public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException {
		if (ActionText == "Exiting...") {
			// If the exit command is used, InvalidCommandText becomes equal to Exiting...
			// When this happens, call the game container's exit function
			gc.exit();
		} else if (ActionText == "You pick up the book and read...") {
			ActionText = "";
			sbg.enterState(2);
		}
		
		
		// The text field would no longer be focus if the window was clicked or switched to another window
		// Wasn't able to click in the text field to focus, this allows the user to always be able to enter text.
		tf.setFocus(true);
		
		Input input = gc.getInput();
		
		// This will allow the animation to play for the proper duration even if framerate changes
		scene.updateAnimations(delta);
		
		// Escape key shows and hides the fps counter
		if (input.isKeyDown(Input.KEY_ESCAPE) && AllowESC) {
//			sbg.enterState(0); Would enter the game state with the id 0, currently the loading
			ShowFPS = !ShowFPS;
			gc.setShowFPS(ShowFPS);
			AllowESC = false;
		}
		
		// Makes sure the command is executed only once for each press of escape
		if (!input.isKeyDown(Input.KEY_ESCAPE)) {
			AllowESC = true;
		}
		
		// The coordinates for the mouse that contains the camp fire.
		// AllowClick makes sure the left mouse button is released before running this code again 
		if (Mouse.isButtonDown(0) && AllowClick)
		{
			scene.sceneCliked(Mouse.getX(), Mouse.getY());
			if (textHandle.textClicked(Mouse.getX(), gc.getHeight() - Mouse.getY())) {
				sbg.enterState(2);
			} else {
				// System.out.println("Mouse clicked at: " + Mouse.getX() + ", " + Mouse.getY());
			}
			AllowClick = false;
		}
		if (!Mouse.isButtonDown(0)) {
			AllowClick = true;
		}	
	}