private void backButton_OnClick( Control sender ) { GameManager.Instance.UnregisterForPackets( this ); GameManager.Instance.Client.Disconnect( "" ); ExitScreen(); }
public void readyButton_OnClick( Control sender ) { // Signal the server of our readiness status NetOutgoingMessage msg = GameManager.Instance.Client.CreateMessage(); msg.Write( (byte)MsgType.ReqReady ); msg.Write( (bool)true ); GameManager.Instance.Client.SendMessage( msg, NetDeliveryMethod.Unreliable ); readyButton.Active = false; }
public void musicSel_OnSelectionChanged( Control sender ) { MediaPlayer.IsMuted = ( (sender as Selector).SelectedIndex != 0 ); }
public void cancelButton_OnClick(Control Sender) { if (Cancelled != null) { Cancelled(); } ExitScreen(); }
public void backButton_OnClick( Control sender ) { ExitScreen(); }
private void refreshButton_OnClick( Control sender ) { RequestLobbiesList(); }
//Called whenever the left arrow button is clicked public void Right_OnClick(Control sender) { //as long as the currently selected element isnt at the bottem of the list, and the list is not empty if ((curSelect != (items.Count() - 1)) && (items.Count() > 0)) { //currently selected index updated curSelect++; Trigger(); } }
public void achiButton_OnClick( Control sender ) { ScreenManager.AddScreen(new RoleSelectScreen(), null); }
// Callback for the first button, toggles the background colour public void testBtn1_OnClick( Control sender ) { if ( bgColour == Color.CornflowerBlue ) { bgColour = Color.Crimson; } else { bgColour = Color.CornflowerBlue; } }
public void optionsButton_OnClick( Control sender ) { ScreenManager.AddScreen( new OptionsMenuScreen(), null ); }
public void spButton_OnClick( Control sender ) { LoadingScreen.Load( ScreenManager, true, null, new TestGameScreen() ); }
public void mpButton_OnClick( Control sender ) { ScreenManager.AddScreen( new LobbySelectionScreen(), null ); }
public void exitButton_OnClick( Control sender ) { ScreenManager.Game.Exit(); }
public void teamButton_OnClick( Control sender ) { Team current = GameManager.Instance.GameState.Characters[GameManager.Instance.MyID].Team; Team switchTo; if ( current == Team.RED ) { switchTo = Team.BLUE; } else { switchTo = Team.RED; } // Signal the server of our readiness status NetOutgoingMessage msg = GameManager.Instance.Client.CreateMessage(); msg.Write( (byte)MsgType.ReqTeamChange ); msg.Write( (int)switchTo ); GameManager.Instance.Client.SendMessage( msg, NetDeliveryMethod.Unreliable ); }
private void joinButton_OnClick( Control sender ) { NetOutgoingMessage msg = GameManager.Instance.Client.CreateMessage(); msg.Write( (byte)MsgType.ReqJoinLobby ); msg.Write( (byte)lobbyData[lobbies.SelectedIndex].id ); msg.Write( RandomName.Generate() ); // TODO : Replace random names GameManager.Instance.Client.SendMessage( msg, NetDeliveryMethod.Unreliable ); }
// Callback for the second button, toggles whether button 1 is active or not public void testBtn2_OnClick( Control sender ) { testBtn1.Active = ! testBtn1.Active; }
private void newButton_OnClick( Control sender ) { ScreenManager.AddScreen( new CreateLobbyScreen(), null ); }
public void bmButton_OnClick(Control sender) { ChangeRole( 3 ); ExitScreen(); }
//Called whenever the right arrow button is clicked public void Left_OnClick(Control sender) { //as long as the currently selected element isnt at the top of the list, and the list is not empty if ((curSelect != 0) && (items.Count() > 0)) { //currently selected index updated curSelect--; Trigger(); } }
public void fireButton_OnClick(Control sender) { ChangeRole( 0 ); ExitScreen(); }
public void acceptButton_OnClick(Control sender) { if (Accepted != null) { Accepted(); } ExitScreen(); }
public void priestButton_OnClick(Control sender) { ChangeRole( 1 ); ExitScreen(); }
public void upg3_OnClick(Control Sender) { if ( GameManager.Instance.InMultiplayer ) { SignalServer( 2 ); } else { Character buyer = provider.GameState.Characters[GameManager.Instance.MyID]; provider.GameState.Towers[(int)buyer.Team].UpgradeDamage(buyer); } }
public void windButton_OnClick(Control sender) { ChangeRole( 2 ); ExitScreen(); }
public void createButton_OnClick( Control sender ) { NetOutgoingMessage msg = GameManager.Instance.Client.CreateMessage(); msg.Write( (byte)MsgType.ReqCreateLobby ); string name = RandomName.Generate(); // TODO: Replace random names msg.Write( name + "'s Lobby" ); msg.Write( int.Parse( numPlayersSel.SelectedItem ) ); msg.Write( double.Parse( matchDurSel.SelectedItem ) ); msg.Write( name ); GameManager.Instance.Client.SendMessage( msg, NetDeliveryMethod.Unreliable ); ExitScreen(); }
//Called whenever the up arrow button is clicked public void Up_OnClick(Control sender) { //as long as the currently selected element isnt at the top of the list, and the list is not empty if ((curSelect != 0) && (items.Count() > 0)) { int curtop = top; //set the old selected button in the view to active (the visual mark of selection is inactive) Buttons[curSelect - top].Active = true; //currently selected index updated curSelect--; //if the view needs to be scrolled up, update the index of the top viewable element and update the button labels if ((curSelect - top) < 0) { top--; curtop--; foreach (Button butt in Buttons) { butt.Text = items[curtop]; curtop++; } } } }