private void UpdateInputGroupSelect() { if (Controls.AcceptTyped()) { Game_Group group = _player.Deck.Groups[_menuGroups.Index].Clone(); if (group.IsEmpty()) Resource.PlaySound("buzzer"); else { _menuBattleGroup = new UI_BattleGroup(group, FIELD_X, FIELD_Y); _menuGroups.Active = false; Resource.PlaySound("decision"); } } else if (Controls.CancelTyped()) { _menuMain = new UI_TextMenu(new string[] { "Return to Game", "Return to Level Select" }, 280, 250, 240, 100, 0, new Bitmap("window_battlemenu.png")); _menuGroups.Active = false; Resource.PlaySound("decision"); } _menuGroups.UpdateInput(); }
private void UpdatePostBattle() { _menuGroups.Active = false; _menuBattleGroup = null; if (_tickPostBattle < 30) _field.Update(); if (_tickPostBattle == 30) { if (_field.HasPlayerWon()) Resource.PlayMusic("victory", true); else if (_field.HasEnemyWon()) Resource.PlayMusic("defeat", true); } _tickPostBattle++; }
private void UpdateInputGroupPlacement() { _menuBattleGroup.UpdateInput(); if (Controls.AcceptTyped()) { if (_player.CanSendGroup(_menuBattleGroup.Group, _menuBattleGroup.Index)) { _player.SendGroup(_menuBattleGroup.Group, _menuBattleGroup.Index); _menuBattleGroup = null; _menuGroups.Active = true; Resource.PlaySound("decision"); } else { _flashReinforcements = 30; Resource.PlaySound("buzzer"); } } else if (Controls.CancelTyped()) { _menuBattleGroup = null; _menuGroups.Active = true; Resource.PlaySound("cancel"); } }