private void menuItem_Selected(object sender, EventArgs e) { if (sender == newGame) { Transition(ChangeType.Push, GameRef.NewGameScreen); } if (sender == continueGame) { //Transition(ChangeType.Push, GameRef.LoadGameScreen); if (sender == exitGame) { GameRef.Exit(); } } }
private void menuItem_Selected(object sender, EventArgs e) { if (sender == startGame) { StateManager.PushState(GameRef.GamePlayScreen); } if (sender == loadGame) { StateManager.PushState(GameRef.GamePlayScreen); } if (sender == exitGame) { GameRef.Exit(); } }
private void menuItem_Selected(object sender, EventArgs e) { if (sender == startGame) { Transition(ChangeType.Push, GameRef.CharacterGeneratorScreen); } if (sender == loadGame) { Transition(ChangeType.Push, GameRef.LoadGameScreen); } if (sender == exitGame) { GameRef.Exit(); } }
private void menuItem_Selected(object sender, EventArgs e) { if (sender == startGame) { StateManager.PushState(GameRef.initPrice); // Change this so it goes to the Inisital Price } if (sender == loadGame) { StateManager.PushState(GameRef.saveHistory); } if (sender == exitGame) { GameRef.Exit(); } }
/* This function is called when one of the menu items is selected. */ private void menuItem_Selected(object sender, EventArgs e) { /* If the selected menu item is the newGame LinkLabel, the CharacterSelectScreen is pushed onto the state stack. */ if (sender == newGame) { Change(ChangeType.Push, GameRef.CharacterSelectScreen); } /* If the selected menu item is the loadGame LinkLabel, then the LoadGameScreen is pushed onto the state stack. */ if (sender == loadGame) { Change(ChangeType.Push, GameRef.LoadGameScreen); } /* Finally, if the selected menu item is the exitGame LinkLabel, then the game exits. */ if (sender == exitGame) { GameRef.Exit(); } }
private void menuItem_Selected(object sender, EventArgs e) { if (sender == startGame) { StateManager.PushState(GameRef.MapScreen); //GameRef.spriteBatch.End(); } if (sender == loadGame) { StateManager.PushState(GameRef.MapScreen); } if (sender == options) { //StateManager.PushState(GameRef.OptionScreen); } if (sender == exitGame) { GameRef.Exit(); } }
private void menuItem_Selected(object sender, EventArgs e) { if (sender == startGame) { GameRef.spaceShip.setGameState("playing"); StateManager.PushState(GameRef.initPrice); } if (sender == loadGame) { StateManager.PushState(GameRef.GamePlayScreen); } if (sender == exitGame) { GameRef.Exit(); } if (sender == highscore) { StateManager.PushState(GameRef.highscoreScreen); } }
private void menuItem_Selected(object sender, EventArgs e) { if (sender == startGame) { StateManager.PushState(GameRef.AdminScreen, ""); // this is to add resources to the new game // this adds a delay into the start up may need to change this or thread it dbp.Startresourceadd(); dbp.startPlanetAdd(); dbp.AddtoSession(dbp.newSession()); } if (sender == loadGame) { StateManager.PushState(GameRef.GamePlayScreen, ""); } if (sender == exitGame) { GameRef.Exit(); } }
public override void Update(GameTime gameTime) { if (hasPopped) { Reset(); hasPopped = false; } StoryTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (StatusBar.Health <= 0) { GameOver(this, null); } if (Input_Handler.KeyReleased(Keys.Escape)) { GameRef.Exit(); } if (ObjManager.MoneyGain > 0) { Gold += ObjManager.TakeMoney(); StatusBar.Gold += Gold; GameRef.player.gold += Gold; Gold = 0; } if (ObjManager.DamageGiven > 0) { Damage = ObjManager.TakeDamage(); StatusBar.Health -= Damage; Damage = 0; } if (counter != 5) { time += gameTime.ElapsedGameTime.TotalMilliseconds; } if (Input_Handler.KeyPressed(Keys.F11)) { if (DevelopmentMode == false) { DevelopmentMode = true; } else { DevelopmentMode = false; } } #region Development if (DevelopmentMode) { if (Input_Handler.KeyPressed(Keys.I)) { //Waypoints.Enqueue(new Vector2(Mouse.GetState().X, Mouse.GetState().Y)); } if (Input_Handler.KeyPressed(Keys.P)) { if (plotTexture == false) { GameRef.MousePointer = texTeleport; //gamePlayMouse.Update(gameTime, arrowTexture); plotTexture = true; } else { GameRef.MousePointer = Game.Content.Load <Texture2D>(@"UI Content\Pointer"); //gamePlayMouse.Update(gameTime, arrowTexture); plotTexture = false; } } if (Mouse.GetState().LeftButton == ButtonState.Pressed && placeLock == false) { //save plot position if (level == 0) { writer = new StreamWriter(@"GameData\Plot.txt", true); } else if (level == 1) { writer = new StreamWriter(@"GameData\Plot1.txt", true); } else if (level == 2) { writer = new StreamWriter(@"GameData\Plot2.txt", true); } else if (level == 3) { writer = new StreamWriter(@"GameData\Plot3.txt", true); } writer.WriteLine(Mouse.GetState().X.ToString() + "_" + Mouse.GetState().Y.ToString()); writer.Close(); ObjManager.AddLst.Add(new Plot(Content.Load <Texture2D>(@"UI Content\teleport_128"), new Vector2(Mouse.GetState().X, Mouse.GetState().Y), 5, 1, 0f, 0, 0, 0)); placeLock = true; } if (placeLock == true && Mouse.GetState().LeftButton == ButtonState.Released) { placeLock = false; } if (Input_Handler.KeyPressed(Keys.O)) { writer = new StreamWriter(@"GameData\Plot.txt", true); writer.Dispose(); writer.Close(); for (int x = 0; x < ObjManager.Count - 1; x++) { if (ObjManager[x].Type == "Plot") { ObjManager.RemoveAt(x); } } } #endregion } ObjManager.Update(gameTime); base.Update(gameTime); }
private void Quit_Selected(object sender, EventArgs e) { GameRef.Exit(); }