/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen (new OptionsMenuScreen (), e.PlayerIndex); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (Settings.GameType == GameType.Retro) LoadingScreen.Load (ScreenManager, true, e.PlayerIndex, new GameplayScreen (!Settings.HasSeenTutorial)); else { Util.BackgroundScreen.AutoMove = false; LoadingScreen.Load (ScreenManager, true, e.PlayerIndex, new GameScreen[] { Util.BackgroundScreen, new GameplayScreen (!Settings.HasSeenTutorial) }); } }
void HandleHighScoresSelected(object sender, PlayerIndexEventArgs e) { //Guide.ShowAchievements(); Guide.ShowLeaderboard (); }
void HandleHowTowPlaySelected(object sender, PlayerIndexEventArgs e) { if (Settings.GameType == GameType.Retro) LoadingScreen.Load (ScreenManager, true, e.PlayerIndex, new GameplayScreen (true)); else { Util.BackgroundScreen.AutoMove = false; LoadingScreen.Load (ScreenManager, true, e.PlayerIndex, new GameScreen[] { Util.BackgroundScreen, new GameplayScreen (true) }); } }
/// <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?"; var confirmQuitMessageBox = new QuitMenu(); ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
void HandleGetFacebookFacesSelected(object sender, PlayerIndexEventArgs e) { Util.MainGame.Window.Add(new FriendsViewController().View); //Facebook.DownloadFaces(); }
/// <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> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { Settings.GameType++; if (Settings.GameType > GameType.Modern) Settings.GameType = GameType.Facebook; SetMenuEntryText (); }
/// <summary> /// Event handler for when the Language menu entry is selected. /// </summary> void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e) { //currentLanguage = (currentLanguage + 1) % languages.Length; SetMenuEntryText (); }
/// <summary> /// Event handler for when the Frobnicate menu entry is selected. /// </summary> void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { //frobnicate = !frobnicate; SetMenuEntryText (); }
/// <summary> /// Event handler for when the Elf menu entry is selected. /// </summary> void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e) { //elf++; SetMenuEntryText (); }