public EndGameMenu(Texture2D[] panels, Texture2D[] backgroundAssets, Save save, SpriteFont hudFont) : base(panels, backgroundAssets) { //This is the starting point of the menu. EndGameMenu.Selected += (object sender, EventArgs args) => { this.CurrentState = State.Shown; this._delay = 0; }; MenuEntry menu = new MenuEntry("Mission Select"); MenuEntry retry = new MenuEntry("Retry"); menu.Enter += (o, e) => { this.CurrentState = State.Hidden; MenuSelectedEvent(); PlayMenu.SelectedEvent(); }; retry.Enter += (o, e) => { this.CurrentState = State.Hidden; RestartEvent(); }; this.MenuEntryList.Add(menu); this.MenuEntryList.Add(retry); _save = save; _HUDFont = hudFont; }
public OptionsMenu(Texture2D[] panels, Texture2D[] backgroundAssets, Save save) : base(panels, backgroundAssets) { //This is the starting point of the menu. OptionsMenu.Selected += (object sender, EventArgs args) => { this.CurrentState = State.Shown; this._delay = 0; }; MenuEntry music = new MenuEntry("Music On"); if (!save.Config.MusicEnabled) music.Text = "Music Off"; MenuEntry voice = new MenuEntry("Voices On"); if (!save.Config.VoiceEnabled) voice.Text = "Voices Off"; MenuEntry soundeffects = new MenuEntry("Sound Effects On"); if (!save.Config.SoundEnabled) soundeffects.Text = "Sound Effects Off"; MenuEntry back = new MenuEntry("Back"); music.Enter += (object sender, EventArgs args) => { save.Config.MusicEnabled = !save.Config.MusicEnabled; if (save.Config.MusicEnabled) music.Text = "Music On"; else music.Text = "Music Off"; }; voice.Enter += (object sender, EventArgs args) => { save.Config.VoiceEnabled = !save.Config.VoiceEnabled; if (save.Config.VoiceEnabled) voice.Text = "Voices On"; else voice.Text = "Voices Off"; }; soundeffects.Enter += (object sender, EventArgs args) => { save.Config.SoundEnabled = !save.Config.SoundEnabled; if (save.Config.SoundEnabled) soundeffects.Text = "Sound Effects On"; else soundeffects.Text = "Sound Effects Off"; }; back.Enter += (object sender, EventArgs args) => { this.CurrentState = State.Hidden; MainMenu.SelectedEvent(); }; this.MenuEntryList.Add(music); this.MenuEntryList.Add(voice); this.MenuEntryList.Add(soundeffects); this.MenuEntryList.Add(back); }
Save _save; //Points to actual config; #endregion Fields #region Constructors /// <summary> /// Constructor /// </summary> public PlayMenu(Texture2D[] panels, Texture2D[] backgroundAssets, string[] descriptions, SpriteFont descFont, Save save) : base(panels, backgroundAssets) { _save = save; PlayMenu.Selected += (object sender, EventArgs args) => { this.CurrentState = State.Shown; this._delay = 0; }; MenuEntry play1 = new MenuEntry("Protecting Earth"); MenuEntry play2 = new MenuEntry("Defending Dradis"); MenuEntry play3 = new MenuEntry("The Final Stand"); MenuEntry back = new MenuEntry("Back"); play1.Enter += (object sender, EventArgs args) => { _save.Config.Mission = 0; _save.Config.SpaceBattle = false; this.CurrentState = State.Hidden; LoadingMenu.SelectedEvent(); }; play2.Enter += (object sender, EventArgs args) => { _save.Config.Mission = 1; _save.Config.SpaceBattle = false; this.CurrentState = State.Hidden; LoadingMenu.SelectedEvent(); }; play3.Enter += (object sender, EventArgs args) => { _save.Config.Mission = 2; _save.Config.SpaceBattle = false; this.CurrentState = State.Hidden; LoadingMenu.SelectedEvent(); }; back.Enter += (object sender, EventArgs args) => { this.CurrentState = State.Hidden; MainMenu.SelectedEvent(); }; this.MenuEntryList.Add(play1); this.MenuEntryList.Add(play2); this.MenuEntryList.Add(play3); this.MenuEntryList.Add(back); _descriptions = descriptions; _descFont = descFont; }
/// <summary> /// Constructor and the Starting point of the game /// </summary> /// <param name="screenProperties">Represents the screen properties that were passed from the thread creation</param> public Paradox(object[] screenProperties) { int width = (int)screenProperties[0]; int height = (int)screenProperties[1]; bool fullScreen = (bool)screenProperties[2]; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; _graphics.PreferredBackBufferWidth = width; _graphics.PreferredBackBufferHeight = height; _graphics.ApplyChanges(); if (fullScreen) { _graphics.ToggleFullScreen(); } _save = Save.LoadFile(); }
public LeaderboardMenu(Texture2D[] panels, Texture2D[] backgroundAssets, Save save, SpriteFont hudFont) : base(panels, backgroundAssets) { //This is the starting point of the menu. LeaderboardMenu.Selected += (object sender, EventArgs args) => { this.CurrentState = State.Shown; this._delay = 0; }; MenuEntry back = new MenuEntry("Back"); back.Enter += (object sender, EventArgs args) => { this.CurrentState = State.Hidden; MainMenu.SelectedEvent(); }; this.MenuEntryList.Add(back); _save = save; _HUDFont = hudFont; }
public static Save LoadFile() { IsolatedStorageFile storage = GetUserStoreAsAppropriateForCurrentPlatform(); //Gets the Isolated Storage location for the application. Save save; if (storage.FileExists(fileName)) //Checks if the const fileName exists within Isolated Storage. { try { IsolatedStorageFileStream stream = storage.OpenFile(fileName, FileMode.Open); //Opens the file within Isolated Storage, creating a stream. XmlSerializer xml = new XmlSerializer(typeof(Save)); //Creates a xml serializable object that takes in a Save object, no object instance so typeof() is used to pass a Type param to xml Serializer. save = xml.Deserialize(stream) as Save; //Deserializes the file, creates a Save object via as keyword. stream.Close(); stream.Dispose(); } catch (Exception e) { save = new Save(); } } else { save = new Save(); //If no file is found, a new one is created. } return save; }
public ParadoxGame(Paradox game, Save save) : base(game) { _save = save; }