/// <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); }
/// <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 Options menu entry is selected. /// </summary> void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(optionsMenu, e.PlayerIndex); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void pongMenuEntrySelected(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen(optionsMenu.hand, optionsMenu.difficulty, optionsMenu.gameplay)); }
void HowToMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(howToScreen, e.PlayerIndex); }
void Level3MenuEntrySelected(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new Level3Screen(optionsMenu.hand, optionsMenu.difficulty)); }
/// <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 PlayersMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentPlayability++; gameplay++; if (currentPlayability > Players.TwoPlayer) { currentPlayability = 0; gameplay = 0; } SetMenuEntryText(); }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void HandednessMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentUngulate++; if (hand == true) hand = false; else hand = true; if (currentUngulate > Handedness.Right) currentUngulate = 0; SetMenuEntryText(); }
void DifficultyMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentDifficulty++; difficulty++; if (currentDifficulty > Difficulty.Expert) { currentDifficulty = 0; difficulty = 0; } SetMenuEntryText(); }
/// <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); }