void anyKeyMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { if (_readyToGo) { ScreenManager.AddScreen(new MainMenuScreen(), e.PlayerIndex); } }
void mainMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { const string message = "Are you sure you want to quit this game?"; var confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += confirmQuitMessageBox_Accepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
void _characterMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { switch (_characterMenuEntry.Text) { case "Character: Knight Fraser": Global.SelectedCharacter = Global.Character.Becky; break; case "Character: Lady Rebecca": Global.SelectedCharacter = Global.Character.Ben; break; case "Character: Sire Benjamin": Global.SelectedCharacter = Global.Character.Deacon; break; case "Character: Cleric Diakonos": Global.SelectedCharacter = Global.Character.Fraser; break; } SetMenuEntryText(); }
void multiplayerJoinMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new JoinScreen(), e.PlayerIndex); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new CharacterSelectScreen(), e.PlayerIndex); //LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen()); }
/// <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(); }
void play_Selected(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); }
void local_Selected(object sender, PlayerIndexEventArgs e) { StartClient(14242, "romero"); ScreenManager.AddScreen(new LobbyScreen(Client), PlayerIndex.One); }
void back_Selected(object sender, PlayerIndexEventArgs e) { Client.Disconnect("Disconnect by user"); Client.Shutdown("Disconnect by user"); ExitScreen(); }
void confirmQuitMessageBox_Accepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }
/// <summary> /// Full screen /// </summary> void _fullScreenMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { if (Global.IsFullScreen) { Global.IsFullScreen = false; Global.ScreenChanged = true; } else { Global.IsFullScreen = true; Global.ScreenChanged = true; } SetMenuEntryText(); }
/// <summary> /// Difficulty selection /// </summary> void _difficultyMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { switch (_difficultyMenuEntry.Text) { case "Difficulty: Easy": Global.SelectedDifficulty = Global.Difficulty.Normal; break; case "Difficulty: Normal": Global.SelectedDifficulty = Global.Difficulty.Hard; break; case "Difficulty: Hard": Global.SelectedDifficulty = Global.Difficulty.Insane; break; case "Difficulty: Insane": Global.SelectedDifficulty = Global.Difficulty.Easy; break; } SetMenuEntryText(); }
/// <summary> /// Gamepad selection /// </summary> void gamepadMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { switch (_currentControl) { case 0: _currentControl++; Global.Gamepad = true; break; case 1: _currentControl = 0; Global.Gamepad = false; break; } SetMenuEntryText(); }
void multiplayerCreateMenuEntry_Selected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new LobbyScreen(), e.PlayerIndex); }
void confirmExitMessageBox_Accepted(object sender, PlayerIndexEventArgs e) { ExitScreen(); }
/// <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 back_Selected(object sender, PlayerIndexEventArgs e) { ExitScreen(); }