\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
{\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
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
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