(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:WindowsPhone8
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
@@ -0,0 +1,81 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace $ext_safeprojectname$
{
/// <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.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
}
/// <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>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager 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)
{
// 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 +1,13 @@
<SwapChainBackgroundPanel
x:Class="$ext_safeprojectname$.GamePage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:$ext_safeprojectname$"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
<Grid >
</Grid>
</SwapChainBackgroundPanel>
@@ -0,0 +1,36 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices.WindowsRuntime;
using Windows.Foundation;
using Windows.Foundation.Collections;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Controls.Primitives;
using Windows.UI.Xaml.Data;
using Windows.UI.Xaml.Input;
using Windows.UI.Xaml.Media;
using Windows.UI.Xaml.Navigation;
using MonoGame.Framework;
// The Blank Page item template is documented at http://go.microsoft.com/fwlink/?LinkId=234238
namespace $ext_safeprojectname$
{
/// <summary>
/// An empty page that can be used on its own or navigated to within a Frame.
/// </summary>
public sealed partial class GamePage : SwapChainBackgroundPanel
{
readonly Game1 _game;
public GamePage(string launchArguments)
{
this.InitializeComponent();
// Create the game.
_game = XamlGame<Game1>.Create(launchArguments, Window.Current.CoreWindow, this);
}
}
}
@@ -0,0 +1,7 @@
<Application
x:Class="$ext_safeprojectname$.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:$ext_safeprojectname$">
</Application>
@@ -0,0 +1,70 @@
using Windows.ApplicationModel;
using Windows.ApplicationModel.Activation;
using Windows.UI.Xaml;
// The Blank Application template is documented at http://go.microsoft.com/fwlink/?LinkId=234227
namespace $ext_safeprojectname$
{
/// <summary>
/// Provides application-specific behavior to supplement the default Application class.
/// </summary>
sealed partial class App : Application
{
/// <summary>
/// Initializes the singleton application object. This is the first line of authored code
/// executed, and as such is the logical equivalent of main() or WinMain().
/// </summary>
public App()
{
InitializeComponent();
Suspending += OnSuspending;
}
/// <summary>
/// Invoked when the application is launched normally by the end user. Other entry points
/// will be used when the application is launched to open a specific file, to display
/// search results, and so forth.
/// </summary>
/// <param name="args">Details about the launch request and process.</param>
protected override void OnLaunched(LaunchActivatedEventArgs args)
{
var gamePage = Window.Current.Content as GamePage;
// Do not repeat app initialization when the Window already has content,
// just ensure that the window is active
if (gamePage == null)
{
// Create a main GamePage
gamePage = new GamePage(args.Arguments);
if (args.PreviousExecutionState == ApplicationExecutionState.Terminated)
{
// TODO: Load state from previously suspended application
}
// Place the GamePage in the current Window
Window.Current.Content = gamePage;
}
// Ensure the current window is active
Window.Current.Activate();
}
/// <summary>
/// Invoked when application execution is being suspended. Application state is saved
/// without knowing whether the application will be terminated or resumed with the contents
/// of memory still intact.
/// </summary>
/// <param name="sender">The source of the suspend request.</param>
/// <param name="e">Details about the suspend request.</param>
private void OnSuspending(object sender, SuspendingEventArgs e)
{
var deferral = e.SuspendingOperation.GetDeferral();
// TODO: Save application state and stop any background activity
deferral.Complete();
}
}
}
@@ -0,0 +1,29 @@
<?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>$ext_safeprojectname$</Import_RootNamespace>
</PropertyGroup>
<ItemGroup>
<ApplicationDefinition Include="$(MSBuildThisFileDirectory)App.xaml">
<SubType>Designer</SubType>
</ApplicationDefinition>
<Compile Include="$(MSBuildThisFileDirectory)App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
</Compile>
<Compile Include="$(MSBuildThisFileDirectory)Game1.cs" />
<Compile Include="$(MSBuildThisFileDirectory)GamePage.xaml.cs">
<DependentUpon>GamePage.xaml</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<Page Include="$(MSBuildThisFileDirectory)GamePage.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
</Project>
@@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>$guid1$</ProjectGuid>
</PropertyGroup>
<Import Project="$(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$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
<PropertyGroup />
<Import Project="Shared.Application.Shared.projitems" Label="Shared" />
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
</Project>
@@ -0,0 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>$ext_safeprojectname$.Shared</Name>
<ProjectType>CSharp</ProjectType>
<TargetPlatformName>Windows</TargetPlatformName>
<CreateInPlace>true</CreateInPlace>
<CreateNewFolder>true</CreateNewFolder>
<LocationField>Enabled</LocationField>
<DefaultName>App</DefaultName>
<Hidden>true</Hidden>
</TemplateData>
<TemplateContent>
<Project File="Shared.Application.shproj" ReplaceParameters="true">
<ProjectItem ReplaceParameters="true" TargetFileName="Shared.Application.Shared.projitems">Shared.Application.Shared.projitems</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="App.xaml">Shared.App.xaml</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="App.xaml.cs">Shared.App.xaml.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="GamePage.xaml">GamePage.xaml</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="GamePage.xaml.cs">GamePage.xaml.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
</Project>
</TemplateContent>
</VSTemplate>