Example #1
0
 public void Restart()
 {
     TAGame.TAGame tagame = new TAGame.TAGame(this);
     games = new Dictionary <String, Minigame>()
     {
         { "UI", new UI(this) },
         { "WORLDMAP", new WorldMap(this) },
         { "BOOKSTOREGAME", new BookstoreGame(this) },
         { "TAGAME", tagame },
         { "SPLASHSCREEN", new SplashScreen(this) },
         { "TARESULTS", new TAGame.TAResults(this, tagame) },
     };
 }
Example #2
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()
        {
            base.Initialize();

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            MediaManager.Setup(Services, graphics);
            prevMouseState = Mouse.GetState();

            TAGame.TAGame tagame = new TAGame.TAGame(this);

            Restart();
            ActiveGame = "SPLASHSCREEN";
        }
 public TAResults(MainGame game, TAGame ta)
     : base(game)
 {
     tagame    = ta;
     menuItems = new ClickableObject[0];/*
                                         * menuItems[0] = new ClickableObject(new TextObject("CONTINUE", new Vector2(800, 850)),
                                         * delegate()
                                         * {
                                         * game.ActiveGame = "TAGAME";
                                         * });
                                         * menuItems[1] = new ClickableObject(new TextObject("QUIT", new Vector2(800, 950)),
                                         * delegate()
                                         * {
                                         * game.Exit();
                                         * });*/
 }