]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Game.cs
Map shouldn't keep a reference to the game as if it were a property, but it is needed...
[chaz/carfire] / CarFire / CarFire / CarFire / Game.cs
index be18be785b8d8a35c7f02dfbcbced0d8c414be74..38088419c59db8bebb2c20f097cbe56102e11f4c 100644 (file)
@@ -24,6 +24,7 @@ namespace CarFire
 \r
         public Map Map;\r
         public List<IEntity> Entities = new List<IEntity>();\r
+        public List<Projectile> mProjectiles = new List<Projectile>();\r
         public Player[] mCharacters = new Player[4];\r
         public Display mDisplay;\r
 \r
@@ -259,7 +260,7 @@ namespace CarFire
             {\r
                 State.mCharacters[i].Coordinates = State.Map.GetStartingPositionForPlayer(i + 1);\r
             }\r
-            State.Entities = State.Map.GetAllEntities();\r
+            State.Entities = State.Map.GetAllEntities(this);\r
         }\r
         public void LoadContent(ContentManager contentManager)\r
         {\r
@@ -311,8 +312,7 @@ namespace CarFire
             State.mDisplay.LoadContent(mContentManager);\r
 \r
             State.Map = mContentManager.Load<Map>("Maps/stable");\r
-            State.Map.Game = this;\r
-            State.Entities = State.Map.GetAllEntities();\r
+            State.Entities = State.Map.GetAllEntities(this);\r
             Map.DefaultTile = mContentManager.Load<Texture2D>("default");\r
 \r
             /*\r
@@ -380,7 +380,7 @@ namespace CarFire
         public long Update(TimeSpan elapsedTime)\r
         {\r
             State.AdvanceFrame(mInputs, elapsedTime.Milliseconds);  // Apply the inputs, advance game state.\r
-            State.mDisplay.Update(elapsedTime, State, mThisPlayerID);\r
+            State.mDisplay.Update(elapsedTime, mThisPlayerID);\r
             State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); });\r
             mInputs = new NextInputs(State.NumberOfPlayers);  // Start with inputs cleared on the next frame.\r
             //mDisplay.Update(elapsedTime);\r
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