void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
        {
            Active = false;

            LoadingScreen.Load(ScreenManager, true, null, true, new BackgroundScreen(),
                                                              new MainMenuScreen());
        }
        void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            const string message = "Are you sure you want to exit?";

            MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message, true, true);

            confirmExitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmExitMessageBox, ControllingPlayer);
        }
        void StartGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            int levelOn = 1;

            ControllingPlayer = e.PlayerIndex;

            OnStartUp = false;

            LoadingScreen.Load(ScreenManager, true, ControllingPlayer, true, new BackgroundScreen(),
                                                                              new MainMenuScreen(levelOn));

            ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3);
        }
        void HandicapMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            //Did you select the HandicapMenuEntry?
            if (e.PlayerIndex == PlayerIndex.One)
            {
                //Your handicap now has changed...
                handicapP1++;
                //if (Guide.IsTrialMode)
                //{
                //    handicapP1--;
                //}
                if (handicapP1 > Handicap.VeryHard)
                {
                    handicapP1 = 0;
                }
            }

            #region OtherPlayers
            if (e.PlayerIndex == PlayerIndex.Two)
            {
                handicapP2++;

                if (handicapP2 > Handicap.VeryHard)
                {
                    handicapP2 = 0;
                }
            }
            if (e.PlayerIndex == PlayerIndex.Three)
            {
                handicapP3++;

                if (handicapP3 > Handicap.VeryHard)
                {
                    handicapP3 = 0;
                }
            }
            if (e.PlayerIndex == PlayerIndex.Four)
            {
                handicapP4++;

                if (handicapP4 > Handicap.VeryHard)
                {
                    handicapP4 = 0;
                }
            }
            SetMenuEntryText();
            #endregion
        }
        //Ends the game :(
        void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
        {
            ScreenManager.AddScreen(new BackgroundScreen(), e.PlayerIndex);
            ScreenManager.AddScreen(new StartUpScreen(), e.PlayerIndex);

            this.ExitScreen();
        }
        void ReadyGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            //Are you ready?
            if (e.PlayerIndex == PlayerIndex.One)
            {
                readyP1++;
                //You are now ready!
                p1JNR = false;
                p1R = true;
                numberOfPlayersReady++;
                if (readyP1 > Ready.Ready)
                {
                    readyP1--;
                }
                ControllingPlayer = e.PlayerIndex;

            }

            #region OtherPlayers
            if (e.PlayerIndex == PlayerIndex.Two)
            {
                readyP2++;
                p2JNR = false;
                p2R = true;
                numberOfPlayersReady++;
                if (readyP2 > Ready.Ready)
                {
                    readyP2--;
                }
                ControllingPlayer = e.PlayerIndex;

            }
            if (e.PlayerIndex == PlayerIndex.Three)
            {
                readyP3++;
                p3JNR = false;
                p3R = true;
                numberOfPlayersReady++;
                if (readyP3 > Ready.Ready)
                {
                    readyP3--;
                }
                ControllingPlayer = e.PlayerIndex;

            }
            if (e.PlayerIndex == PlayerIndex.Four)
            {
                readyP4++;
                p4JNR = false;
                p4R = true;
                numberOfPlayersReady++;
                if (readyP4 > Ready.Ready)
                {
                    readyP4--;
                }
                ControllingPlayer = e.PlayerIndex;

            }
            SetMenuEntryText();
            #endregion

            UpdateReady();
        }
        void PlayerMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            //You changed your character...
            if (e.PlayerIndex == PlayerIndex.One)
            {
                //It is now the next AVAILABLE character.
                do
                {
                    playerP1++;
                    if (playerP1 > Character.Sir_Edward)
                    {
                        playerP1 = 0;
                    }
                } while (playerP1 == playerP2 || playerP1 == playerP3 || playerP1 == playerP4);
            }

            #region OtherPlayers
            if (e.PlayerIndex == PlayerIndex.Two)
            {
                do
                {
                    playerP2++;
                    if (playerP2 > Character.Sir_Edward)
                    {
                        playerP2 = 0;
                    }
                } while (playerP2 == playerP1 || playerP2 == playerP3 || playerP2 == playerP4);
            }
            if (e.PlayerIndex == PlayerIndex.Three)
            {
                do
                {
                    playerP3++;
                    if (playerP3 > Character.Sir_Edward)
                    {
                        playerP3 = 0;
                    }
                } while (playerP3 == playerP1 || playerP3 == playerP2 || playerP3 == playerP4);

            }
            if (e.PlayerIndex == PlayerIndex.Four)
            {
                do
                {
                    playerP4++;
                    if (playerP4 > Character.Sir_Edward)
                    {
                        playerP4 = 0;
                    }
                } while (playerP4 == playerP1 || playerP4 == playerP2 || playerP4 == playerP3);
            }
            SetMenuEntryText();
            #endregion
        }
        void JoinGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            //Are you joining?
            if (e.PlayerIndex == PlayerIndex.One)
            {
                joinedP1++;
                p1JNR = true;
                p1NJ = false;
                numberOfPlayersJoined++;
                do
                {
                    playerP1++;
                    if (playerP1 > Character.Sir_Edward)
                    {
                        playerP1 = 0;
                    }
                } while (playerP1 == playerP4 || playerP1 == playerP2 || playerP1 == playerP3);
                if (joinedP1 > Joined.Joined)
                {
                    joinedP1 = 0;
                    p1NJ = true;
                }

            }

            #region OtherPlayers
            if (e.PlayerIndex == PlayerIndex.Two)
            {
                joinedP2++;
                p2JNR = true;
                p2NJ = false;
                numberOfPlayersJoined++;
                do
                {
                    playerP2++;
                    if (playerP2 > Character.Sir_Edward)
                    {
                        playerP2 = 0;
                    }
                } while (playerP2 == playerP1 || playerP2 == playerP4 || playerP2 == playerP3);
                if (joinedP2 > Joined.Joined)
                {
                    joinedP2 = 0;
                    p2NJ = true;

                }

            }
            if (e.PlayerIndex == PlayerIndex.Three)
            {
                joinedP3++;
                p3JNR = true;
                p3NJ = false;
                numberOfPlayersJoined++;
                do
                {
                    playerP3++;
                    if (playerP3 > Character.Sir_Edward)
                    {
                        playerP3 = 0;
                    }
                } while (playerP3 == playerP1 || playerP3 == playerP2 || playerP3 == playerP4);
                if (joinedP3 > Joined.Joined)
                {
                    joinedP3 = 0;
                    p3NJ = true;

                }

            }
            if (e.PlayerIndex == PlayerIndex.Four)
            {
                joinedP4++;
                p4JNR = true;
                p4NJ = false;
                numberOfPlayersJoined++;
                do
                {
                    playerP4++;
                    if (playerP4 > Character.Sir_Edward)
                    {
                        playerP4 = 0;
                    }
                } while (playerP4 == playerP1 || playerP4 == playerP2 || playerP4 == playerP3);
                if (joinedP4 > Joined.Joined)
                {
                    joinedP4 = 0;
                    p4NJ = true;

                }

            }
            SetMenuEntryText();
            #endregion
        }
Esempio n. 9
0
 protected void OnCancel(object sender, PlayerIndexEventArgs e)
 {
     OnCancel(e.PlayerIndex);
 }
Esempio n. 10
0
 void ControlsGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new ControlScreen(), e.PlayerIndex);
 }
Esempio n. 11
0
 void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.Game.Exit();
 }
 void OptionsGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new OptionsMenuScreen(playerTriggerSensitivity), e.PlayerIndex);
 }