Пример #1
0
            public void NewGameFadeOutAction()
            {
                /*reverse engineering notes:
                 *
                 * we should happen to reset wm2field values
                 * also the basic party of Squall is now set: SG_PARTY_FIELD1 = 0, and other members are 0xFF
                 */
                Module_main_menu_debug.FieldPointer = 74; //RE: startup stage ID is hardcoded. Probably we would want to change it for modding
                //the module changes to 1 now
                Module_field_debug.ResetField();

                Module_movie_test.Index       = 30;
                Module_movie_test.ReturnState = MODULE.FIELD_DEBUG;
                Memory.module = MODULE.MOVIETEST;
                Module_main_menu_debug.State = Module_main_menu_debug.MainMenuStates.MainLobby;
                Memory.IsMouseVisible        = false;
            }
Пример #2
0
        public static async void Update(GameTime gameTime)
        {
            if (lastModule != module)
            {
                GC.Collect();
                GC.WaitForPendingFinalizers();
                lastModule = module;
            }
            module = Memory.module;

#if DEBUG
            if (Input2.DelayedButton(FF8TextTagKey.Reset) || Input2.DelayedButton(FF8TextTagKey.Cancel))
            {
                if (Memory.module != MODULE.MAINMENU_DEBUG && Memory.module != MODULE.BATTLE_DEBUG)
                {
                    Memory.module   = MODULE.MAINMENU_DEBUG;
                    InputMouse.Mode = MouseLockMode.Screen;
                }
            }
#endif

            switch (module)
            {
            //doesn't need memory
            case MODULE.OVERTURE_DEBUG:
            case MODULE.MOVIETEST:
                break;

            default:
                //requires memory to be loaded.
                if ((Memory.InitTask != null) && (Memory.InitTask.IsCompleted == false ||
                                                  Memory.InitTask.Status == TaskStatus.Running ||
                                                  Memory.InitTask.Status == TaskStatus.WaitingToRun ||
                                                  Memory.InitTask.Status == TaskStatus.WaitingForActivation))
                {
                    //task is still running loading assets blank screen and wait.
                    Memory.SuppressDraw = true;
                    await Memory.InitTask;
                    //fade in doesn't happen because time was set before the await.
                    //ending here causes update to be run again with new time
                    return;
                }
                break;
            }
            switch (module)
            {
            case MODULE.BATTLE:
                module_battle.Update();
                break;

            case MODULE.BATTLE_DEBUG:
                Module_battle_debug.Update();
                break;

            case MODULE.MOVIETEST:
                Module_movie_test.Update();
                break;

            case MODULE.FIELD_DEBUG:
                Module_field_debug.Update();
                break;

            case MODULE.OVERTURE_DEBUG:
                Module_overture_debug.Update();
                break;

            case MODULE.MAINMENU_DEBUG:
                Module_main_menu_debug.Update();
                break;

            case MODULE.WORLD_DEBUG:
                Module_world_debug.Update(gameTime);
                break;

            case MODULE.FACE_TEST:
                Module_face_test.Update();
                break;

            case MODULE.ICON_TEST:
                Module_icon_test.Update();
                break;

            case MODULE.CARD_TEST:
                Module_card_test.Update();
                break;
            }
        }
Пример #3
0
        public static void Draw(GameTime gameTime)
        {
            switch (module)
            {
            //doesn't need memory
            case MODULE.OVERTURE_DEBUG:
            case MODULE.MOVIETEST:
                break;

            default:
                //requires memory to be loaded.
                if ((Memory.InitTask != null) && (Memory.InitTask.IsCompleted == false ||
                                                  Memory.InitTask.Status == TaskStatus.Running ||
                                                  Memory.InitTask.Status == TaskStatus.WaitingToRun ||
                                                  Memory.InitTask.Status == TaskStatus.WaitingForActivation))
                {
                    //suppress draw in update but if draw happens before update, blank screen, and end here
                    Memory.graphics.GraphicsDevice.Clear(Color.Black);
                    return;
                }
                break;
            }
            switch (module)
            {
            case MODULE.BATTLE:
                module_battle.Draw();
                break;

            case MODULE.BATTLE_DEBUG:
                Module_battle_debug.Draw();
                break;

            case MODULE.MOVIETEST:
                Module_movie_test.Draw();
                break;

            case MODULE.FIELD_DEBUG:
                Module_field_debug.Draw();
                break;

            case MODULE.OVERTURE_DEBUG:
                Module_overture_debug.Draw();
                break;

            case MODULE.MAINMENU_DEBUG:
                Module_main_menu_debug.Draw();
                break;

            case MODULE.WORLD_DEBUG:
                Module_world_debug.Draw();
                break;

            case MODULE.FACE_TEST:
                Module_face_test.Draw();
                break;

            case MODULE.ICON_TEST:
                Module_icon_test.Draw();
                break;

            case MODULE.CARD_TEST:
                Module_card_test.Draw();
                break;
            }
        }