/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { TextureFactory factory = TextureFactory.Instance; factory.Initialize(GraphicsDevice, Content); spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load <SpriteFont>("Fonts/default"); replacementEffect = Content.Load <Effect>("Shaders/ColorReplacement"); var actorPlaceHolderTexture = factory.GetTexture("actor"); var AriStats = Stats.GetUniformRandom(15, 2, new List <IAction> { new AttackAction(), new HealAction(), new DefendAction() }); var ZinoStats = Stats.GetUniformRandom(15, 2, new List <IAction> { new AttackAction(), new HealAction(), new DefendAction() }); actors = new List <Actor> { new Actor("Ari", HSV.FromHue(120), AriStats, actorPlaceHolderTexture, new BattleUI(), true), new Actor("Zino", HSV.FromHue(300), ZinoStats, actorPlaceHolderTexture, new BattleUI(), true) }; eventCounter = 0; currentEvent = new EventDeterminerEvent(this); currentEvent.Initialize(actors); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { time = gameTime; input.Update(); if (currentEvent.Update(this, input)) { previousEvent = currentEvent; currentEvent = nextEvent; nextEvent = null; currentEvent.Initialize(actors); } base.Update(gameTime); }