/// <summary> /// Event handler for when an available session menu entry is selected. /// </summary> void AvailableSessionMenuEntrySelected(object sender, PlayerIndexEventArgs e) { // Which menu entry was selected? AvailableSessionMenuEntry menuEntry = (AvailableSessionMenuEntry)sender; AvailableNetworkSession availableSession = menuEntry.AvailableSession; try { // Begin an asynchronous join network session operation. IAsyncResult asyncResult = NetworkSession.BeginJoin(availableSession, null, null); // Activate the network busy screen, which will display // an animation until this operation has completed. NetworkBusyScreen busyScreen = new NetworkBusyScreen(asyncResult); busyScreen.OperationCompleted += JoinSessionOperationCompleted; ScreenManager.AddScreen(busyScreen, ControllingPlayer); } catch (Exception exception) { NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception); ScreenManager.AddScreen(errorScreen, ControllingPlayer); } }
/// <summary> /// Event handler for when the Create Session menu entry is selected. /// </summary> void CreateSessionMenuEntrySelected(object sender, PlayerIndexEventArgs e) { try { // Which local profiles should we include in this session? IEnumerable<SignedInGamer> localGamers = NetworkSessionComponent.ChooseGamers(sessionType, ControllingPlayer.Value); // Begin an asynchronous create network session operation. IAsyncResult asyncResult = NetworkSession.BeginCreate( sessionType, localGamers, NetworkSessionComponent.MaxGamers, 0, null, null, null); // Activate the network busy screen, which will display // an animation until this operation has completed. NetworkBusyScreen busyScreen = new NetworkBusyScreen(asyncResult); busyScreen.OperationCompleted += CreateSessionOperationCompleted; ScreenManager.AddScreen(busyScreen, ControllingPlayer); } catch (Exception exception) { NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception); ScreenManager.AddScreen(errorScreen, ControllingPlayer); } }
/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> void QuitGameMenuEntrySelected (object sender, PlayerIndexEventArgs e) { MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen (Resources.ConfirmQuitGame); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen (confirmQuitMessageBox, ControllingPlayer); }
void DevelopersMenuEntrySelected(object sender, PlayerIndexEventArgs e) { DevelopersScreen developersScreen = new DevelopersScreen(Mario.Resource.DevelopersText); developersScreen.Accepted += ConfirmExitMessageBoxAccepted; ScreenManager.AddScreen(developersScreen, null); }
void twoPlayerMenuEntrySelected(object sender, PlayerIndexEventArgs e) { // LoadingScreen.Load(ScreenManager, true, e.PlayerIndex); // ScreenManager.AddScreen(new GameplayScreen(), e.PlayerIndex); Mario.Game1.isPaused = false; Mario.Game1.isTwoPlayers = true; ScreenManager.AddScreen(new ElectoralCharacter(), e.PlayerIndex); }
void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); MediaPlayer.Play(Game1.songLiberty.background); Game1.level.Destroy(); }
void CancelledEntrySelected(object sender, PlayerIndexEventArgs e) { }
/// <summary> /// Event handler for when the Single Player menu entry is selected. /// </summary> void SinglePlayerMenuEntrySelected (object sender, PlayerIndexEventArgs e) { LoadingScreen.Load (ScreenManager, true, e.PlayerIndex, new GameplayScreen (null)); }
/// <summary> /// Event handler for when the System Link menu entry is selected. /// </summary> void SystemLinkMenuEntrySelected (object sender, PlayerIndexEventArgs e) { CreateOrFindSession (NetworkSessionType.SystemLink, e.PlayerIndex); }
void CancelledEntrySelected(object sender, PlayerIndexEventArgs e) { ExitScreen(); }
/// <summary> /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler. /// </summary> protected void OnCancel(object sender, PlayerIndexEventArgs e) { OnCancel(e.PlayerIndex); }
/// <summary> /// Event handler for when the Live menu entry is selected. /// </summary> void LiveMenuEntrySelected(object sender, PlayerIndexEventArgs e) { CreateOrFindSession(NetworkSessionType.PlayerMatch, e.PlayerIndex); }
/// <summary> /// Event handler for when the System Link menu entry is selected. /// </summary> void SystemLinkMenuEntrySelected(object sender, PlayerIndexEventArgs e) { CreateOrFindSession(NetworkSessionType.SystemLink, e.PlayerIndex); }
/// <summary> /// Event handler for when the Single Player menu entry is selected. /// </summary> void SinglePlayerMenuEntrySelected(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen(null)); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to exit" message box. /// </summary> void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
void OnCancel(object sender, PlayerIndexEventArgs e) { Mario.Game1.isPaused = false; ExitScreen(); }
/// <summary> /// Event handler for when the End/Leave Session menu entry is selected. /// </summary> void LeaveSessionMenuEntrySelected(object sender, PlayerIndexEventArgs e) { NetworkSessionComponent.LeaveSession(ScreenManager, e.PlayerIndex); }
/// <summary> /// Event handler for when the Exit To Windows is selected /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void ExitToWindowsSelected(object sender, PlayerIndexEventArgs e) { this.ScreenManager.Game.Exit(); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to quit" message box. This uses the loading screen to /// transition from the game back to the main menu screen. /// </summary> void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }
/// <summary> /// Event handler for when the host selects ok on the "are you sure /// you want to start even though not everyone is ready" message box. /// </summary> void ConfirmStartGameMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { if (networkSession.SessionState == NetworkSessionState.Lobby) { networkSession.StartGame(); } }
/// <summary> /// Event handler for when the Live menu entry is selected. /// </summary> void LiveMenuEntrySelected (object sender, PlayerIndexEventArgs e) { CreateOrFindSession (NetworkSessionType.PlayerMatch, e.PlayerIndex); }
/// <summary> /// Event handler for when the Back menu entry is selected. /// </summary> void BackMenuEntrySelected(object sender, PlayerIndexEventArgs e) { availableSessions.Dispose(); ExitScreen(); }
/// <summary> /// Event handler for when the Return to Lobby menu entry is selected. /// </summary> void ReturnToLobbyMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (networkSession.SessionState == NetworkSessionState.Playing) { networkSession.EndGame(); } }
void BackMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ExitScreen(); }
void AcceptedEntrySelected(object sender, PlayerIndexEventArgs e) { if (chPlayer == 1) Game1.heroChoice = heroChoice; else { Game1.heroChoice2 = heroChoice; LoadingScreen.Load(ScreenManager, true, null); ScreenManager.AddScreen(new ProfileScreen(), null); Mario.Game1.isStart = true; } if (!Game1.isTwoPlayers) { LoadingScreen.Load(ScreenManager, true, null); ScreenManager.AddScreen(new ProfileScreen(), null); Mario.Game1.isStart = true; } if (Game1.isTwoPlayers && chPlayer == 1) ScreenManager.AddScreen(new ElectoralCharacter(2), e.PlayerIndex); ExitScreen(); }
void ConfirmMenuEntrySelected(object sender, PlayerIndexEventArgs e) { MediaPlayer.Volume = Game1.songLiberty.VolumeMusic; Game1.SetSetting.SettingSetToFile(); ExitScreen(); }
void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
void effectSoundEntrySelected(object sender, PlayerIndexEventArgs e) { }
void SettingsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new SettingsScreen(), e.PlayerIndex); }
void fullScreenVideoMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (!Game1.graphics.IsFullScreen) MenuEntries[0].Text = Mario.Resource.smallScreenSettings; else MenuEntries[0].Text = Mario.Resource.fullScreenSettings; Game1.graphics.ToggleFullScreen(); }
void HandleControlMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new HandleControl(), e.PlayerIndex); }
void musicSoundMenuEntrySelected(object sender, PlayerIndexEventArgs e) { }
/// <summary> /// Event handler for when the Back menu entry is selected. /// </summary> void BackMenuEntrySelected (object sender, PlayerIndexEventArgs e) { availableSessions.Dispose (); ExitScreen (); }
void AcceptedEntrySelected(object sender, PlayerIndexEventArgs e) { Exit(); }