Esempio n. 1
0
        internal static void Draw()
        {
            switch (internalModule)
            {
            case OvertureInternalModule._0InitSound:
            case OvertureInternalModule._1WaitBeforeFirst:
                Memory.graphics.GraphicsDevice.Clear(Color.Black);
                break;

            case OvertureInternalModule._2PlaySequence:
                Memory.graphics.GraphicsDevice.Clear(Color.Black);
                DrawSplash();
                break;     //actually this is our entry point for draw;

            case OvertureInternalModule._3SequenceFinishedPlayMainMenu:
                DrawLogo();     //after this ends, jump into main menu module
                break;

            case OvertureInternalModule._4Squaresoft:
                internalModule                = OvertureInternalModule._0InitSound;
                Module_movie_test.Index       = 103;//103;
                Module_movie_test.ReturnState = Memory.MODULE_OVERTURE_DEBUG;
                Memory.module = Memory.MODULE_MOVIETEST;
                break;
            }
        }
Esempio n. 2
0
 public static void ResetModule()
 {
     internalModule = 0;
     internalTimer  = 0.0f;
     bFadingIn      = true;
     bWaitingSplash = false;
     fSplashWait    = 0.0f;
     bFadingOut     = false;
     Fade           = 0;
     Memory.spriteBatch.GraphicsDevice.Clear(Color.Black);
     Memory.module  = Memory.MODULE_OVERTURE_DEBUG;
     internalModule = OvertureInternalModule._4Squaresoft;
     Module_movie_test.ReturnState = Memory.MODULE_OVERTURE_DEBUG;
     aw = null; // was getting exception when running the overture again as the aw target changed.
 }