\r
         }\r
         public void LoadContent(ContentManager contentManager)\r
         {\r
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