/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } oldKeyboard = currentKeyboard; currentKeyboard = Keyboard.GetState(); if (debug) { debugCommands(); } if (inBattle) { //Custom screen commands if (custom.open) { customScreenCommands(); } //Only run these during battle if (custom.closed) { battleCommands(); foreach (Actor foo in stage.actorArray) { if (foo != null) { foo.Update(gameTime); } } stage.Update(gameTime); } custom.Update(gameTime); } else { if (overworldMoveKey().Length() != 0) { navi.overWorldMove(overworldMoveKey()); } } base.Update(gameTime); }