/// <summary> /// Executing 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> /// Executing handler for when the Elf menu entry is selected. /// </summary> void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e) { elf++; SetMenuEntryText(); }
/// <summary> /// Executing handler for when the Frobnicate menu entry is selected. /// </summary> void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { frobnicate = !frobnicate; SetMenuEntryText(); }
/// <summary> /// Executing handler for when the Language menu entry is selected. /// </summary> void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentLanguage = (currentLanguage + 1) % languages.Length; SetMenuEntryText(); }
/// <summary> /// Executing handler for when the Ungulate menu entry is selected. /// </summary> void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentUngulate++; if (currentUngulate > Ungulate.Llama) currentUngulate = 0; SetMenuEntryText(); }
void BuyTowerLaserMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (Tile_Engine.SelectedTile.IsBlocked == false && Tile_Engine.SelectedTile.DrawEntityList.Count() == 1 && this.player_CurrentGold >= TowerLaserEntity.GoldCost && this.player_CurrentEnergy >= TowerLaserEntity.EnergyCost) { Tile_Engine.PlayerEntity.Gold -= TowerLaserEntity.GoldCost; Tile_Engine.PlayerEntity.Energy -= TowerLaserEntity.EnergyCost; var entity = new TowerLaserEntity(Tile_Engine.SelectedTile, towerLaserTexture, Color.White, true); Texture2D blank = new Texture2D(this.game.GraphicsDevice, 2, 2, false, SurfaceFormat.Color); Color[] colors = new Color[4]; colors[0] = new Color(1.0f, 0.2f, 0.2f, 0.8f); colors[1] = new Color(0.9f, 0.2f, 0.2f, 0.8f); colors[2] = new Color(0.9f, 0.1f, 0.1f, 0.7f); colors[3] = new Color(1.0f, 0.1f, 0.1f, 0.5f); blank.SetData(colors); entity.Texture_Beam = blank; Tile_Engine.SelectedTile.AddEntity(entity); } }
void UpgradeMenuEntrySelected(object sender, PlayerIndexEventArgs e) { tower.BulletArmorPierce++; tower.BulletDamage++; tower.BulletRange++; tower.BulletSize++; }
/// <summary> /// Executing handler for when the Play Game menu entry is selected. /// </summary> void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen()); }
/// <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); }
/// <summary> /// Executing handler for when the user selects ok on the "are you sure /// you want to exit" message box. /// </summary> void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
/// <summary> /// Executing handler for when the Options menu entry is selected. /// </summary> void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex); }
void BuyWallMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (Tile_Engine.SelectedTile.IsBlocked == false && Tile_Engine.SelectedTile.DrawEntityList.Count() == 1 && this.player_CurrentGold >= WallEntity.GoldCost && this.player_CurrentEnergy >= WallEntity.EnergyCost) { Tile_Engine.PlayerEntity.Gold -= WallEntity.GoldCost; Tile_Engine.PlayerEntity.Energy -= WallEntity.EnergyCost; WallEntity entity = new WallEntity(Tile_Engine.SelectedTile, wallTexture[random.Next(0, 2)], Color.White, true); Tile_Engine.SelectedTile.AddEntity(entity); } }
void BuyTowerMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (Tile_Engine.SelectedTile.IsBlocked == false && Tile_Engine.SelectedTile.DrawEntityList.Count() == 1 && this.player_CurrentGold >= TowerEntity.GoldCost && this.player_CurrentEnergy >= TowerEntity.EnergyCost) { Tile_Engine.PlayerEntity.Gold -= TowerEntity.GoldCost; Tile_Engine.PlayerEntity.Energy -= TowerEntity.EnergyCost; TowerEntity entity = new TowerEntity(Tile_Engine.SelectedTile, towerTexture, Color.White, true); entity.Texture_Bullet = content.Load<Texture2D>("mob_Bullet_Green_0"); Tile_Engine.SelectedTile.AddEntity(entity); } }
void BuyTowerLavaMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (Tile_Engine.SelectedTile.IsBlocked == false && Tile_Engine.SelectedTile.DrawEntityList.Count() == 1) { TowerLavaEntity entity = new TowerLavaEntity(Tile_Engine.SelectedTile, towerLavaTexture, Color.White, true); entity.Texture_Lava = lavaTexture; Tile_Engine.SelectedTile.AddEntity(entity); } }
/// <summary> /// Executing 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()); }
/// <summary> /// Handler for when the user has cancelled the menu. /// </summary> void OnCancel(object sender, PlayerIndexEventArgs e) { ExitScreen(); }
/// <summary> /// Executing handler for when the Quit Game menu entry is selected. /// </summary> void UpgradeMenuEntrySelected(object sender, PlayerIndexEventArgs e) { }
void BuyBuildingMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (Tile_Engine.SelectedTile.IsBlocked == false && Tile_Engine.SelectedTile.DrawEntityList.Count() == 1 && this.player_CurrentGold >= BuildingEntity.GoldCost && this.player_CurrentEnergy >= BuildingEntity.EnergyCost) { Tile_Engine.PlayerEntity.Gold -= BuildingEntity.GoldCost; Tile_Engine.PlayerEntity.Energy -= BuildingEntity.EnergyCost; BuildingEntity entity = new BuildingEntity(Tile_Engine.SelectedTile, buildingTexture, Color.White, true); entity.GuyTexture = guyTexture; Tile_Engine.SelectedTile.AddEntity(entity); } }