/// <summary> /// Constructor. /// </summary> public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); pauseAction = new InputAction( new Buttons[] { Buttons.Start, Buttons.Back }, new Keys[] { Keys.Escape }, true); continueAction = new InputAction( new Buttons[] { Buttons.A , Buttons.B }, new Keys[] { Keys.Space, Keys.Enter, Keys.NumPad0, Keys.NumPad1, Keys.NumPad2, Keys.NumPad3, Keys.NumPad4, Keys.NumPad5, Keys.NumPad6, Keys.NumPad7, Keys.NumPad8, Keys.NumPad9, }, true); // set day Day = 1; NPCs = Character.CreateCharacters(); Player = Character.CreatePlayer(); Responses = Dialogue.getDialogueRoot(Day, Player); Response = Dialogue.ParseResponses(Responses); choices = Dialogue.getDialogueChoices(Day, Response.children); }
/// <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() { // TODO: Add your initialization logic here this.IsMouseVisible = true; graphics.PreferredBackBufferWidth = 1440; graphics.PreferredBackBufferHeight = 900; graphics.ApplyChanges(); //create characters and player // set day Day = 1; NPCs = Character.CreateCharacters(); Player = Character.CreatePlayer(); Responses = Dialogue.getDialogueRoot(Day, Player); Response = Dialogue.ParseResponses(Responses); choices = Dialogue.getDialogueChoices(Day, Response.children); base.Initialize(); }