void stoneFrictionMenuEntry_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.StoneFriction += 0.025f; stoneFrictionMenuEntry.Text = "Stone Friction : " + GameSettings.StoneFriction; }
//beta void resetSaveMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { const string message = "Beta Test Feature: Reset save data?"; MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message); confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted; ScreenManager.AddScreen(confirmExitMessageBox, playerIndex); }
void ShotPath_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.ShotColorIndex += 1; if (GameSettings.ShotColorIndex >= GameSettings.Colors.Count()) GameSettings.ShotColorIndex = 0; GameSettings.ShotPathColor = GameSettings.Colors[GameSettings.ShotColorIndex]; SetMenuEntryText(); }
void HelpGraphic_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.HelpGraphicIndex +=1; if (GameSettings.HelpGraphicIndex > 6) GameSettings.HelpGraphicIndex = 0; SetMenuEntryText(); }
//beta void locksMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { GameSettings.LocksOn = !GameSettings.LocksOn; locksMenuEntry.Text = "Level/Fruit Locks (Beta Testing): " + (GameSettings.LocksOn ? " On" : " Off"); }
/// <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()); }
//beta for reset save void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { for (int i = 0; i < 7; i++) { for (int j = 1; j < 16; j++) { LevelDataManager.levelData[i, j].unlocked = false; LevelDataManager.levelData[i, j].starCollected = false; LevelDataManager.levelData[i, j].shots = 0; LevelDataManager.levelData[i, j].bestScore = 0; } } LevelDataManager.LockSetup(); LevelDataManager.WriteSaveGameData(); }
void woodHPMultiplierMenuEntry_Minus(object sender, PlayerIndexEventArgs e) { GameSettings.WoodHPMultiplier -= 1; if (GameSettings.WoodHPMultiplier <= 0) GameSettings.WoodHPMultiplier = 1; woodHPMultiplierMenuEntry.Text = "Wood HP Multiplier : " + GameSettings.WoodHPMultiplier; }
void woodHPMultiplierMenuEntry_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.WoodHPMultiplier += 1; woodHPMultiplierMenuEntry.Text = "Wood HP Multiplier : " + GameSettings.WoodHPMultiplier; }
void woodDensityMenuEntry_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.WoodDensity += 0.025f; woodDensityMenuEntry.Text = "Wood Density : " + GameSettings.WoodDensity; }
void woodFrictionMenuEntry_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.WoodFriction += 0.025f; woodFrictionMenuEntry.Text = "Wood Friction : " + GameSettings.WoodFriction; }
void woodDensityMenuEntry_Minus(object sender, PlayerIndexEventArgs e) { GameSettings.WoodDensity -= 0.025f; if (GameSettings.WoodDensity <= 0) GameSettings.WoodDensity = 0.025f; woodDensityMenuEntry.Text = "Wood Density : " + GameSettings.WoodDensity; }
void stoneHPMultiplierMenuEntry_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.StoneHPMultiplier += 1; stoneHPMultiplierMenuEntry.Text = "Stone HP Multiplier : " + GameSettings.StoneHPMultiplier; }
void stoneHPMultiplierMenuEntry_Minus(object sender, PlayerIndexEventArgs e) { GameSettings.StoneHPMultiplier -= 1; if (GameSettings.StoneHPMultiplier <= 0) GameSettings.StoneHPMultiplier = 1; stoneHPMultiplierMenuEntry.Text = "Stone HP Multiplier : " + GameSettings.StoneHPMultiplier; }
void ShowControlsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { GameSettings.ShowControlsEnabled = !GameSettings.ShowControlsEnabled; showControlsMenuEntry.Text = ("Show Controls :" + (GameSettings.ShowControlsEnabled ? " On" : " Off")); }
void woodRestitutionMenuEntry_Minus(object sender, PlayerIndexEventArgs e) { GameSettings.WoodRestitution -= 0.025f; if (GameSettings.WoodRestitution <= 0) GameSettings.WoodRestitution = 0.025f; woodRestitutionMenuEntry.Text = "Wood Restitution : " + GameSettings.WoodRestitution; }
void BlockDeathSelected(object sender, PlayerIndexEventArgs e) { GameSettings.BlockDeathEnabled = !GameSettings.BlockDeathEnabled; blockDeath.Text = ("Enable Destructable Blocks :" + (GameSettings.BlockDeathEnabled ? " On" : " Off")); }
void woodRestitutionMenuEntry_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.WoodRestitution += 0.025f; if (GameSettings.WoodRestitution >= 1) GameSettings.WoodRestitution = 0.975f; woodRestitutionMenuEntry.Text = "Wood Restitution : " + GameSettings.WoodRestitution; }
void LevelMenuEntrySelected(object sender, PlayerIndexEventArgs e) { //enforce level Lock if (!LevelDataManager.levelData[LevelDataManager.nextworld, LevelDataManager.nextlevel].unlocked && GameSettings.LocksOn) return; //boss lock //if (LevelDataManager.nextworld == 5 && LevelDataManager.nextlevel == 15) return; LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen(LevelDataManager.nextworld, LevelDataManager.nextlevel)); }
void DebugViewSelected(object sender, PlayerIndexEventArgs e) { GameSettings.DebugViewEnabled = !GameSettings.DebugViewEnabled; debugView.Text = ("Debug View :" + (GameSettings.DebugViewEnabled ? " On" : " Off")); }
void HelpGraphic_Minus(object sender, PlayerIndexEventArgs e) { GameSettings.HelpGraphicIndex -= 1; if (GameSettings.HelpGraphicIndex < 0) GameSettings.HelpGraphicIndex = 6; SetMenuEntryText(); }
void MultiSampleSelected(object sender, PlayerIndexEventArgs e) { GameSettings.MultiSampling = !GameSettings.MultiSampling; multiSample.Text = ("Graphics SuperSampling :" + (GameSettings.MultiSampling ? " On" : " Off")); }
void HelpGraphic_Selected(object sender, PlayerIndexEventArgs e) { switch (GameSettings.HelpGraphicIndex) { case 0: { LevelDataManager.UItextures.TryGetValue("TutApple", out help); break; } case 1: { LevelDataManager.UItextures.TryGetValue("TutOrange", out help); break; } case 2: { LevelDataManager.UItextures.TryGetValue("TutStraw", out help); break; } case 3: { LevelDataManager.UItextures.TryGetValue("TutCherries", out help); break; } case 4: { LevelDataManager.UItextures.TryGetValue("TutBanana", out help); break; } case 5: { LevelDataManager.UItextures.TryGetValue("TutLemon", out help); break; } case 6: { LevelDataManager.UItextures.TryGetValue("TutWater", out help); break; } default: { help = controls; break; } } ScreenManager.AddScreen(new PopUpGraphicScreen(help,Vector2.Zero,PopUpGraphicScreen.TransitionType.Fade, TimeSpan.FromSeconds(0.5)),ControllingPlayer); }
void MusicOnSelected(object sender, PlayerIndexEventArgs e) { GameSettings.MusicOn = !GameSettings.MusicOn; musicOn.Text = ("Music :" + (GameSettings.MusicOn ? " On" : " Off")); SoundManager.PauseMusic(GameSettings.MusicOn); }
void Music_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.MusicVolume += 5; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { const string message = "Are you sure you want to quit this game?"; MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
void ShotPath_Minus(object sender, PlayerIndexEventArgs e) { GameSettings.ShotColorIndex -= 1; if (GameSettings.ShotColorIndex < 0) GameSettings.ShotColorIndex = GameSettings.Colors.Count() - 1; GameSettings.ShotPathColor = GameSettings.Colors[GameSettings.ShotColorIndex]; SetMenuEntryText(); }
void RestartGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, e.PlayerIndex, new GameplayScreen(LevelDataManager.world, LevelDataManager.level)); }
void Sound_Plus(object sender, PlayerIndexEventArgs e) { GameSettings.EffectVolume += 5; SetMenuEntryText(); }
void stoneFrictionMenuEntry_Minus(object sender, PlayerIndexEventArgs e) { GameSettings.StoneFriction -= 0.025f; if (GameSettings.StoneFriction <= 0) GameSettings.StoneFriction = 0.025f; stoneFrictionMenuEntry.Text = "Stone Friction : " + GameSettings.StoneFriction; }