Example #1
0
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     RouliFont   = Content.Load <SpriteFont>("Rouli");
     MiniGameManager.LoadContent(Content); // This will call the LoadContent function of your minigame class
 }
Example #2
0
        public virtual void Update(GameTime gameTime)
        {
            if (game_status == GameStatus.Pending)
            {
                timer += gameTime.ElapsedGameTime.Milliseconds;
            }
            else
            {
                outro_time += gameTime.ElapsedGameTime.Milliseconds;
            }

            if (timer > time_limit)
            {
                this.Lose();
            }

            if (outro_time > 800 && game_status == GameStatus.Win)
            {
                MiniGameManager.Win();                                                    // Will call the next game
            }
            if (outro_time > 800 && game_status == GameStatus.Lose)
            {
                MiniGameManager.Lose();                                                     // Will call the next game
            }
        }
Example #3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            MiniGameManager.AddMiniGame(new KeyboardGame());
            MiniGameManager.AddMiniGame(new DabGame());

            base.Initialize();
        }
Example #4
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            MiniGameManager.Draw(spriteBatch); // And this will call your minigame's draw function!
            spriteBatch.End();

            base.Draw(gameTime);
        }
Example #5
0
 public static void Update(GameTime gameTime)
 {
     lifetime         -= gameTime.ElapsedGameTime.Milliseconds;
     transition_timer += gameTime.ElapsedGameTime.Milliseconds;
     if (lifetime <= 0 && life_counter > 0)
     {
         is_over = true;
         MiniGameManager.NextMiniGame();
     }
 }
Example #6
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // If you want the game to only play your minigame in order to test it, please remove every other game and add only yours to MiniGameManager
            // MiniGameManager.AddMiniGame(TemplateGame));
            MiniGameManager.AddMiniGame(new KeyboardGame());
            MiniGameManager.AddMiniGame(new DabGame());
            MiniGameManager.AddMiniGame(new TaupeGame());

            base.Initialize();
        }
Example #7
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // If you want the game to only play your minigame in order to test it, please remove every other game and add only yours to MiniGameManager
            //MiniGameManager.AddMiniGame(new TemplateGame());
            MiniGameManager.AddMiniGame(new PizzaGame());
            MiniGameManager.AddMiniGame(new KeyboardGame());
            MiniGameManager.AddMiniGame(new DabGame());
            MiniGameManager.AddMiniGame(new TaupeGame());
            MiniGameManager.AddMiniGame(new BananeGame());
            MiniGameManager.AddMiniGame(new GordonMinerGame());
            MiniGameManager.AddMiniGame(new ChooseServiceGame());
            MiniGameManager.AddMiniGame(new RecognitionGame());

            base.Initialize();
        }
Example #8
0
 /// <summary>
 /// Allows the game to run logic such as updating the world,
 /// checking for collisions, gathering input, and playing audio.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 protected override void Update(GameTime gameTime)
 {
     Input.Update(gameTime);
     MiniGameManager.Update(gameTime); // This will call your minigame's update function for you
     base.Update(gameTime);
 }