public static void Draw() { switch (publicModule) { case OverturepublicModule._0InitSound: case OverturepublicModule._1WaitBeforeFirst: Memory.graphics.GraphicsDevice.Clear(Color.Black); break; case OverturepublicModule._2PlaySequence: Memory.graphics.GraphicsDevice.Clear(Color.Black); DrawSplash(); break; //actually this is our entry point for draw; case OverturepublicModule._3SequenceFinishedPlayMainMenu: DrawLogo(); //after this ends, jump into main menu module break; case OverturepublicModule._4Squaresoft: publicModule = OverturepublicModule._0InitSound; Module_movie_test.Index = 103;//103; Module_movie_test.ReturnState = Memory.MODULE_OVERTURE_DEBUG; Memory.module = Memory.MODULE_MOVIETEST; break; } }
public static void Update() { if (Input2.DelayedButton(FF8TextTagKey.Confirm) || Input2.DelayedButton(FF8TextTagKey.Cancel) || Input2.DelayedButton(Keys.Space)) { AV.Music.Stop(); Memory.Module = MODULE.MAINMENU_DEBUG; } switch (publicModule) { case OverturepublicModule._0InitSound: InitSound(); break; case OverturepublicModule._1WaitBeforeFirst: Memory.SuppressDraw = true; WaitForFirst(); break; case OverturepublicModule._2PlaySequence: SplashUpdate(ref splashIndex); break; case OverturepublicModule._4Squaresoft: publicModule = OverturepublicModule._0InitSound; Module_movie_test.Index = 104;//104 is SE logo in steam release. Module_movie_test.ReturnState = MODULE.OVERTURE_DEBUG; Memory.Module = MODULE.MOVIETEST; break; case OverturepublicModule._5Reset: ResetModule(); Update(); return; } }
public static void ResetModule() { publicModule = 0; publicTimer = 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; publicModule = OverturepublicModule._4Squaresoft; Module_movie_test.ReturnState = Memory.MODULE_OVERTURE_DEBUG; aw = null; // was getting exception when running the overture again as the aw target changed. }
public static void ResetModule() { publicModule = 0; publicTimer = 0.0f; bFadingIn = true; bWaitingSplash = false; fSplashWait = 0.0f; bFadingOut = false; Fade = 0; splashIndex = 0; splashName = splashLoop = 1; Memory.spriteBatch.GraphicsDevice.Clear(Color.Black); Memory.module = MODULE.OVERTURE_DEBUG; publicModule = OverturepublicModule._4Squaresoft; Module_movie_test.ReturnState = MODULE.OVERTURE_DEBUG; }
public static void ResetModule() { bFadingIn = true; bNames = true; publicModule = 0; publicTimer = 0.0f; bFadingIn = true; bWaitingSplash = false; fSplashWait = 0.0f; bFadingOut = false; Fade = 0; splashIndex = 0; splashName = splashLoop = 1; splashTex = null; Memory.SpriteBatch.GraphicsDevice.Clear(Color.Black); Memory.Module = Module.OvertureDebug; publicModule = OverturepublicModule._4Squaresoft; ModuleMovieTest.ReturnState = Module.OvertureDebug; }