public Personality(JObject p, WordBank wordBank) { this.wordBank = wordBank; name = (string)p["Name"]; like = p["Like"].Select(x => (string)x).ToArray(); dontLike = p["DontLike"].Select(x => (string)x).ToArray(); haveEnough = p["HaveEnough"].Select(x => (string)x).ToArray(); needMore = p["NeedMore"].Select(x => (string)x).ToArray(); idleChat = p["IdleChat"].Select(x => (string)x).ToArray(); goodTrade = p["GoodTrade"].Select(x => (string)x).ToArray(); badTrade = p["BadTrade"].Select(x => (string)x).ToArray(); }
protected override void Initialize() { base.Initialize(); graphicsManager.PreferredBackBufferHeight = 1080; graphicsManager.PreferredBackBufferWidth = 1920; graphicsManager.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8; graphicsManager.ApplyChanges(); graphics = GraphicsDevice; windowHeight = GraphicsDevice.Viewport.Bounds.Height; windowWidth = GraphicsDevice.Viewport.Bounds.Width; numTilesX = windowWidth / (float)World.tileSize; numTilesY = windowHeight / (float)World.tileSize; maxDist = (float)Math.Sqrt(numTilesX * numTilesX + numTilesY * numTilesY); wordBank = new WordBank(); CharSprites.Initialize(Content); Dialogue.Initialize(Content); NPC.Initialize(); world = new World(500, 500, Content); player = new Player(new Vector2(world.width / 2, world.height / 2), world, Content); worldPos = player.pos; }