/// checking for collisions, gathering input, and playing audio.\r
/// </summary>\r
/// <param name="gameTime">Provides a snapshot of timing values.</param>\r
- public void Update(TimeSpan timespan, GameState state)\r
+ public void Update(TimeSpan timespan, GameState state, int thisPlayer)\r
{\r
\r
//INPUT - testing input... has to be through network later\r
\r
}\r
}\r
- if (mCharacters[0] != null)\r
+ if (mCharacters[thisPlayer] != null)\r
{\r
- mGame.State.Map.CenterCell = mCharacters[0].Position;\r
+ mGame.State.Map.CenterCell = mCharacters[thisPlayer].Position;\r
}\r
//Handle wall collisions of projectiles again...\r
for (int i = 0; i < mProjectiles.Count; i++)\r
public long Update(TimeSpan elapsedTime)\r
{\r
State.AdvanceFrame(mInputs, elapsedTime.Milliseconds); // Apply the inputs, advance game state.\r
- mDisplay.Update(elapsedTime, State);\r
+ mDisplay.Update(elapsedTime, State, 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