Exemple #1
0
        public override void Initialize()
        {
            menuBackground = new menuItem();

            int_NumOfOptions = 5;

            menuItems = new menuItem[5];
            for (int i = 0; i < int_NumOfOptions; i++)
            {
               menuItems[i] = new menuItem();
            }

            loadSlots = new loadSlot[4];
            for (int i = 0; i < 4; i++)
            {
                loadSlots[i] = new loadSlot();
            }

            v2_tempTime = Vector2.Zero;

            CurrentWorkerState = NewGameMenuState.BACK;
            PreviousWorkerState = NewGameMenuState.BACK;
        }
Exemple #2
0
        /// <summary>
        /// Goes back to previous option if skipped to Back
        /// </summary>
        private void CycleUp()
        {
            if (CurrentWorkerState == NewGameMenuState.BACK)
            {
                if (PreviousWorkerState == NewGameMenuState.BACK)
                {
                    CurrentWorkerState = NewGameMenuState.SAVEONE;
                }

                else
                {
                    CurrentWorkerState = PreviousWorkerState;
                }
            }

            for (int i = 0; i < 5; i++)
            {
                if (i == (int)CurrentWorkerState)
                {
                    menuItems[i].t2d_Texture = menuItems[i].t2d_Texture_Highlight;

                }
                else
                {
                    menuItems[i].t2d_Texture = menuItems[i].t2d_Texture_Original;

                }
            }
        }
Exemple #3
0
        /// <summary>
        /// Goes directly to Back options
        /// </summary>
        private void CycleDown()
        {
            if (CurrentWorkerState != NewGameMenuState.BACK)
            {
                PreviousWorkerState = CurrentWorkerState;
                CurrentWorkerState = NewGameMenuState.BACK;
            }

            for (int i = 0; i < 5; i++)
            {
                if (i == (int)CurrentWorkerState)
                {
                    menuItems[i].t2d_Texture = menuItems[i].t2d_Texture_Highlight;

                }
                else
                {
                    menuItems[i].t2d_Texture = menuItems[i].t2d_Texture_Original;

                }
            }
        }
Exemple #4
0
        /// <summary>
        /// Goes to the "next" option
        /// </summary>
        private void CycleForward()
        {
            PreviousWorkerState = CurrentWorkerState;

            if (CurrentWorkerState == NewGameMenuState.BACK)
            {
                    if (int_NumOfOptions != 1)
                    {
                        CurrentWorkerState = NewGameMenuState.SAVEONE;
                    }
            }
            else
            {
                if (CurrentWorkerState == (NewGameMenuState)(int_NumOfOptions - 2))
                {
                    CurrentWorkerState = NewGameMenuState.BACK;
                }
                else
                {
                    CurrentWorkerState++;
                }
            }

            for (int i = 0; i < 5; i++)
            {
                if (i == (int)CurrentWorkerState)
                {
                    menuItems[i].t2d_Texture = menuItems[i].t2d_Texture_Highlight;
                }
                else
                {
                    menuItems[i].t2d_Texture = menuItems[i].t2d_Texture_Original;
                }
            }
        }
Exemple #5
0
 /// <summary>
 /// Puts the worker state on void
 /// </summary>
 public void MenuVoid()
 {
     PreviousWorkerState = CurrentWorkerState;
     CurrentWorkerState = NewGameMenuState.VOID;
 }