private void MenuEnterEvent(GameProperties props, int selectableFieldRowCount, int row) { /* Switch process description: * 4 - value of possible maximum count of menu items in game (step back, save, main menu, quit) * MenuOptions.Count - current count of menu items * row - current selected row (field height + current selected index in MenuOptions) * selectableFieldRowCount - count of selectable rows for now: * Before 1 player wins: field height + MenuOptions.Count * After: MenuOptions.Count * * This flexible equation returns a value that will correspond to the desired item in the menu. */ switch (4 - props.MenuOptions.Count + row - selectableFieldRowCount) { case 0: // Step back props.Manager.DoStepBack(props); break; case 1: // Save props.Manager.SaveProgress(props); break; case 2: // Main Menu MenuManager newMenuManager = new MenuManager(); newMenuManager.Start(); break; case 3: // Quit Environment.Exit(0); break; } }
private static void Main(string[] args) { Console.OutputEncoding = System.Text.Encoding.UTF8; // required for correct display of ♦ symbol Console.CursorVisible = false; if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) // Unix can't resize window { Console.SetWindowSize(Console.LargestWindowWidth, Console.LargestWindowHeight); } MenuManager menuManager = new MenuManager(); menuManager.Start(); }
private void MenuEnterEvent(int selectableFieldRowCount, int row) { switch (row - selectableFieldRowCount) { case 0: // Main Menu option MenuManager newMenuManager = new MenuManager(); newMenuManager.Start(); break; case 1: // Quit Environment.Exit(0); break; } }
public void Start_Test() { MenuManager.Start(); Assert.Equal(true, true); }
public void Start() { MenuManager.Start(); }