/// <summary>
 /// Event handler for when red entry is selected.
 /// </summary>
 void redSelected(object sender, PlayerIndexEventArgs e)
 {
     red.Text = "[RED]";
     blue.Text = "Blue";
     green.Text = "Green";
     yellow.Text = "Yellow";
     ScreenManager.CharacterColor = Color.Red;
 }
 /// <summary>
 /// Event handler for when blue entry is selected.
 /// </summary>
 void blueSelected(object sender, PlayerIndexEventArgs e)
 {
     red.Text = "Red";
     blue.Text = "[BLUE]";
     green.Text = "Green";
     yellow.Text = "Yellow";
     ScreenManager.CharacterColor = Color.Blue;
 }
 /// <summary>
 /// Event handler for when green entry is selected.
 /// </summary>
 void greenSelected(object sender, PlayerIndexEventArgs e)
 {
     red.Text = "Red";
     blue.Text = "Blue";
     green.Text = "[GREEN]";
     yellow.Text = "Yellow";
     ScreenManager.CharacterColor = Color.Green;
 }
        /// <summary>
        /// Event 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);
        }
 /// <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());
 }
Example #6
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);
 }
 /// <summary>
 /// Event handler for when yellow entry is selected.
 /// </summary>
 void yellowSelected(object sender, PlayerIndexEventArgs e)
 {
     red.Text = "Red";
     blue.Text = "Blue";
     green.Text = "Green";
     yellow.Text = "[YELLOW]";
     ScreenManager.CharacterColor = Color.Yellow;
 }
 /// <summary>
 /// Event handler for when the Options menu entry is selected.
 /// </summary>
 void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);
 }
 /// <summary>
 /// Event 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());
 }
 /// <summary>
 /// Event 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();
 }
 /// <summary>
 /// Event handler for when the multiplayer entry is selected.
 /// </summary>
 void MultiplayerEntrSelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new LobbyScreen(), e.PlayerIndex);
 }
 /// <summary>
 /// Event handler for when the ChooseCharacterColor menu entry is selected.
 /// </summary>
 void ChooseCharacterMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new CharacterColorScreen(), e.PlayerIndex);
 }
        /// <summary>
        /// Event handler for when the Ungulate menu entry is selected.
        /// </summary>
        void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            currentUngulate++;

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

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

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

            SetMenuEntryText();
        }
        /// <summary>
        /// Event handler for when the Elf menu entry is selected.
        /// </summary>
        void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            elf++;

            SetMenuEntryText();
        }