/// <summary>
        /// Event handler for when the music menu entry is selected.
        /// </summary>
        void musicMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            music = !music;

            MusicPlayer.Mute();

            SetMenuEntryText();
        }
        /// <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);
        }
 void RetryGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, true, e.PlayerIndex,
                        new GameplayScreen(currentLevelNum));
 }
 /// <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());
 }
 /// <summary>
 /// Event handler for when the Level Select menu entry is selected.
 /// </summary>
 void LevelSelectMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new LevelSelectScreen(), e.PlayerIndex);
 }
 /// <summary>
 /// Event 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>
        /// Event handler for when the Play Game menu entry is selected.
        /// </summary>
        void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            if (saveGameData.saveGameData.currentlevel < GameConstants.LEVELS &&
                saveGameData.saveGameData.currentlevel > 1)
            {
                LoadingScreen.Load ( ScreenManager, true, e.PlayerIndex,
                               new GameplayScreen ( saveGameData.saveGameData.currentlevel ) ); // loads next level from currentLevel
            }
            else
            {
                List<String> storytext = new List<String>();
                List<String> storytitle = new List<String> ();

                storytitle.Add ( "Background" );
                storytext.Add ( "It's a dark and stormy night. Deep in the depths of his 100-floor evil laboratory, Dr.Frankenbuns was hard at work, scheming new ways to take over the world." );
                storytitle.Add ( "???" );
                storytext.Add ( "But suddenly, lightning struck the Securitron-Combobulator on the roof of the lab (it was probably a dumb place to put it)." );
                storytitle.Add ( "Uh oh!" );
                storytext.Add ( "The security systems have gone rogue; the very devices created to keep pesky intruders out are now keeping Dr.Frankenbuns inside." );
                storytitle.Add("Watch out!");
                storytext.Add("Even Doomba, his typically helpful robot vacuum cleaner, has acquired a thirst for destruction. One thing's for sure - it's going to be a long night.");
                ScreenManager.AddScreen ( new StoryScreen ( storytext, storytitle, new GameplayScreen ( saveGameData.saveGameData.currentlevel ), saveGameData ), e.PlayerIndex );
            }
        }
 /// <summary>
 /// Event handler for when the Options menu entry is selected.
 /// </summary>
 void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);
 }
 void retryLevelEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, true, e.PlayerIndex,
                        new GameplayScreen(levelData.currentlevelNum));
 }
 void mainMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(),
                                                        new MainMenuScreen());
 }
        /// <summary>
        /// Event handler for when the sound menu entry is selected.
        /// </summary>
        void soundMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            sound = !sound;

            SoundEffectPlayer.Mute();

            SetMenuEntryText();
        }