public void mapCollisions(String cMap)
{
String[] blocks = cMap.Split(',');
int p = 0,x = 0,y = 0;
while (x < mapSize.X)
{
y = 0;
while (y < mapSize.Y)
{
//This should eventually change to only cover stuff that causes replacements (e.g. a 1 might denote player 1, and should actually be a 0 in
//the map.) Everything else will simply be parsed as an int.
//Air
/*if (blocks[p] == "0")
{
collisionMap[x, y] = 0;
}
//Kill zone
else if (blocks[p] == "5")
{
collisionMap[x, y] = 5;
}
//Solid block
else if (blocks[p] == "10")
{
collisionMap[x, y] = 10;
}
//Ice block
else if (blocks[p] == "11")
{
collisionMap[x, y] = 11;
}*/
if (blocks[p] == "1" || blocks[p] == "2" || blocks[p] == "3" || blocks[p] == "4")
{
playerStarts[int.Parse(blocks[p]) - 1] = new Vector2(x * 32, y * 32);
}
if (blocks[p] == "30")
{
Powerup item = new Powerup(new Rectangle(x * 32, y * 32, 32, 32));
powerupList.Add(item);
}
else
collisionMap[x, y] = int.Parse(blocks[p]);
y += 1;
p += 1;
}
x += 1;
}
}