/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void PlayGameSelected(object sender, PlayerIndexEventArgs e) { ScreenManager.GetInstance().Game.Components.RemoveAt(1); LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen()); }
/// <summary> /// Event handler for when the Exit Game menu entry is selected. /// </summary> void ExitGameSelected(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
/// <summary> /// Event handler for when the Language menu entry is selected. /// </summary> void DifficultyMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentDifficulty = (currentDifficulty + 1) % difficulties.Length; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Elf menu entry is selected. /// </summary> void ShipSpeedMenuEntrySelected(object sender, PlayerIndexEventArgs e) { shipSpeed++; SetMenuEntryText(); }
void FullScreenMenuEntrySelected(object sender, PlayerIndexEventArgs e) { //ScreenManager.Game.graphics.ToggleFullScreen(); commented until Giang adds his part fullscreen = !fullscreen; SetMenuEntryText(); }
/// <summary> /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler. /// </summary> protected void OnCancel(object sender, PlayerIndexEventArgs e) { OnCancel(e.PlayerIndex); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to quit" message box. This uses the loading screen to /// transition from the game back to the main menu screen. /// </summary> void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }