public override void Update()
 {
     if (CollidesWithPlayer() && Keyboard.GetState().IsKeyDown(Keys.W))
     {
         TextDialog.setUpDialog(dialog);
     }
     base.Update();
 }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            light.Position = player.getCenter();
            GraphicsDevice.SetRenderTarget(rt);
            penumbra.Transform = cam.get_transformation(GraphicsDevice);
            penumbra.BeginDraw();
            GraphicsDevice.Clear(Color.CornflowerBlue);
            // TODO: Add your drawing code here

            spriteBatch.Begin(samplerState: SamplerState.PointWrap, transformMatrix: cam.get_transformation(GraphicsDevice));
            world.drawBackground(spriteBatch);
            //world.drawOutlines(spriteBatch);
            // player.drawOutlines(spriteBatch);
            world.Draw(spriteBatch);

            player.Draw(spriteBatch);

            spriteBatch.End();
            penumbra.Draw(gameTime);
            GraphicsDevice.SetRenderTarget(null);

            /* Bloom Pass Begin */
            GraphicsDevice.SetRenderTarget(preBloomTarget);
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin(samplerState: SamplerState.LinearClamp, transformMatrix: cam.get_transformation(GraphicsDevice));
            world.drawIllumination(spriteBatch);
            player.drawIllumination(spriteBatch);
            spriteBatch.End();
            GraphicsDevice.SetRenderTarget(null);
            bloomMipmap.generate(spriteBatch);
            //            blurPass.blur(spriteBatch, bloomMipmap.getLevel(4), bloomMipmap.getLevel(4));
            blurPass2.blur(spriteBatch, bloomMipmap.getLevel(1), bloomMipmap.getLevel(1));
            blurPass1.blur(spriteBatch, bloomMipmap.getLevel(3), bloomMipmap.getLevel(3));
            blurPass.blur(spriteBatch, bloomMipmap.getLevel(4), bloomMipmap.getLevel(4));
            /* Bloom Pass End */

            spriteBatch.Begin(samplerState: SamplerState.PointClamp);
            spriteBatch.Draw(rt, new Rectangle(0, 0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height), new Color(0.8f, 0.8f, 0.8f, 1));
            spriteBatch.End();

            if (bloomEnabled)
            {
                spriteBatch.Begin(blendState: BlendState.Additive, samplerState: SamplerState.LinearClamp);
                spriteBatch.Draw(bloomMipmap.getLevel(1), new Rectangle(0, 0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height), Color.White);
                spriteBatch.Draw(bloomMipmap.getLevel(3), new Rectangle(0, 0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height), Color.White);
                spriteBatch.Draw(bloomMipmap.getLevel(4), new Rectangle(0, 0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height), Color.White);
                spriteBatch.End();
            }



            guiBatch.Begin();
            EditorGui.Draw(guiBatch);
            TextDialog.draw(guiBatch);
            guiBatch.End();

            base.Draw(gameTime);
        }
 public void setDialog(TextDialog dialog)
 {
     this.dialog = dialog;
 }
 public Sign(ContentManager content, float x, float y, float width, float height, TextDialog dialog) : base(content, x, y, width, height)
 {
     textureTest = Game1.cManager.Load <Texture2D>("sign");
     this.dialog = dialog;
 }
 public static void setUpDialog(TextDialog dialog)
 {
     currentTextDialog = dialog;
     isInDialog        = true;
     currentID         = 0;
 }