public static Objects.Character[] EnemyList =
{
new Objects.Character("Demon", 1, 70, 0, 70, 0, 1, 20, 0, 20,
new Microsoft.Xna.Framework.Rectangle(0, 0, 0,0), 0, 0, 2, 0),
new Objects.Character("Ant", 2, 15, 0, 20, 0, 10, 5, 0, 5,
new Microsoft.Xna.Framework.Rectangle(0, 0, 0,0), 0, 0, 3, 0),
new Objects.Character("Giant", 3, 25, 30, 25, 30, 3, 15, 10, 15,
new Microsoft.Xna.Framework.Rectangle(0, 0, 0,0), 0, 0, 3, 0),
new Objects.Character("Ghost", 4, 30, 20, 30, 20, 3, 20, 10, 20,
new Microsoft.Xna.Framework.Rectangle(0, 0, 0,0), 0, 0, 1, 0),
new Objects.Character("Dragon", 5, 20, 40, 20, 40, 2, 20, 0, 20,
new Microsoft.Xna.Framework.Rectangle(0, 0, 0,0), 0, 0, 1, 0)
};
// Add all characters to the list of turns
Random random = new Random();
Objects.Character turn;
int numb = 1;
TurnOrder.Add(Game1.PlayerCharacter);
for (int i = 0; i < 2; i++)//change back to 5
{
turn = GameContent.Enemies.EnemyList[random.Next(0, GameContent.Enemies.EnemyList.Length - 1)];
while (turn.GameLevel > 6)
{ turn = GameContent.Enemies.EnemyList[random.Next(0, GameContent.Enemies.EnemyList.Length - 1)]; }
TurnOrder.Add(turn);
}
// Organize all characters in battle according to their speed
for (int i = 0; i < TurnOrder.Count; i++)
{
for (int y = 0; y < i; y++)
{
if (TurnOrder[i].Speed > TurnOrder[y].Speed)
{
turn = TurnOrder[i];
while (i - numb >= y)
{
TurnOrder[i - (numb - 1)] = TurnOrder[i - numb];
numb++;
}
}
}
}
TurnOrder[CurrentTurn].MovesLeft = TurnOrder[CurrentTurn].Speed;
I remember reading something about this kind of problem with lists before, so I'm pretty sure my code for adding things in is fine, either way I've looked over it again and am not seeing anything. Is there anyway to get around this problem? Or am I missing something I did wrong?


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