//This function is passed to FlxG.fade() when we are ready to go to the next game state.
		//When FlxG.fade() finishes, it will call this, which in turn will either load
		//up a game demo/replay, or let the player start playing, depending on user input.
		protected void onFade()
		{
			/*if(attractMode)
				FlxG.loadReplay((FlxG.random()<0.5f)?FlxG.loadString(Attract1):FlxG.loadString(Attract2),new ModePlayState(),new String[]{"ANY"},22, onDemoComplete);
			else*/
				FlxG.switchState(new ModePlayState());
		}
Example #2
0
 public override void update()
 {
     base.update();
     if (FlxG.keys.justPressed(Keys.Up))
     {
         if (selectedID == 0)
         {
             selectedID = (int)_items.length - 1;
         }
         else
         {
             selectedID--;
         }
         updateSelected();
     }
     if (FlxG.keys.justPressed(Keys.Down))
     {
         if (selectedID == (int)_items.length - 1)
         {
             selectedID = 0;
         }
         else
         {
             selectedID++;
         }
         updateSelected();
     }
     if (FlxG.keys.justPressed(Keys.Enter))
     {
         FlxG.switchState(_states[selectedID]);
     }
 }
 //This just quits - state.destroy() is automatically called upon state changing
 private void onQuit()
 {
     FlxG.switchState(new MenuState());
 }
 //A FlxG.fade callback, like in MenuState.
 protected void onVictory()
 {
     FlxG.music.stop();
     FlxG.switchState(new VictoryState());
 }
 // function called when the quit button is pressed
 private void onQuit()
 {
     // Go back to the MenuState
     FlxG.switchState(new MenuState());
 }
 public void onPlay()
 {
     FlxG.switchState(new ModePlayState());
 }