void Scene_Battle::Update() { options_window->Update(); status_window->Update(); command_window->Update(); help_window->Update(); item_window->Update(); skill_window->Update(); target_window->Update(); message_window->Update(); if (!message_window->GetVisible()) { ProcessActions(); } if (!Game_Message::message_waiting) { ProcessInput(); } //DoAuto(); UpdateBackground(); //UpdateCursors(); //UpdateSprites(); //UpdateFloaters(); //UpdateAnimations(); Game_Battle::Update(); Main_Data::game_screen->Update(); }
void Scene_Battle::Update() { options_window->Update(); status_window->Update(); command_window->Update(); help_window->Update(); item_window->Update(); skill_window->Update(); target_window->Update(); message_window->Update(); // Query Timer before and after update. // If it reached zero during update was a running battle timer. int timer1 = Main_Data::game_party->GetTimer(Game_Party::Timer1); int timer2 = Main_Data::game_party->GetTimer(Game_Party::Timer2); Main_Data::game_party->UpdateTimers(); if ((Main_Data::game_party->GetTimer(Game_Party::Timer1) == 0 && timer1 > 0) || (Main_Data::game_party->GetTimer(Game_Party::Timer2) == 0 && timer2 > 0)) { Scene::Pop(); } bool events_finished = Game_Battle::UpdateEvents(); if (Game_Message::visible && events_finished && !message_window->IsNextMessagePossible()) { // Handle message box closing when not caused by event e.g. victory message Game_Message::closing = true; } if (!Game_Message::visible && events_finished) { ProcessActions(); ProcessInput(); } UpdateBackground(); Game_Battle::Update(); Main_Data::game_screen->Update(); if (Game_Battle::IsTerminating()) { Scene::Pop(); } }
void Scene_Battle::Update() { options_window->Update(); status_window->Update(); command_window->Update(); help_window->Update(); item_window->Update(); skill_window->Update(); target_window->Update(); message_window->Update(); // Query Timer before and after update. // If it reached zero during update was a running battle timer. int timer1 = Main_Data::game_party->GetTimer(Game_Party::Timer1); int timer2 = Main_Data::game_party->GetTimer(Game_Party::Timer2); Main_Data::game_party->UpdateTimers(); if ((Main_Data::game_party->GetTimer(Game_Party::Timer1) == 0 && timer1 > 0) || (Main_Data::game_party->GetTimer(Game_Party::Timer2) == 0 && timer2 > 0)) { Scene::Pop(); } if (Game_Battle::UpdateEvents()) { ProcessActions(); ProcessInput(); } //DoAuto(); UpdateBackground(); //UpdateCursors(); //UpdateSprites(); //UpdateFloaters(); //UpdateAnimations(); Game_Battle::Update(); Main_Data::game_screen->Update(); if (Game_Battle::IsTerminating()) { Scene::Pop(); } }
void Scene_Battle::Update() { options_window->Update(); status_window->Update(); command_window->Update(); help_window->Update(); item_window->Update(); skill_window->Update(); target_window->Update(); message_window->Update(); // Query Timer before and after update. // If it reached zero during update was a running battle timer. int timer1 = Main_Data::game_party->GetTimer(Game_Party::Timer1); int timer2 = Main_Data::game_party->GetTimer(Game_Party::Timer2); Main_Data::game_party->UpdateTimers(); if ((Main_Data::game_party->GetTimer(Game_Party::Timer1) == 0 && timer1 > 0) || (Main_Data::game_party->GetTimer(Game_Party::Timer2) == 0 && timer2 > 0)) { Scene::Pop(); } bool events_finished = Game_Battle::UpdateEvents(); if (Game_Temp::gameover) { Game_Temp::gameover = false; Scene::Push(std::make_shared<Scene_Gameover>()); } if (!Game_Message::visible && events_finished) { ProcessActions(); ProcessInput(); } Game_Battle::Update(); Main_Data::game_screen->Update(); if (Game_Battle::IsTerminating()) { Scene::Pop(); } }