/// <summary>
 /// Event handler for when the Frobnicate menu entry is selected.
 /// </summary>
 void fullscreenMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     sounds.playSoundEffect("select", 1);
     fullscreen = !fullscreen;
     Game1.changeFullScreen();
     SetMenuEntryText();
 }
示例#2
0
        /// <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());

            //ExitScreen();
        }
        /// <summary>
        /// Event handler for when the Language menu entry is selected.
        /// </summary>
        void DifficultyMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            sounds.playSoundEffect("select", 1);
            currentDifficulty = (currentDifficulty + 1) % Difficulty.Length;

            SetMenuEntryText();
        }
        /// <summary>
        /// Event handler for when the Ungulate menu entry is selected.
        /// </summary>
        private void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            _currentUngulate++;

            if (_currentUngulate > Ungulate.Llama)
                _currentUngulate = 0;

            SetMenuEntryText();
        }
示例#5
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        /// <summary>
        /// Event handler for when the Quit Game menu entry is selected.
        /// </summary>
        private 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 += this.ConfirmQuitMessageBoxAccepted;

            this.ScreenManager.AddScreen(confirmQuitMessageBox, this.ControllingPlayer);
        }
        /// <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 Quit Game menu entry is selected.
        /// </summary>
        void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            const string message = "You are about to exit the game\n"+"     ...are you sure?";

            MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message);

            confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer);
        }
        void quitMenuEntry_Selected(object sender, PlayerIndexEventArgs e)
        {
            const string message = "Are you sure you want to exit?";

            var confirmExitMessageBox = new MessageBoxScreen(message);

            confirmExitMessageBox.Accepted += confirmExitMessageBox_Accepted;
            ScreenManager.AddScreen(confirmExitMessageBox, e.PlayerIndex);

        }
示例#9
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        void GameOverBox_Cancelled(object sender, PlayerIndexEventArgs e)
        {
            foreach (var screen in ScreenManager.GetScreens())
            {
                screen.ExitScreen();
            }

            ScreenManager.AddScreen(new BackgroundScreen(), null);
            ScreenManager.AddScreen(new MainMenuScreen(), null);
        }
 void menuLevel_Selected(object sender, PlayerIndexEventArgs e)
 {
     string fileName = "";
     if (sender.GetType() == typeof(LevelMenuEntry))
     {
         fileName = (sender as LevelMenuEntry).FileName;
     }
     gamePlayScreen = new SnakeWorld(fileName);
     LoadingScreen.Load(ScreenManager, true, e.PlayerIndex,
                        gamePlayScreen);
 }
        private void OnResolutionMenuEntryClick(object sender, PlayerIndexEventArgs e)
        {
            List<ScreenResolution> res = this.Settings.AvailableResolutions();

            int index = res.FindIndex(x => x == this.Settings.CurrentResolution);
            int totalCount = res.Count;

            index = (index >= totalCount - 1) ? 0 : ++index;

            this.Settings.SetResolution(res[index]);
            this.UpdateScreen();
        }
示例#12
0
        /// <summary>
        /// Evento para quando for escolhido sair do game
        /// </summary>
        void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            // Mensagem que será colocada na tela
            string message = "Confirmar a Saída?";

            // Instância de tela popup (message box)
            MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message, false);

            // Cria o evento para confirmar a saída
            confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted;

            // Adiciona a entrada(item) à coleção do gerenciador de telas
            this.ScreenManager.AddScreen(confirmQuitMessageBox, this.ControllingPlayer);
        }
示例#13
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        void HowToPlayMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            const string msg2 = "Game Controls\n\n" +
                "Left Stick: Move\n" +
                "Right Stick: Aim\n" +
                "Y: Swap weapon\n" +
                "Right Trigger: Fire\n" +
                "Left Bumper: Reload\n" +
                "DPad Left: Buy weapons\n" +
                "DPad Right: Mod current weapon";
            MessageBoxScreen controlsMessageBox = new MessageBoxScreen(msg2, false);

            ScreenManager.AddScreen(controlsMessageBox, e.PlayerIndex);
        }
示例#14
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 /// <summary>
 /// Event handler for when the user selects ok on the "Connect to IP: " message box.
 /// </summary>
 void ConfirmConnectMessageBox( object sender, PlayerIndexEventArgs e )
 {
     if ( JoinServerGame ( ) )
     {
         LoadingScreen.Load ( ScreenManager, true, e.PlayerIndex,
                            new GamePlayScreen ( ) );
     }
     else
     {
         MessageBoxScreen failedToConnectMessageBox = new MessageBoxScreen ( "Failed to connect." );
         failedToConnectMessageBox.Accepted += new EventHandler<PlayerIndexEventArgs> ( CloseFailedToConnectMessageBox );
         failedToConnectMessageBox.Cancelled += new EventHandler<PlayerIndexEventArgs> ( CloseFailedToConnectMessageBox );
         ScreenManager.AddScreen ( failedToConnectMessageBox,e.PlayerIndex );
     }
 }
 void ConfirmDeleteAccepted(object sender, PlayerIndexEventArgs e)
 {
     //delete and store xml
     var i = 0;
     foreach (var p in PlayerListStorage.PlayerList.Profiles)
     {
         if (p.Name == BombermanAdventureGame.ActivePlayer.Name)
         {
             PlayerListStorage.PlayerList.Profiles.RemoveAt(i);
             break;
         }
         i++;
     }
     ScreenManager.AddScreen(new ProfileScreen(), null);
     ExitScreen();
 }
示例#16
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        void GameOverBox_Accepted(object sender, PlayerIndexEventArgs e)
        {
            string currentLevelName = string.Empty;
            foreach (var screen in ScreenManager.GetScreens())
            {
                if (screen is SnakeWorld)
                {
                    currentLevelName = (screen as SnakeWorld).TiledMapName;
                }
                screen.ExitScreen();
            }

            gamePlayScreen = new SnakeWorld(currentLevelName);

            ScreenManager.AddScreen(gamePlayScreen,ControllingPlayer);
        }
        void _fullScreenMenuEntry_Selected(object sender, PlayerIndexEventArgs e)
        {
            if (Global.IsFullScreen)
            {
                Global.IsFullScreen = false;
                Global.ScreenChanged = true;
            }
            else
            {
                Global.IsFullScreen = true;
                Global.ScreenChanged = true;
            }


            SetMenuEntryText();
        }
示例#18
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        public MenuEntry(string[] textures, string[] selectedTextures)
        {
            origin = new Vector2(0f, 0f);
            PlayerIndexEvent = new PlayerIndexEventArgs(0);

            ContentManager content = GameServices.GetService<ContentManager>();

            _currentTextureIndex = 0;
            _textures = new Texture2D[textures.Length];
            _selectedTextures = new Texture2D[selectedTextures.Length];

            for (int i = 0; i < _textures.Length; i++)
            {
                _textures[i] = content.Load<Texture2D>(textures[i]);
                _selectedTextures[i] = content.Load<Texture2D>(selectedTextures[i]);
            }
        }
示例#19
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 void ExtendedClipMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     int i = (int)gun.GunType;
     if (!gun.HasExtendedClip)
     {
         if (player.Money < extendedClipCosts[i])
         {
             ScreenManager.AddScreen(new MessageBoxScreen("Not enough money", false), e.PlayerIndex);
             return;
         }
         else
         {
             player.DeduceMoney(extendedClipCosts[i]);
             gun.ModExtendedClip();
         }
     }
     SetMenuEntryText();
 }
示例#20
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        /// <summary>
        /// Event handler for when the Language menu entry is selected.
        /// </summary>
        void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            string culture;
            currentLanguage	=	(currentLanguage + 1) % languages.Length;

            // volba
            switch (currentLanguage) {

                // angliètina
                case 1:		culture = "en-US";	break;
                // èeština
                default:	culture = "cs-CZ";	break;
            }

            // nastavení jazyka
            Thread.CurrentThread.CurrentCulture		=	CultureInfo.GetCultureInfo(culture);
            Thread.CurrentThread.CurrentUICulture	=	CultureInfo.GetCultureInfo(culture);

            this.SetMenuEntryText();
        }
        /// <summary>
        /// Event handler for when the Diffigulty menu entry is selected.
        /// </summary>
        void DifficultyMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            _currentDifficulty++;

            if (_currentDifficulty > Difficulty.Hard)
                _currentDifficulty = 0;

            if(_currentDifficulty == Difficulty.Easy)
            {
                Player.difficulty = 0.5f;
            }
            else if(_currentDifficulty == Difficulty.Normal)
            {
                Player.difficulty = 1.0f;
            }
            else
            {
                Player.difficulty = 1.5f;
            }
            SetMenuEntryText();
        }
示例#22
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        void LevelCompleteBox_Accepted(object sender, PlayerIndexEventArgs e)
        {
            string currentLevelName = string.Empty;
            List<LevelMenu> allLevels = new List<LevelMenu>(SnakeHelper.GetAllLevels(ScreenManager.Game.Content));

            foreach (var screen in ScreenManager.GetScreens())
            {
                if (screen is SnakeWorld)
                {
                    currentLevelName = (screen as SnakeWorld).TiledMapName;
                }
                screen.ExitScreen();
            }

            LevelMenu nextLevel = null;
            LevelMenu currentLevel = allLevels.Where(x => x.MapFileName == currentLevelName).FirstOrDefault();
            int currentIndex = allLevels.IndexOf(currentLevel);
            if (currentIndex < allLevels.Count - 1)
                nextLevel = allLevels[currentIndex + 1];

            gamePlayScreen = new SnakeWorld(nextLevel.MapFileName);

            ScreenManager.AddScreen(gamePlayScreen, ControllingPlayer);
        }
示例#23
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        /// <summary>
        /// Event handler for when the Language menu entry is selected.
        /// </summary>
        void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            currentLanguage = (currentLanguage + 1) % languages.Length;

            SetMenuEntryText();
        }
示例#24
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        /// <summary>
        /// Event handler for when the Frobnicate menu entry is selected.
        /// </summary>
        void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            frobnicate = !frobnicate;

            SetMenuEntryText();
        }
示例#25
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        /// <summary>
        /// Event handler for when the Elf menu entry is selected.
        /// </summary>
        void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            elf++;

            SetMenuEntryText();
        }
示例#26
0
 /// <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);
 }
 void mainMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(),
                                                        new MainMenuScreen());
 }
 void continueEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new NextLevelScreen(this.levelData), e.PlayerIndex);
 }
        /// <summary>
        /// Event handler for when the Ungulate menu entry is selected.
        /// </summary>
        private void RaceMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            currentRace++;

            if (currentRace > Race.Administrator)
            {
                currentRace = 0;
            }

            this.SetMenuEntryText();
        }
        /// <summary>
        /// Event handler for when the Frobnicate menu entry is selected.
        /// </summary>
        private void GenderMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            gender = !gender;

            this.SetMenuEntryText();
        }
示例#31
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 void RuleMenuEntry1Selected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new RuleScreen1(), e.PlayerIndex);
 }