private void QuitButton_Click(object sender, EventArgs e) { if (_level != null) { _level._waterStart.Stop(); _level._waterLoop.Stop(); } _game.ChangeState(new MenuState(_game, _graphicsDevice, _content)); }
public MainMenu(Game1 game) : base(game) { var navigation = new VerticalNavigationMenu(game.inputManager, new List <IButton>() { new TextButton(inputManager, font, "PLAY") { OnClick = (o, e) => game.ChangeState(new FirstLevel(game)) }, new TextButton(inputManager, font, "HOW TO PLAY") { OnClick = (o, e) => game.ChangeState(new HowToPlay(game)) }, new TextButton(inputManager, font, "EXIT") { OnClick = (o, e) => game.Exit() } }); navigation.Position = new Vector2(game.LogicalSize.X / 2 - navigation.Size.X / 2, game.LogicalSize.Y / 2 - navigation.Size.Y / 2); AddUiComponent(navigation); }
public static void Load() { Read(); Game1.ChangeState((int)State.MENU); }
/// <summary> /// Starts the game in survival mode, which is represented has "level 0" /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void PlayGameButton_Click(object sender, EventArgs e) { _game.ChangeState(new MonoKong(_game, _graphicsDevice, _content)); }
public Reset() { myMapManager = new MapManager(); Game1.ChangeState((int)State.PLAY); }
private void StartGame() { Game1.ChangeState((int)State.PREPARE); //Changes the current state to PREPARE. }
private void Upgrade() { Game1.ChangeState((int)State.UPGRADE); }
private void NewGame() { Other.File.NewGame(); Game1.ChangeState((int)State.MENU); }
private void Menu() { Game1.ChangeState((int)State.MENU); }
public static void Init(Game1 game, ContentManager content) { LevelInfo = new LevelInfo[] { new LevelInfo(0, "CLUB NEON", content.Load <Texture2D>("Textures/LevelSelect/ClubNeon"), () => game.ChangeState(new ClubNeon(game, 0, true))), new LevelInfo(1, "PRISON", content.Load <Texture2D>("Textures/LevelSelect/Prison"), () => game.ChangeState(new PrisonPart1(game, 1, true))), new LevelInfo(2, "SOON?", content.Load <Texture2D>("Textures/LevelSelect/Escape"), () => game.ChangeState(new LevelSelect(game))), }; }
private void Back() { Game1.ChangeState((int)State.MENU); }
// show the game public static void showGame() { StateManager.gameS = new GameState(game, graphicsDevice, content); game.ChangeState(gameS); updateLastCurrent(gameS); }
private void Start() { MapManager.Pause.ResetPause(); Game1.ChangeState((int)State.RESET); }
private void Back() { Game1.ChangeState((int)State.MENU); //Changes the current state to MENU. }