(ded4a3e0a) v0.9.0.7
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#----------------------------- Global Properties ----------------------------#
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/outputDir:bin/$(Platform)
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/intermediateDir:obj/$(Platform)
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/platform:iOS
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/config:
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/profile:Reach
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/compress:False
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#-------------------------------- References --------------------------------#
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#---------------------------------- Content ---------------------------------#
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<?xml version="1.0" encoding="UTF-8" ?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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</dict>
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</plist>
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace $safeprojectname$
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class Game1 : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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graphics.IsFullScreen = true;
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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//TODO: Use Content to load your game content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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// For Mobile devices, this logic will close the Game when the Back button is pressed.
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// Exit() is obsolete on iOS
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#if !__IOS__ && !__TVOS__
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
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Keyboard.GetState().IsKeyDown(Keys.Escape))
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{
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Exit();
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}
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#endif
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
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//TODO: Add your drawing code here
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base.Draw(gameTime);
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
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<ProjectTypeGuids>{FEACFBD2-3405-455C-9665-78FE426C6842};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
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<ProjectGuid>$guid1$</ProjectGuid>
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<OutputType>Exe</OutputType>
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<RootNamespace>$safeprojectname$</RootNamespace>
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<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
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<AssemblyName>$safeprojectname$</AssemblyName>
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<MonoGamePlatform>iOS</MonoGamePlatform>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhoneSimulator' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
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<DefineConstants>DEBUG;</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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<MtouchArch>i386, x86_64</MtouchArch>
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<MtouchLink>None</MtouchLink>
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<MtouchUseRefCounting>true</MtouchUseRefCounting>
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<MtouchUseSGen>true</MtouchUseSGen>
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<MtouchFastDev>true</MtouchFastDev>
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<MtouchDebug>true</MtouchDebug>
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<MtouchProfiling>true</MtouchProfiling>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhoneSimulator' ">
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<DebugType>none</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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<MtouchArch>i386, x86_64</MtouchArch>
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<MtouchLink>None</MtouchLink>
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<MtouchUseRefCounting>true</MtouchUseRefCounting>
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<MtouchUseSGen>true</MtouchUseSGen>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhone' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
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<DefineConstants>DEBUG;</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
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<DeviceSpecificBuild>true</DeviceSpecificBuild>
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<MtouchDebug>true</MtouchDebug>
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<MtouchUseSGen>true</MtouchUseSGen>
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<MtouchUseRefCounting>true</MtouchUseRefCounting>
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<MtouchProfiling>true</MtouchProfiling>
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<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
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<CodesignKey>iPhone Developer</CodesignKey>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' ">
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<DebugType>none</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
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<MtouchUseSGen>true</MtouchUseSGen>
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<MtouchUseRefCounting>true</MtouchUseRefCounting>
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<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
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<CodesignKey>iPhone Developer</CodesignKey>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Ad-Hoc|iPhone' ">
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<DebugType>none</DebugType>
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<Optimize>True</Optimize>
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<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>False</ConsolePause>
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<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
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<MtouchUseRefCounting>true</MtouchUseRefCounting>
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<MtouchUseSGen>true</MtouchUseSGen>
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<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
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<BuildIpa>True</BuildIpa>
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<CodesignProvision>Automatic:AdHoc</CodesignProvision>
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<CodesignKey>iPhone Distribution</CodesignKey>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'AppStore|iPhone' ">
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<DebugType>none</DebugType>
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<Optimize>True</Optimize>
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<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>False</ConsolePause>
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<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
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<MtouchUseSGen>true</MtouchUseSGen>
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<MtouchUseRefCounting>true</MtouchUseRefCounting>
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<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
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<CodesignProvision>Automatic:AppStore</CodesignProvision>
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<CodesignKey>iPhone Distribution</CodesignKey>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Xml" />
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<Reference Include="System.Core" />
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<Reference Include="Xamarin.iOS" />
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<Reference Include="MonoGame.Framework">
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<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\iOS\MonoGame.Framework.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Game1.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Entitlements.plist" />
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<None Include="Info.plist" />
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<MonoGameContentReference Include="Content\Content.mgcb" />
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</ItemGroup>
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<ItemGroup>
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<BundleResource Include="Default.png" />
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<BundleResource Include="GameThumbnail.png" />
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</ItemGroup>
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<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
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</Project>
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BIN
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDisplayName</key>
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<string>$safeprojectname$</string>
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<key>CFBundleIconFiles</key>
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<array>
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<string>GameThumbnail.png</string>
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</array>
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<key>CFBundleIdentifier</key>
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<string>project.MonoGame.$safeprojectname$</string>
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<key>MinimumOSVersion</key>
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<string>7.0</string>
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<key>UISupportedInterfaceOrientations</key>
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<array>
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<string>UIInterfaceOrientationPortrait</string>
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<string>UIInterfaceOrientationPortraitUpsideDown</string>
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<string>UIInterfaceOrientationLandscapeLeft</string>
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<string>UIInterfaceOrientationLandscapeRight</string>
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</array>
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</dict>
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</plist>
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+34
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<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
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<TemplateData>
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<Name>MonoGame iOS Project</Name>
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<Description>A MonoGame game project for iOS which requires Xamarin.iOS.</Description>
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<ProjectType>CSharp</ProjectType>
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<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
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<ProjectSubType>
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</ProjectSubType>
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<SortOrder>43300</SortOrder>
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<CreateNewFolder>true</CreateNewFolder>
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<DefaultName>Game</DefaultName>
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<ProvideDefaultName>true</ProvideDefaultName>
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<LocationField>Enabled</LocationField>
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<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
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<Icon>__TemplateIcon.png</Icon>
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<PreviewImage>__PreviewImage.png</PreviewImage>
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</TemplateData>
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<TemplateContent>
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<Project ReplaceParameters="true" TargetFileName="$safeprojectname$.csproj" File="Game1.csproj">
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<ProjectItem ReplaceParameters="true" TargetFileName="Program.cs">Program.cs</ProjectItem>
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<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
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<ProjectItem ReplaceParameters="true" TargetFileName="Default.png">Default.png</ProjectItem>
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<ProjectItem ReplaceParameters="true" TargetFileName="Entitlements.plist">Entitlements.plist</ProjectItem>
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<ProjectItem ReplaceParameters="true" TargetFileName="GameThumbnail.png">GameThumbnail.png</ProjectItem>
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<ProjectItem ReplaceParameters="true" TargetFileName="Info.plist">Info.plist</ProjectItem>
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<Folder Name="Properties" TargetFolderName="Properties">
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<ProjectItem ReplaceParameters="true" TargetFileName="AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
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</Folder>
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<Folder Name="Content" TargetFolderName="Content">
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<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
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</Folder>
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</Project>
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</TemplateContent>
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</VSTemplate>
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using System;
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using Foundation;
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using UIKit;
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namespace $safeprojectname$
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{
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[Register("AppDelegate")]
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class Program : UIApplicationDelegate
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{
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private static Game1 game;
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internal static void RunGame()
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{
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game = new Game1();
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game.Run();
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}
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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static void Main(string[] args)
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{
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UIApplication.Main(args, null, "AppDelegate");
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}
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public override void FinishedLaunching(UIApplication app)
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{
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RunGame();
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}
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}
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}
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+34
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using System.Reflection;
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using System.Runtime.CompilerServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("$projectname$")]
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[assembly: AssemblyProduct("$projectname$")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyCompany("$registeredorganization$")]
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[assembly: AssemblyCopyright("Copyright © $registeredorganization$ $year$")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Version information for an assembly consists of the following four values:
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||||
//
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||||
// Major Version
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||||
// Minor Version
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||||
// Build Number
|
||||
// Revision
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||||
//
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||||
// 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.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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||||
[assembly: AssemblyFileVersion("1.0.0.0")]
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||||
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||||
// The following attributes are used to specify the signing key for the assembly,
|
||||
// if desired. See the Mono documentation for more information about signing.
|
||||
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||||
//[assembly: AssemblyDelaySign(false)]
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||||
//[assembly: AssemblyKeyFile("")]
|
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Reference in New Issue
Block a user