Пример #1
0
 private async void GracefullyExit()
 {
     Memory.TokenSource.Cancel(); // tell task we are done
     //step0. dispose stop sounds
     Module_movie_test.Reset();
     init_debugger_Audio.StopMusic();
     init_debugger_Audio.KillAudio();
     //step1. kill init task. to prevent exceptions if exiting before fully loaded.
     await Memory.InitTask; // wait for task to finish what it's doing.
 }
Пример #2
0
 private static async void GracefullyExit()
 {
     Memory.TokenSource.Cancel(); // tell task we are done
     //step0. dispose stop sounds
     Module_movie_test.Reset();
     AV.Music.Stop();
     AV.Music.KillAudio();
     AV.Sound.KillAudio();
     //step1. kill init task. to prevent exceptions if exiting before fully loaded.
     if (Memory.InitTask != null)
     {
         await Memory.InitTask; // wait for task to finish what it's doing.
     }
 }
Пример #3
0
        protected override void Initialize()
        {
            FFmpeg.AutoGen.Example.FFmpegBinariesHelper.RegisterFFmpegBinaries();
            Input.Init();
            Memory.Init(graphics, spriteBatch, Content);
            init_debugger_Audio.Init();            //this initializes the DirectAudio, it's true that it gets loaded AFTER logo, but we will do the opposite
            init_debugger_Audio.Init_SoundAudio(); //this initalizes the WAVE format audio.dat
            FieldInitializer.Init();               //this initializes the field module, it's worth to have this at the beginning
            Init_debugger_battle.Init();           //this initializes the encounters

            Module_movie_test.Init();

            Memory.random = new Random(); //creates global random class for all sort of things

            base.Initialize();
        }
Пример #4
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 #5
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;
            }
        }