public override void HandleInput(InputState input) { base.HandleInput(input); for (int i = 0; i < 6; i++) { if (Settings.players[i].active == false && input.IsPlayerTurnLeft((PlayerNumber)i)) { Settings.players[i].active = true; Settings.Game.num_players++; } else if (Settings.players[i].active == true && input.IsPlayerTurnRight((PlayerNumber)i)) { Settings.players[i].active = false; Settings.Game.num_players--; } } if (Settings.Game.num_players > 1 && input.MenuSelect) { LoadingScreen.Load(ScreenManager, true, new GamePlayScreen()); ExitScreen(); } if (input.PauseGame) { const string message = "Are you sure you want to quit this game?"; MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox); } }
public override void HandleInput(InputState input) { base.HandleInput(input); if (roundOver && input.MenuSelect) { ExitScreen(); if (gameOver) { ScreenManager.AddScreen(new PostGameScreen()); } else { ScreenManager.AddScreen(new GamePlayScreen()); } } foreach(Player player in players) { if (input.IsPlayerTurnLeft(player.player)) player.Turn(TurnDirection.Left); else if (input.IsPlayerTurnRight(player.player)) player.Turn(TurnDirection.Right); } if (input.PauseGame) { // If they pressed pause, bring up the pause menu screen. ScreenManager.AddScreen(new PauseMenuScreen()); } }