void upgradeSpeed(object sender, PlayerIndexEventArgs e) { if (theGame.coins >= theGame.speedCost) { theGame.speed += 50; theGame.coins -= theGame.speedCost; theGame.speedCost += theGame.speedCost / 2; if (theGame.speed >= theGame.maxSpeed) MenuEntries.Remove(speedUpgrade); updateText(); } }
void upgradeHits(object sender, PlayerIndexEventArgs e) { if (theGame.coins >= theGame.hitsCost) { theGame.bulletHits += 1; theGame.coins -= theGame.hitsCost; theGame.hitsCost += theGame.hitsCost / 2; if (theGame.bulletHits >= theGame.maxBulletHits) MenuEntries.Remove(bulletHits); updateText(); } }
void upgradeShotTime(object sender, PlayerIndexEventArgs e) { if (theGame.coins >= theGame.shotTimeCost) { theGame.shotTime -= 0.05f; theGame.coins -= theGame.shotTimeCost; theGame.shotTimeCost += theGame.shotTimeCost / 2; if (theGame.shotTime <= theGame.minShotTime) MenuEntries.Remove(shotTime); updateText(); } }
void upgradeDamage(object sender, PlayerIndexEventArgs e) { if (theGame.coins >= theGame.damageCost) { theGame.bulletDamage += 1; theGame.coins -= theGame.damageCost; theGame.damageCost += theGame.damageCost / 2; if (theGame.bulletDamage >= theGame.maxBulletDamage) MenuEntries.Remove(bulletDamage); updateText(); } }
void upgradeHealth(object sender, PlayerIndexEventArgs e) { if (theGame.coins >= theGame.healthCost) { theGame.health += 2; theGame.coins -= theGame.healthCost; theGame.healthCost += theGame.healthCost / 2; if (theGame.health >= theGame.maxHealth) MenuEntries.Remove(healthUpgrade); updateText(); } }
void upgradeAir(object sender, PlayerIndexEventArgs e) { if (theGame.coins >= theGame.airCost) { theGame.air += 10; theGame.coins -= theGame.airCost; theGame.airCost += theGame.airCost / 2; if (theGame.air >= theGame.maxAir) MenuEntries.Remove(airUpgrade); updateText(); } }
void upgradeBulletSpeed(object sender, PlayerIndexEventArgs e) { if (theGame.coins >= theGame.bulletSpeedCost) { theGame.bulletSpeed += 50f; theGame.coins -= theGame.bulletSpeedCost; theGame.bulletSpeedCost += theGame.bulletSpeedCost / 2; if (theGame.bulletSpeed >= theGame.maxBulletSpeed) MenuEntries.Remove(bulletSpeed); updateText(); } }
void entry(object sender, PlayerIndexEventArgs e) { entered = true; entryIndex = e.PlayerIndex; }
void startOver(object sender, PlayerIndexEventArgs e) { #if WINDOWS theGame.InitialSave(); theGame.ReadSave(); #endif #if XBOX StorageContainer c = ScreenManager.GetContainer(); theGame.InitializeXbox(c); c.Dispose(); #endif updateText(); }
/// <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); }
private void PlayGame(object sender, PlayerIndexEventArgs e) { Game1 game = (Manager.Game as Game1); game.InGame = true; game.manager.Add(game.MakePlayer()); ExitScreen(); }
private void openCredits(object sender, PlayerIndexEventArgs e) { Manager.AddScreen(new CreditScreen(), ControllingPlayer); }
private void howtoplay(object sender, PlayerIndexEventArgs e) { Manager.AddScreen(new HowtoScreen(), ControllingPlayer); }
private void Shop(object sender, PlayerIndexEventArgs e) { Manager.AddScreen(new ShopScreen(), ControllingPlayer); }