(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 +1,15 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:Windows
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
@@ -0,0 +1,85 @@
#region Using Statements
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Input;
#endregion
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 this.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// Exit() is obsolete on iOS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)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
//TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<MSBuildAllProjects>$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
<HasSharedItems>true</HasSharedItems>
<SharedGUID>$guid1$</SharedGUID>
</PropertyGroup>
<PropertyGroup Label="Configuration">
<Import_RootNamespace>$safeprojectname$</Import_RootNamespace>
</PropertyGroup>
<ItemGroup>
<Compile Include="$(MSBuildThisFileDirectory)Game1.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="$(MSBuildThisFileDirectory)Content\" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="$(MSBuildThisFileDirectory)Content\Content.mgcb" />
</ItemGroup>
</Project>
@@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>a0cdbd0e-3a41-42b7-9425-a838bc2c7383</ProjectGuid>
</PropertyGroup>
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
<PropertyGroup />
<Import Project="$safeprojectname$.projitems" Label="Shared" />
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
</Project>
@@ -0,0 +1,24 @@
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame Shared Project</Name>
<Description>Creates a MonoGame Shared Project to shared common code. This can be used to share most of your shared code, but you can also include platform specific code using #defines.</Description>
<ProjectType>CSharp</ProjectType>
<SortOrder>1000</SortOrder>
<CreateInPlace>true</CreateInPlace>
<CreateNewFolder>false</CreateNewFolder>
<DefaultName>MonoGame.Shared</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
</TemplateData>
<TemplateContent>
<Project TargetFileName="$projectname$.shproj" File="Shared.shproj" ReplaceParameters="true">
<ProjectItem ReplaceParameters="true" TargetFileName="$safeprojectname$.projitems">Shared.projitems</ProjectItem>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="false" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
<ProjectItem OpenInEditor="true" ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
</Project>
</TemplateContent>
</VSTemplate>
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