Example #1
0
        /// <summary>
        /// Executing handler for when the Quit Game menu entry is selected.
        /// </summary>
        void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            const string message = "Are you sure you want to quit this game?";

            MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message);

            confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer);
        }
Example #2
0
        /// <summary>
        /// Executing handler for when the Elf menu entry is selected.
        /// </summary>
        void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            elf++;

            SetMenuEntryText();
        }
Example #3
0
        /// <summary>
        /// Executing handler for when the Frobnicate menu entry is selected.
        /// </summary>
        void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            frobnicate = !frobnicate;

            SetMenuEntryText();
        }
Example #4
0
        /// <summary>
        /// Executing handler for when the Language menu entry is selected.
        /// </summary>
        void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            currentLanguage = (currentLanguage + 1) % languages.Length;

            SetMenuEntryText();
        }
Example #5
0
        /// <summary>
        /// Executing handler for when the Ungulate menu entry is selected.
        /// </summary>
        void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            currentUngulate++;

            if (currentUngulate > Ungulate.Llama)
                currentUngulate = 0;

            SetMenuEntryText();
        }
Example #6
0
        void BuyTowerLaserMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            if (Tile_Engine.SelectedTile.IsBlocked == false &&
                Tile_Engine.SelectedTile.DrawEntityList.Count() == 1 &&
                this.player_CurrentGold >= TowerLaserEntity.GoldCost &&
                this.player_CurrentEnergy >= TowerLaserEntity.EnergyCost)
            {
                Tile_Engine.PlayerEntity.Gold -= TowerLaserEntity.GoldCost;
                Tile_Engine.PlayerEntity.Energy -= TowerLaserEntity.EnergyCost;

                var entity = new TowerLaserEntity(Tile_Engine.SelectedTile,
                    towerLaserTexture,
                    Color.White,
                    true);

                Texture2D blank = new Texture2D(this.game.GraphicsDevice, 2, 2, false, SurfaceFormat.Color);
                Color[] colors = new Color[4];
                colors[0] = new Color(1.0f, 0.2f, 0.2f, 0.8f);
                colors[1] = new Color(0.9f, 0.2f, 0.2f, 0.8f);
                colors[2] = new Color(0.9f, 0.1f, 0.1f, 0.7f);
                colors[3] = new Color(1.0f, 0.1f, 0.1f, 0.5f);
                blank.SetData(colors);

                entity.Texture_Beam = blank;

                Tile_Engine.SelectedTile.AddEntity(entity);
            }
        }
 void UpgradeMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     tower.BulletArmorPierce++;
     tower.BulletDamage++;
     tower.BulletRange++;
     tower.BulletSize++;
 }
Example #8
0
 /// <summary>
 /// Executing handler for when the Play Game menu entry is selected.
 /// </summary>
 void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, true, e.PlayerIndex,
                        new GameplayScreen());
 }
Example #9
0
 /// <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);
 }
Example #10
0
 /// <summary>
 /// Executing handler for when the user selects ok on the "are you sure
 /// you want to exit" message box.
 /// </summary>
 void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.Game.Exit();
 }
Example #11
0
 /// <summary>
 /// Executing handler for when the Options menu entry is selected.
 /// </summary>
 void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);
 }
Example #12
0
        void BuyWallMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            if (Tile_Engine.SelectedTile.IsBlocked == false &&
                Tile_Engine.SelectedTile.DrawEntityList.Count() == 1 &&
                this.player_CurrentGold >= WallEntity.GoldCost &&
                this.player_CurrentEnergy >= WallEntity.EnergyCost)
            {
                Tile_Engine.PlayerEntity.Gold -= WallEntity.GoldCost;
                Tile_Engine.PlayerEntity.Energy -= WallEntity.EnergyCost;

                WallEntity entity = new WallEntity(Tile_Engine.SelectedTile,
                    wallTexture[random.Next(0, 2)],
                    Color.White,
                    true);

                Tile_Engine.SelectedTile.AddEntity(entity);
            }
        }
Example #13
0
        void BuyTowerMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            if (Tile_Engine.SelectedTile.IsBlocked == false &&
                Tile_Engine.SelectedTile.DrawEntityList.Count() == 1 &&
                this.player_CurrentGold >= TowerEntity.GoldCost &&
                this.player_CurrentEnergy >= TowerEntity.EnergyCost)
            {
                Tile_Engine.PlayerEntity.Gold -= TowerEntity.GoldCost;
                Tile_Engine.PlayerEntity.Energy -= TowerEntity.EnergyCost;

                TowerEntity entity = new TowerEntity(Tile_Engine.SelectedTile,
                    towerTexture,
                    Color.White,
                    true);

                entity.Texture_Bullet = content.Load<Texture2D>("mob_Bullet_Green_0");

                Tile_Engine.SelectedTile.AddEntity(entity);
            }
        }
Example #14
0
        void BuyTowerLavaMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            if (Tile_Engine.SelectedTile.IsBlocked == false &&
                Tile_Engine.SelectedTile.DrawEntityList.Count() == 1)
            {
                TowerLavaEntity entity = new TowerLavaEntity(Tile_Engine.SelectedTile,
                    towerLavaTexture,
                    Color.White,
                    true);

                entity.Texture_Lava = lavaTexture;

                Tile_Engine.SelectedTile.AddEntity(entity);
            }
        }
Example #15
0
 /// <summary>
 /// Executing 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());
 }
Example #16
0
 /// <summary>
 /// Handler for when the user has cancelled the menu.
 /// </summary>
 void OnCancel(object sender, PlayerIndexEventArgs e)
 {
     ExitScreen();
 }
Example #17
0
 /// <summary>
 /// Executing handler for when the Quit Game menu entry is selected.
 /// </summary>
 void UpgradeMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
 }
Example #18
0
        void BuyBuildingMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            if (Tile_Engine.SelectedTile.IsBlocked == false &&
                Tile_Engine.SelectedTile.DrawEntityList.Count() == 1 &&
                this.player_CurrentGold >= BuildingEntity.GoldCost &&
                this.player_CurrentEnergy >= BuildingEntity.EnergyCost)
            {
                Tile_Engine.PlayerEntity.Gold -= BuildingEntity.GoldCost;
                Tile_Engine.PlayerEntity.Energy -= BuildingEntity.EnergyCost;

                BuildingEntity entity = new BuildingEntity(Tile_Engine.SelectedTile,
                    buildingTexture,
                    Color.White,
                    true);

                entity.GuyTexture = guyTexture;

                Tile_Engine.SelectedTile.AddEntity(entity);
            }
        }