public PlayOptionsState(string s_Title) : base("pos") { sTitle = s_Title; tp = new Player (); MenuButton mbGo = new MenuButton ("Go"); //mbGo.Selected += GoSelected; lButtons = new List<MenuButton> (){ mbGo }; }
public PlayMenuState() : base("Play?") { ID = "playmenuoptions"; MenuButton mbNew = new MenuButton ("New Game"); MenuButton mbContinue = new MenuButton ("Continue"); MenuButton mbLoad = new MenuButton ("Load"); MenuButton mbBack = new MenuButton ("Back"); mbNew.Selected += NewGameSelected; mbContinue.Selected += ContinueSelected; mbLoad.Selected += LoadSelected; mbBack.Selected += BackSelected; lButtons = new List<MenuButton> () { mbNew, mbContinue, mbLoad, mbBack }; }
public EndLevelState(Player Player, List<Civilian>l_suspects) : base("EndLevel") { ID="endlevel"; MenuButton mbContinue = new MenuButton ("Continue"); mbContinue.Selected += ContinueSelected; lButtons = new List<MenuButton> () { mbContinue }; lSuspects = new List<Civilian> (l_suspects); thePlayer = Player; lSuspects.ForEach (delegate(Civilian c) { if(c.GetType().Equals(typeof(Civilian))) numCiv++; else if (c.GetType().Equals(typeof(Perp))) numPerp++; });
public MainMenuState() { ID = "MainMenu"; MenuButton mbPlay = new MenuButton ("Play"); MenuButton mbOptions = new MenuButton ("Options"); MenuButton mbExit = new MenuButton ("Exit"); MenuButton mbCredits = new MenuButton("Credits"); MenuButton mbHowToPlay = new MenuButton("HowToPlay"); mbPlay.Selected += PlaySelected; mbOptions.Selected += OptionsSelected; mbExit.Selected += ExitSelected; mbCredits.Selected += CreditsSelected; mbHowToPlay.Selected += HowToPlaySelected; lButtons = new List<MenuButton> () { mbPlay, mbOptions, mbExit, mbCredits, mbHowToPlay }; }
public OptionsMenuState() { ID = "Options"; for (byte i=0; i<RIR.LWorkingRes.Count; i++) { if (RIR.IVirtualWidth.Equals (RIR.LWorkingRes [i].Item1) && RIR.IVirtualHeight.Equals (RIR.LWorkingRes [i].Item2)) currentRes = i; } MenuButton mbResolution = new MenuButton("Resolution"); MenuButton mbFullScreen = new MenuButton("Fullscreen"); MenuButton mbApply = new MenuButton("Apply"); MenuButton mbBack = new MenuButton("Back"); mbResolution.Selected += ResSelected; mbFullScreen.Selected += FSSelected; mbApply.Selected += ApplySelected; mbBack.Selected += BackSelected; lButtons = new List<MenuButton> (){ mbResolution, mbFullScreen, mbApply, mbBack };
void ExitSelected(object sender, EventArgs e) { MenuButton mbNo = new MenuButton("No"); MenuButton mbYes = new MenuButton("Yes"); mbNo.Selected += CancelExit; mbYes.Selected += QuitSelected; List<MenuButton> menuexitbuttons = new List<MenuButton>() {mbNo, mbYes}; menuexitbuttons[0].Tex2dButtonTexture = tex2ExitMenuButtons[0]; menuexitbuttons[1].Tex2dButtonTexture = tex2ExitMenuButtons[1]; PopUpState psSureExit = new PopUpState ("Sure you want to exit?", menuexitbuttons); psSureExit.ID = "MenuExit"; psSureExit.Cancelled += CancelExit; bPause = true; GSM.Instance.AddState (psSureExit); }
public override void HandleInput() { InputController IC = InputController.Instance; if (IC.IsKey (Keys.Escape) || (IC.IsMouse (0, recUIPausePos))) { MenuButton mbResume = new MenuButton ("Resume"); MenuButton mbQuit = new MenuButton ("Quit"); mbResume.Selected += ResumeSelected; mbResume.Tex2dButtonTexture = tex2PauseMenuButtons [1]; mbQuit.Selected += QuitSelected; mbQuit.Tex2dButtonTexture = tex2PauseMenuButtons [0]; List<MenuButton> pauseButtons = new List<MenuButton> () {mbResume, mbQuit}; //pauseButtons [0].Tex2dButtonTexture = new Texture2D[] {tex2PauseMenuButtons [0], tex2PauseMenuButtons [1]}; //pauseButtons [1].Tex2dButtonTexture = new Texture2D[] {tex2PauseMenuButtons [2], tex2PauseMenuButtons [3]}; PopUpState psPause = new PopUpState ("Would you like to quit?", pauseButtons); psPause.ID = "levelPause"; psPause.Cancelled += pauseCancel; bPause = true; GSM.Instance.AddState (psPause); } MouseOverUI (IC, ref recUIPos [0], ref recUIPos [1], ref bBookOpen); MouseOverUI (IC, ref recUIPos [2], ref recUIPos [3], ref bRadioOpen); if (!bBookOpen && !bRadioOpen) { foreach (Civilian c in lCivilians) { c.HandleInput (); if (c.BSelected) { //bad code but shouldnt effect game on this scale lCivilians.ForEach (delegate(Civilian ci) { if (ci != c) ci.BSelected = false; }); if (IC.IsKey (Keys.Enter)) { if (oPlayer.Arrests > 0 && !c.Arrested) { oPlayer.Arrests--; if (c.Tracked){ oPlayer.Trackers++; c.Tracked = false; } c.Arrested = true; c.BSelected = false; c.Sm.ChangeState (new ArrestedState (oPlayer)); } } if (IC.IsKey (Keys.Space) && !c.Arrested) { if (oPlayer.Trackers > 0) { if (!c.Tracked) { //not tracked oPlayer.Trackers--; c.Tracked = true; } else { // tracked oPlayer.Trackers++; c.Tracked = false; } } else { if (c.Tracked) { oPlayer.Trackers++; c.Tracked = false; } } } } } } }