/// <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); }
public void buyBarbarianSelected(object sender, PlayerIndexEventArgs e) { Character newBarbarian; Vector2 champPos = champion.getPosition(); champPos.X = champPos.X / 60; champPos.Y = champPos.Y / 60; if ((int)champPos.Y + 1 < 10 && map.GetSquare((int)champPos.Y + 1, (int)champPos.X).getCurrentChar() == null && champion.Gold >= 100) { newBarbarian = new Barbarian(game, (int)champPos.X, (int)champPos.Y + 1, playerManager.GetCurrentPlayer()); game.Components.Add(newBarbarian); charList.Add(newBarbarian); champion.Gold = champion.Gold - newBarbarian.Cost; } else if ((int)champPos.X + 1 < 10 && map.GetSquare((int)champPos.Y, (int)champPos.X + 1).getCurrentChar() == null && champion.Gold >= 100) { newBarbarian = new Barbarian(game, (int)champPos.X + 1, (int)champPos.Y, playerManager.GetCurrentPlayer()); game.Components.Add(newBarbarian); charList.Add(newBarbarian); champion.Gold = champion.Gold - newBarbarian.Cost; } else if ((int)champPos.Y - 1 >= 0 && map.GetSquare((int)champPos.Y - 1, (int)champPos.X).getCurrentChar() == null && champion.Gold >= 100) { newBarbarian = new Barbarian(game, (int)champPos.X, (int)champPos.Y - 1, playerManager.GetCurrentPlayer()); game.Components.Add(newBarbarian); charList.Add(newBarbarian); champion.Gold = champion.Gold - newBarbarian.Cost; } else if ((int)champPos.X - 1 >= 0 && map.GetSquare((int)champPos.Y, (int)champPos.X - 1).getCurrentChar() == null && champion.Gold >= 100) { newBarbarian = new Barbarian(game, (int)champPos.X - 1, (int)champPos.Y, playerManager.GetCurrentPlayer()); game.Components.Add(newBarbarian); charList.Add(newBarbarian); champion.Gold = champion.Gold - newBarbarian.Cost; } gameStateManager.State = GameState.playing; screenManager.RemoveScreen(this); }
/// <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 PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen()); gameStateManager.State = GameState.playing; ScreenManager.AddScreen(new OptionsScreen(game), null); }
void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
/// <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(); }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentUngulate++; if (currentUngulate > Ungulate.Llama) currentUngulate = 0; 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(); }
void cancelSelected(object sender, PlayerIndexEventArgs e) { gameStateManager.State = GameState.playing; screenManager.RemoveScreen(this); }
/// <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(null)); }
public void ExitSelected(object sender, PlayerIndexEventArgs e) { screenManager.Game.Exit(); }