/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); Commands.Enabled = false; int initGAccess = GAccess.SolidTag.ID; GFX graphicsInit = GFX.Instance; DialogueData dialogueInit = DialogueData.Instance; NarBox = new NarBox(); // create NPCs NPCDict = new Dictionary <string, NPC>(); NPC aisya = new NPC("Aisya"); aisya.Add(new CoDialogue("SCENE1001AISYA")); NPCDict.Add("Aisya", aisya); // initialize player and scene Player = new Player(new Vector2(9 * 16, 12 * 16)); Scene = new MainMenu(); // intro dialogue GameDialogue = new CoDialogue(); }
/// <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) { base.Draw(gameTime); if (NarBox.Open) { NarBox.Render(); } }
/// <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) { base.Update(gameTime); //Debug Console if (NarBox.Open) { NarBox.UpdateOpen(); } //else // NarBox.UpdateClosed(); if (GameDialogue.Activated) { GameDialogue.Update(); } }