public void resetActors()
{
if (Mouse.GetState().LeftButton == ButtonState.Pressed)
{
_noMove = true;
}
if (_effects != null) _effects.Clear();
if (_floatnumbers != null) _floatnumbers.Clear();
if (_projectiles != null) _projectiles.Clear();
_maxProjectile = 0;
_walls.Load("Content\\" + _map.wallFile + ".xml");
_floors.Load("Content\\" + _map.floorFile + ".xml");
_actors.Clear();
for (int count = 0; count < _map.actorPositions.Count; ++count)
{
switch (_map.actors[count].actorType)
{
case Backend.ActorType.Player:
_actors.Add(new ActorView(_camera, this, count, _content, _map2screen(_map.actorPositions[count]), _map.actors[count], _map.actors[count].animationFile, 3, _map.actors[count].health > 0));
break;
case Backend.ActorType.Enemy:
_actors.Add(new ActorView(_camera, this, count, _content, _map2screen(_map.actorPositions[count]), _map.actors[count], _map.actors[count].animationFile, 3, _map.actors[count].health > 0));
break;
case Backend.ActorType.NPC:
_actors.Add(new ActorView(_camera, this, count, _content, _map2screen(_map.actorPositions[count]), _map.actors[count], _map.actors[count].animationFile, 12, _map.actors[count].health > 0));
break;
}
_map.actors[count].locked = false;
if (_playerID == count)
{
_actors[count].focussed = true;
}
}
_camera.position = new Vector2(-38 - _actors[_playerID].position.x, -30 - _actors[_playerID].position.y);
DisplaySubtitle(_map.name, "Level " + _map.level + " of " + _map.dungeonname);
}