/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> private void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { const string message = "Wollen Sie das Spiel wirklich beenden?"; var confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
/// <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 user selects ok on the "are you sure /// you want to exit" message box. /// </summary> private void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
private void levelEditorMenuEntrySelected(object sender, PlayerIndexEventArgs e) { Process.Start(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) + "\\Leveleditor\\Leveleditor.exe"); }
/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> private 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> private void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new SelectLevelScreen(), e.PlayerIndex); }
private static void towerEditorMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { Process.Start(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) + "\\Towereditor\\Towereditor.exe"); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to exit" message box. /// </summary> private void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
private void levelEditorMenuEntrySelected(object sender, PlayerIndexEventArgs e) { Process.Start(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) + "\\Leveleditor\\Leveleditor.exe"); }
/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> private 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> private void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new SelectLevelScreen(), e.PlayerIndex); }
private static void towerEditorMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { Process.Start(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) + "\\Towereditor\\Towereditor.exe"); }
/// <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> private void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }
private void entry_Selected(object sender, PlayerIndexEventArgs e) { string Level = ((MenuEntry) sender).Text; LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GamePlayScreen(Level,ScreenManager)); }
private void exitEntry_Selected(object sender, PlayerIndexEventArgs e) { ExitScreen(); }