(ded4a3e0a) v0.9.0.7

This commit is contained in:
Joonas Rikkonen
2019-06-25 16:00:44 +03:00
parent e5ae622c77
commit 4a51db77b5
1777 changed files with 421528 additions and 917 deletions
@@ -0,0 +1,13 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:iOS
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
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<?xml version="1.0" encoding="UTF-8" ?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
</dict>
</plist>
@@ -0,0 +1,84 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace $safeprojectname$
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = true;
}
/// <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
base.Initialize();
}
/// <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);
//TODO: Use Content to load your game content here
}
/// <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)
{
// For Mobile devices, this logic will close the Game when the Back button is pressed.
// Exit() is obsolete on iOS
#if !__IOS__ && !__TVOS__
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
{
Exit();
}
#endif
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
//TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
@@ -0,0 +1,129 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
<ProjectTypeGuids>{FEACFBD2-3405-455C-9665-78FE426C6842};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<ProjectGuid>$guid1$</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>$safeprojectname$</RootNamespace>
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
<AssemblyName>$safeprojectname$</AssemblyName>
<MonoGamePlatform>iOS</MonoGamePlatform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhoneSimulator' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<MtouchArch>i386, x86_64</MtouchArch>
<MtouchLink>None</MtouchLink>
<MtouchUseRefCounting>true</MtouchUseRefCounting>
<MtouchUseSGen>true</MtouchUseSGen>
<MtouchFastDev>true</MtouchFastDev>
<MtouchDebug>true</MtouchDebug>
<MtouchProfiling>true</MtouchProfiling>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhoneSimulator' ">
<DebugType>none</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<MtouchArch>i386, x86_64</MtouchArch>
<MtouchLink>None</MtouchLink>
<MtouchUseRefCounting>true</MtouchUseRefCounting>
<MtouchUseSGen>true</MtouchUseSGen>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhone' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
<DeviceSpecificBuild>true</DeviceSpecificBuild>
<MtouchDebug>true</MtouchDebug>
<MtouchUseSGen>true</MtouchUseSGen>
<MtouchUseRefCounting>true</MtouchUseRefCounting>
<MtouchProfiling>true</MtouchProfiling>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<CodesignKey>iPhone Developer</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' ">
<DebugType>none</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
<MtouchUseSGen>true</MtouchUseSGen>
<MtouchUseRefCounting>true</MtouchUseRefCounting>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<CodesignKey>iPhone Developer</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Ad-Hoc|iPhone' ">
<DebugType>none</DebugType>
<Optimize>True</Optimize>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>False</ConsolePause>
<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
<MtouchUseRefCounting>true</MtouchUseRefCounting>
<MtouchUseSGen>true</MtouchUseSGen>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<BuildIpa>True</BuildIpa>
<CodesignProvision>Automatic:AdHoc</CodesignProvision>
<CodesignKey>iPhone Distribution</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'AppStore|iPhone' ">
<DebugType>none</DebugType>
<Optimize>True</Optimize>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>False</ConsolePause>
<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
<MtouchUseSGen>true</MtouchUseSGen>
<MtouchUseRefCounting>true</MtouchUseRefCounting>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<CodesignProvision>Automatic:AppStore</CodesignProvision>
<CodesignKey>iPhone Distribution</CodesignKey>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="Xamarin.iOS" />
<Reference Include="MonoGame.Framework">
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\iOS\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Game1.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="Entitlements.plist" />
<None Include="Info.plist" />
<MonoGameContentReference Include="Content\Content.mgcb" />
</ItemGroup>
<ItemGroup>
<BundleResource Include="Default.png" />
<BundleResource Include="GameThumbnail.png" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
</Project>
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDisplayName</key>
<string>$safeprojectname$</string>
<key>CFBundleIconFiles</key>
<array>
<string>GameThumbnail.png</string>
</array>
<key>CFBundleIdentifier</key>
<string>project.MonoGame.$safeprojectname$</string>
<key>MinimumOSVersion</key>
<string>7.0</string>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>
@@ -0,0 +1,34 @@
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame iOS Project</Name>
<Description>A MonoGame game project for iOS which requires Xamarin.iOS.</Description>
<ProjectType>CSharp</ProjectType>
<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
<ProjectSubType>
</ProjectSubType>
<SortOrder>43300</SortOrder>
<CreateNewFolder>true</CreateNewFolder>
<DefaultName>Game</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
</TemplateData>
<TemplateContent>
<Project ReplaceParameters="true" TargetFileName="$safeprojectname$.csproj" File="Game1.csproj">
<ProjectItem ReplaceParameters="true" TargetFileName="Program.cs">Program.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Default.png">Default.png</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Entitlements.plist">Entitlements.plist</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="GameThumbnail.png">GameThumbnail.png</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Info.plist">Info.plist</ProjectItem>
<Folder Name="Properties" TargetFolderName="Properties">
<ProjectItem ReplaceParameters="true" TargetFileName="AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
</Folder>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
</Project>
</TemplateContent>
</VSTemplate>
@@ -0,0 +1,31 @@
using System;
using Foundation;
using UIKit;
namespace $safeprojectname$
{
[Register("AppDelegate")]
class Program : UIApplicationDelegate
{
private static Game1 game;
internal static void RunGame()
{
game = new Game1();
game.Run();
}
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
UIApplication.Main(args, null, "AppDelegate");
}
public override void FinishedLaunching(UIApplication app)
{
RunGame();
}
}
}
@@ -0,0 +1,34 @@
using System.Reflection;
using System.Runtime.CompilerServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("$projectname$")]
[assembly: AssemblyProduct("$projectname$")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyCopyright("Copyright © $registeredorganization$ $year$")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
// The following attributes are used to specify the signing key for the assembly,
// if desired. See the Mono documentation for more information about signing.
//[assembly: AssemblyDelaySign(false)]
//[assembly: AssemblyKeyFile("")]
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