/// <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 _.init( this ); main_assembly = System.Reflection.Assembly.GetExecutingAssembly(); // tell the library where to find map scripts global = new SullyGlobalScripts(this); SkillType.initSkillTypes(); Klass.initClasses(); PartyData.InitializePartyData(); Element.initElements(); Status.initStatuses(); Skill.initSkills(); Item.initItems(); Enemy.initEnemies(); init_audio(); mcg = new McGrenderStack(); mcg.AddLayer( "menu" ); mcg.AddLayer( "textbox" ); mcg.AddLayer( "battle_background" ); mcg.AddLayer( "battle_sprites" ); mcg.AddLayer( "battle_ui" ); this.setMcGrender( mcg ); this.game_input_handler = () => { if( this.mainMenu.CanSummonMenu() && action.menu.pressed ) { this.mainMenu.SummonMenu(); } if( this.mainMenu.IsInMenu() ) { this.mainMenu.HandleInput( dir, action ); } if( mainMenu.IsInMenu() ) { return false; } return true; }; Battle.LoadBackgrounds( Content ); boxcolors = new Color[3]; boxcolors[0] = new Color( 0, 0, 0 ); boxcolors[1] = new Color( 112, 112, 112 ); boxcolors[2] = new Color( 144, 144, 144 ); menuColor = new Color( 128,0,128 ); inventory = new Inventory(); saves = new SaveManager(this); Random random = new Random(); foreach( String key in Item.masterItemList.Keys ) { inventory.AddItem( Item.masterItemList[key], random.Next( 1, 98 ) ); } saves = new SaveManager(this); base.Initialize(); }
public SaveHeader(SaveManager mgr, int idx) { manager = mgr; save_idx = idx; party = new List<String>(); }