// Audio audioHelper) /// <summary> /// Constructor fills in the menu contents. /// </summary> public MainMenuScreen() : base(Resources.MainMenu, false) { // Create our menu entries. MenuEntry trainingMenuEntry = new MenuEntry(Resources.Training); MenuEntry multiplayerMenuEntry = new MenuEntry(Resources.Multiplayer); MenuEntry theatherMenuEntry = new MenuEntry(Resources.Theather); MenuEntry assemblerMenuEntry = new MenuEntry(Resources.Assembler); MenuEntry optionsMenuEntry = new MenuEntry(Resources.Options); MenuEntry exitMenuEntry = new MenuEntry(Resources.Exit); // Hook up menu event handlers. trainingMenuEntry.Selected += TrainingMenuEntrySelected; multiplayerMenuEntry.Selected += MultiplayerMenuEntrySelected; theatherMenuEntry.Selected += TheatherMenuEntrySelected; assemblerMenuEntry.Selected += AssemblerMenuEntrySelected; optionsMenuEntry.Selected += OptionsMenuEntrySelected; exitMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(trainingMenuEntry); MenuEntries.Add(multiplayerMenuEntry); MenuEntries.Add(theatherMenuEntry); MenuEntries.Add(assemblerMenuEntry); MenuEntries.Add(optionsMenuEntry); MenuEntries.Add(exitMenuEntry); }
//Audio audioHelper, Cue mystery) /// <summary> /// Constructor fills in the menu contents. /// </summary> public CreateOrFindSessionScreen(ScreenManager screenManager, NetworkSessionType sessionType, AudioManager audioManager) : base(GetMenuTitle(sessionType), false) { networkHelper = new NetworkHelper(); networkInterface = new NetworkInterface(); networkInterface.InitNetwork(screenManager.Game); this.audioManager = audioManager; //this.audioHelper = audioHelper; //this.mystery = mystery; this.sessionType = sessionType; // Create our menu entries. MenuEntry createSessionMenuEntry = new MenuEntry(Resources.CreateSession); MenuEntry findSessionsMenuEntry = new MenuEntry(Resources.FindSessions); MenuEntry backMenuEntry = new MenuEntry(Resources.Back); // Hook up menu event handlers. createSessionMenuEntry.Selected += CreateSessionMenuEntrySelected; findSessionsMenuEntry.Selected += FindSessionsMenuEntrySelected; backMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(createSessionMenuEntry); MenuEntries.Add(findSessionsMenuEntry); MenuEntries.Add(backMenuEntry); }
//Audio audioHelper,Cue mystery) /// <summary> /// Constructs a menu screen listing the available network sessions. /// </summary> public JoinSessionScreen(AvailableNetworkSessionCollection availableSessions) : base(Resources.JoinSession, false) { this.availableSessions = availableSessions; //this.audioHelper = audioHelper; //this.mystery = mystery; foreach (AvailableNetworkSession availableSession in availableSessions) { // Create menu entries for each available session. MenuEntry menuEntry = new AvailableSessionMenuEntry(availableSession); menuEntry.Selected += AvailableSessionMenuEntrySelected; MenuEntries.Add(menuEntry); // Matchmaking can return up to 25 available sessions at a time, but // we don't have room to fit that many on the screen. In a perfect // world we should make the menu scroll if there are too many, but it // is easier to just not bother displaying more than we have room for. if (MenuEntries.Count >= MaxSearchResults) break; } // Add the Back menu entry. MenuEntry backMenuEntry = new MenuEntry(Resources.Back); backMenuEntry.Selected += BackMenuEntrySelected; MenuEntries.Add(backMenuEntry); }
/// <summary> /// Constructor. /// </summary> public RespawnScreen(NetworkSession networkSession) : base(Resources.Respawn, true) { this.networkSession = networkSession; // Flag that there is no need for the game to transition // off when the pause menu is on top of it. IsPopup = true; // Add the Resume Game menu entry. MenuEntry resumeGameMenuEntry = new MenuEntry(Resources.ResumeGame); resumeGameMenuEntry.Selected += OnCancel; }
/// <summary> /// Constructor. /// </summary> public PauseMenuScreen(NetworkSession networkSession) : base(Resources.Paused, false) { this.networkSession = networkSession; // Flag that there is no need for the game to transition // off when the pause menu is on top of it. IsPopup = true; // Add the Resume Game menu entry. MenuEntry resumeGameMenuEntry = new MenuEntry(Resources.ResumeGame); resumeGameMenuEntry.Selected += OnCancel; MenuEntry optionsMenuEntry = new MenuEntry(Resources.Options); optionsMenuEntry.Selected += OptionsMenuEntrySelected; MenuEntries.Add(resumeGameMenuEntry); MenuEntries.Add(optionsMenuEntry); if (networkSession == null) { // If this is a single player game, add the Quit menu entry. MenuEntry quitGameMenuEntry = new MenuEntry(Resources.QuitGame); quitGameMenuEntry.Selected += QuitGameMenuEntrySelected; MenuEntries.Add(quitGameMenuEntry); } else { // If we are hosting a network game, add the Return to Lobby menu entry. if (networkSession.IsHost) { MenuEntry lobbyMenuEntry = new MenuEntry(Resources.ReturnToLobby); lobbyMenuEntry.Selected += ReturnToLobbyMenuEntrySelected; MenuEntries.Add(lobbyMenuEntry); } // Add the End/Leave Session menu entry. string leaveEntryText = networkSession.IsHost ? Resources.EndSession : Resources.LeaveSession; MenuEntry leaveSessionMenuEntry = new MenuEntry(leaveEntryText); leaveSessionMenuEntry.Selected += LeaveSessionMenuEntrySelected; MenuEntries.Add(leaveSessionMenuEntry); } }
/// <summary> /// Constructor. /// </summary> public SessionPropertiesPopUpScreen(NetworkSession networkSession) : base(Resources.Paused, false) { this.networkSession = networkSession; GetVariables(); // Flag that there is no need for the game to transition // off when the pause menu is on top of it. IsPopup = true; MenuEntry levelMenuEntry = new MenuEntry(Resources.Level); MenuEntry gameModeMenuEntry = new MenuEntry(Resources.GameMode); MenuEntry weaponsMenuEntry = new MenuEntry(Resources.Weapons); MenuEntry scoreToWinMenuEntry = new MenuEntry(Resources.ScoreToWin); MenuEntry noofbotsMenuEntry = new MenuEntry(Resources.NumberOfBots); MenuEntry lobbyMenuEntry = new MenuEntry(Resources.ReturnToLobby); levelMenuEntry.Selected += LevelMenuEntrySelected; gameModeMenuEntry.Selected += GameModeMenuEntrySelected; weaponsMenuEntry.Selected += WeaponsMenuEntrySelected; scoreToWinMenuEntry.Selected += ScoreToWinMenuEntrySelected; noofbotsMenuEntry.Selected += NoOfBotsMenuEntrySelected; lobbyMenuEntry.Selected += ReturnToLobbyMenuEntrySelected; MenuEntries.Add(levelMenuEntry); MenuEntries.Add(gameModeMenuEntry); MenuEntries.Add(weaponsMenuEntry); MenuEntries.Add(scoreToWinMenuEntry); MenuEntries.Add(noofbotsMenuEntry); //MenuEntries.Add(lobbyMenuEntry); // Add the Resume Game menu entry. MenuEntry resumeGameMenuEntry = new MenuEntry(Resources.ResumeGame); resumeGameMenuEntry.Selected += OnCancel; MenuEntry optionsMenuEntry = new MenuEntry(Resources.Options); optionsMenuEntry.Selected += OptionsMenuEntrySelected; MenuEntries.Add(resumeGameMenuEntry); MenuEntries.Add(optionsMenuEntry); }
/// <summary> /// Constructor fills in the menu contents. /// </summary> public SessionPropertiesScreen(ScreenManager screenManager, NetworkSessionType sessionType, //Audio audioHelper, Cue mystery bool createSession, NetworkHelper networkHelper) : base(Resources.SessionProperties + GetMenuTitle(sessionType), false) { if (networkHelper != null) this.networkHelper = networkHelper; else this.networkHelper = new NetworkHelper(); networkInterface = new NetworkInterface(); networkInterface.InitNetwork(screenManager.Game); //this.audioHelper = audioHelper; //this.mystery = mystery; this.sessionType = sessionType; //famas_1 = audioHelper.GetCue("famas-1"); this.createSession = createSession; // Create our menu entries. MenuEntry levelMenuEntry = new MenuEntry(Resources.Level); MenuEntry gameModeMenuEntry = new MenuEntry(Resources.GameMode); MenuEntry weaponsMenuEntry = new MenuEntry(Resources.Weapons); MenuEntry scoreToWinMenuEntry = new MenuEntry(Resources.ScoreToWin); MenuEntry createSessionMenuEntry = new MenuEntry(Resources.CreateSession); MenuEntry searchSessionMenuEntry = new MenuEntry(Resources.SearchSessions); MenuEntry StartGameMenuEntry = new MenuEntry(Resources.StartGame); MenuEntry noofbotsMenuEntry = new MenuEntry(Resources.NumberOfBots); MenuEntry backMenuEntry = new MenuEntry(Resources.Back); if (createSession) { level = NetworkSessionComponent.Level.shipMap; gameModeType = NetworkSessionComponent.GameMode.DeathMatch; weaponsType = NetworkSessionComponent.Weapons.Normal; scoreToWinType = NetworkSessionComponent.ScoreToWin.One; noOfBots = NetworkSessionComponent.NoOfBots.Ten; } else { level = NetworkSessionComponent.Level.Any; gameModeType = NetworkSessionComponent.GameMode.Any; weaponsType = NetworkSessionComponent.Weapons.Any; scoreToWinType = NetworkSessionComponent.ScoreToWin.Any; noOfBots = NetworkSessionComponent.NoOfBots.Any; } // Hook up menu event handlers. levelMenuEntry.Selected += LevelMenuEntrySelected; gameModeMenuEntry.Selected += GameModeMenuEntrySelected; weaponsMenuEntry.Selected += WeaponsMenuEntrySelected; scoreToWinMenuEntry.Selected += ScoreToWinMenuEntrySelected; createSessionMenuEntry.Selected += CreateSessionMenuEntrySelected; searchSessionMenuEntry.Selected += SearchSessionsMenuEntrySelected; StartGameMenuEntry.Selected += StartGameMenuEntrySelected; noofbotsMenuEntry.Selected += NoOfBotsMenuEntry; backMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(levelMenuEntry); MenuEntries.Add(gameModeMenuEntry); MenuEntries.Add(weaponsMenuEntry); MenuEntries.Add(scoreToWinMenuEntry); MenuEntries.Add(noofbotsMenuEntry); if (sessionType != NetworkSessionType.Local) if (createSession) MenuEntries.Add(createSessionMenuEntry); else MenuEntries.Add(searchSessionMenuEntry); else MenuEntries.Add(StartGameMenuEntry); MenuEntries.Add(backMenuEntry); }