void ReadCommandQueue() { if (currentUI.IssuedCommand("startGame")) { shouldReset = true; ToggleState(GameState.Game, GameSubState.Game); } if (currentUI.IssuedCommand("endGame")) { ToggleState(GameState.Menu, GameSubState.End); //ending = GameEnding.villageDestroyed; } if (currentUI.IssuedCommand("endGameChurch")) { ToggleState(GameState.Menu, GameSubState.End); //ending = GameEnding.churchWins; } if (currentUI.IssuedCommand("endGameRevolt")) { ToggleState(GameState.Menu, GameSubState.End); //ending = GameEnding.revolt; } if (currentUI.IssuedCommand("restartGame")) { shouldReset = true; ToggleState(GameState.Game, GameSubState.Game); } if (currentUI.IssuedCommand("resumeGame")) { ToggleState(GameState.Game, GameSubState.Game); } if (currentUI.IssuedCommand("mainMenu")) { ToggleState(GameState.Menu, GameSubState.Main); } if (currentUI.IssuedCommand("pauseGame")) { ToggleState(GameState.Game, GameSubState.Pause); } if (currentUI.IssuedCommand("tutorial")) { ToggleState(GameState.Menu, GameSubState.Tutorial); } if (currentUI.IssuedCommand("exitGame")) { Exit(); } }
void UpdateMenu(float es) { if (currentUI.IssuedCommand("goToGame")) { currentUI = UIs[1]; TransitionTo(GamePhase.Gameplay); SetupGame(); } currentUI.HandleMouseInput(mouseMan, scenes.GetScene("game").ToVirtualPos(mouseMan.RawPos())); }