/// <summary> /// The setup menu was clicked, perform the button's action. /// </summary> /// <param name="button">the button pressed</param> private static void PerformSetupMenuAction(int button) { switch (button) { //Easy difficulty button deleted. No AI for Easy. Reimplement if Easy Code is made. // case SETUP_MENU_EASY_BUTTON: // GameController.SetDifficulty(AIOption.Easy); // break; case SETUP_MENU_MEDIUM_BUTTON: GameController.SetDifficulty(AIOption.Medium); break; case SETUP_MENU_HARD_BUTTON: GameController.SetDifficulty(AIOption.Hard); break; } //Always end state - handles exit button as well GameController.EndCurrentState(); }
/// <summary> /// The setup menu was clicked, perform the button's action. /// </summary> /// <param name="button">the button pressed</param> private static void PerformSetupMenuAction(int button) { switch (button) { case SETUP_MENU_EASY_BUTTON: GameController.SetDifficulty(AIOption.Hard); break; case SETUP_MENU_MEDIUM_BUTTON: GameController.SetDifficulty(AIOption.Hard); break; case SETUP_MENU_HARD_BUTTON: GameController.SetDifficulty(AIOption.Hard); break; } //Always end state - handles exit button as well GameController.EndCurrentState(); }
/// <summary> /// The color menu was clicked, perform the button's action. /// </summary> /// <param name="button">the button pressed</param> private static void PerformColorMenuAction(int button) { switch (button) { case COLOR_MENU_BLUE_BUTTON: MENU_COLOR = COLOR_BLUE; break; case COLOR_MENU_YELLOW_BUTTON: MENU_COLOR = COLOR_YELLOW; break; case COLOR_MENU_GREEN_BUTTON: MENU_COLOR = COLOR_GREEN; break; } //Always end state - handles exit button as well GameController.EndCurrentState(); }
/// <summary> /// The game menu was clicked, perform the button's action. /// </summary> /// <param name="button">the button pressed</param> private static void PerformGameMenuAction(int button) { switch (button) { case GAME_MENU_RETURN_BUTTON: GameController.EndCurrentState(); break; case GAME_MENU_SURRENDER_BUTTON: GameController.EndCurrentState(); //end game menu GameController.EndCurrentState(); //end game break; case GAME_MENU_QUIT_BUTTON: GameController.AddNewState(GameState.Quitting); break; } }
/// <summary> /// The main menu was clicked, perform the button's action. /// </summary> /// <param name="button">the button pressed</param> private static void PerformMainMenuAction(int button) { switch (button) { case MAIN_MENU_PLAY_BUTTON: GameController.StartGame(); break; case MAIN_MENU_SETUP_BUTTON: GameController.AddNewState(GameState.AlteringSettings); break; case MAIN_MENU_TOP_SCORES_BUTTON: GameController.AddNewState(GameState.ViewingHighScores); break; case MAIN_MENU_QUIT_BUTTON: GameController.EndCurrentState(); break; } }
/// <summary> /// Handles the user input during the top score screen. /// </summary> /// <remarks></remarks> public static void HandleHighScoreInput() { if (SwinGame.MouseClicked(MouseButton.LeftButton) || SwinGame.KeyTyped(KeyCode.EscapeKey) || SwinGame.KeyTyped(KeyCode.ReturnKey)) GameController.EndCurrentState(); }