upgrade to monogame 3.4

This commit is contained in:
Magnus von Wachenfeldt
2015-12-05 19:57:37 +01:00
parent 8fce18436f
commit d911b2b67a
47 changed files with 601 additions and 767 deletions

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin
/intermediateDir:obj
/platform:Windows
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin Fonts/ConsoleFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Compressed
/build:Fonts/ConsoleFont.spritefont
#begin Fonts/NetFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Compressed
/build:Fonts/NetFont.spritefont
#begin Fonts/ScoreBoardFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Compressed
/build:Fonts/ScoreBoardFont.spritefont
#begin Audio/Waves/bingo.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/bingo.wav
#begin Audio/Waves/bullet_hit.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/bullet_hit.wav
#begin Audio/Waves/bullet_sound.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/bullet_sound.wav
#begin Audio/Waves/engine.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/engine.wav
#begin Audio/Waves/explosion.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/explosion.wav
#begin Audio/Waves/land.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/land.wav
#begin Audio/Waves/thump.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/thump.wav
#begin bullet.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:bullet.png
#begin explosion.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:explosion.png
#begin explosion_small.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:explosion_small.png
#begin longshot.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:longshot.png
#begin ParticleTextures/explosion.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:ParticleTextures/explosion.png
#begin ParticleTextures/smoke.bmp
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:ParticleTextures/smoke.bmp
#begin player.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:player.png
#begin player_thrusting.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:player_thrusting.png
#begin scoreboard.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:scoreboard.png
#begin stars.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:stars.png
#begin transparent_pixel.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:transparent_pixel.png
#begin Fonts/Default.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Compressed
/build:Fonts/Default.spritefont
#begin Audio/Waves/beep.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/beep.wav
#begin Audio/Waves/message.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/message.wav

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Kootenay</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>14</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported. Redistributable sample
fonts are available at http://go.microsoft.com/fwlink/?LinkId=104778&clcid=0x409.
-->
<FontName>Tahoma</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>8</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>1</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>false</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Bold</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<DefaultCharacter>?</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#903;</End>
</CharacterRegion>
<CharacterRegion>
<Start>&#8226;</Start>
<End>&#8226;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Kootenay</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>10</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Kootenay</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>9</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="4.0">
<PropertyGroup>
<ProjectGuid>{F5811120-B89A-4A2E-A0BD-551E9F06510D}</ProjectGuid>
<ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Windows</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SpacePew.ContentContentContent</RootNamespace>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<MonoGamePlatform>Windows</MonoGamePlatform>
<OutputPath>bin\$(MonoGamePlatform)\$(Configuration)</OutputPath>
<ContentRootDirectory>Content</ContentRootDirectory>
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Windows' ">
<MonoGamePlatform>Windows</MonoGamePlatform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Windows8' ">
<MonoGamePlatform>Windows8</MonoGamePlatform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Android' ">
<MonoGamePlatform>Android</MonoGamePlatform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'iOS' ">
<MonoGamePlatform>iOS</MonoGamePlatform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'OSX' ">
<MonoGamePlatform>OSX</MonoGamePlatform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Linux' ">
<MonoGamePlatform>Linux</MonoGamePlatform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'PSM' ">
<MonoGamePlatform>PSM</MonoGamePlatform>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.VideoImporters" />
<Reference Include="MonoGameContentProcessors">
<HintPath>$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGameContentProcessors.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Fonts\ConsoleFont.spritefont">
<Name>ConsoleFont</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="Fonts\NetFont.spritefont">
<Name>NetFont</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="Fonts\ScoreBoardFont.spritefont">
<Name>ScoreBoardFont</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Audio\Waves\bingo.wav">
<Name>bingo</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
<Compile Include="Audio\Waves\bullet_hit.wav">
<Name>bullet_hit</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
<Compile Include="Audio\Waves\bullet_sound.wav">
<Name>bullet_sound</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
<Compile Include="Audio\Waves\engine.wav">
<Name>engine</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
<Compile Include="Audio\Waves\explosion.wav">
<Name>explosion</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
<Compile Include="Audio\Waves\land.wav">
<Name>land</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
<Compile Include="Audio\Waves\thump.wav">
<Name>thump</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
<Compile Include="bullet.png">
<Name>bullet</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="explosion.png">
<Name>explosion</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="explosion_small.png">
<Name>explosion_small</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="longshot.png">
<Name>longshot</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="ParticleTextures\explosion.png">
<Name>explosion</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="ParticleTextures\smoke.bmp">
<Name>smoke</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="player.png">
<Name>player</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="player_thrusting.png">
<Name>player_thrusting</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="scoreboard.png">
<Name>scoreboard</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="stars.png">
<Name>stars</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="transparent_pixel.png">
<Name>transparent_pixel</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Fonts\Default.spritefont">
<Name>Default</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Folder Include="Music\" />
</ItemGroup>
<ItemGroup>
<Compile Include="Audio\Waves\beep.wav">
<Name>beep</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Audio\Waves\message.wav">
<Name>message</Name>
<Importer>WavImporter</Importer>
<Processor>SoundEffectProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!--
To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin
/intermediateDir:obj
/platform:Windows
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin Fonts/ConsoleFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Compressed
/build:Fonts/ConsoleFont.spritefont
#begin Fonts/NetFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Compressed
/build:Fonts/NetFont.spritefont
#begin Fonts/ScoreBoardFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Compressed
/build:Fonts/ScoreBoardFont.spritefont
#begin Audio/Waves/bingo.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/bingo.wav
#begin Audio/Waves/bullet_hit.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/bullet_hit.wav
#begin Audio/Waves/bullet_sound.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/bullet_sound.wav
#begin Audio/Waves/engine.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/engine.wav
#begin Audio/Waves/explosion.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/explosion.wav
#begin Audio/Waves/land.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/land.wav
#begin Audio/Waves/thump.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/thump.wav
#begin bullet.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:bullet.png
#begin explosion.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:explosion.png
#begin explosion_small.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:explosion_small.png
#begin longshot.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:longshot.png
#begin ParticleTextures/explosion.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:ParticleTextures/explosion.png
#begin ParticleTextures/smoke.bmp
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:ParticleTextures/smoke.bmp
#begin player.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:player.png
#begin player_thrusting.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:player_thrusting.png
#begin scoreboard.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:scoreboard.png
#begin stars.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:stars.png
#begin transparent_pixel.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:TextureFormat=Color
/build:transparent_pixel.png
#begin Fonts/Default.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Compressed
/build:Fonts/Default.spritefont
#begin Audio/Waves/beep.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/beep.wav
#begin Audio/Waves/message.wav
/importer:WavImporter
/processor:SoundEffectProcessor
/processorParam:Quality=Best
/build:Audio/Waves/message.wav

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83
SpacePew/Game1.cs Normal file
View File

@@ -0,0 +1,83 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace SpacePew
{
/// <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";
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// 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);
}
}
}

View File

@@ -15,7 +15,6 @@ using Color = Microsoft.Xna.Framework.Color;
using Rectangle = Microsoft.Xna.Framework.Rectangle;
using SpacePew.Extensions;
using System.Linq;
using System.Windows.Forms;
namespace SpacePew
{
@@ -139,7 +138,7 @@ namespace SpacePew
_graphics.CreateDevice();
Cursor.Hide();
//Cursor.Hide();
_graphics.PreferredBackBufferWidth = 1366;
_graphics.PreferredBackBufferHeight = 768;

View File

@@ -5,11 +5,9 @@ using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using SpacePew.Models;

View File

@@ -5,11 +5,9 @@ using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using SpacePew.Models;

View File

@@ -4,11 +4,9 @@ using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using System.Threading;
using SpacePew.Models;

View File

@@ -5,30 +5,17 @@
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{1C82F1B3-6F3C-47EC-901A-E656D037F862}</ProjectGuid>
<ProjectGuid>{8B1B6A0B-2F48-4FB4-936A-2086505B2914}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SpacePew</RootNamespace>
<AssemblyName>SpacePew</AssemblyName>
<FileAlignment>512</FileAlignment>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
<TargetFrameworkVersion>v4.5.1</TargetFrameworkVersion>
<TargetFrameworkProfile>
</TargetFrameworkProfile>
<MonoGamePlatform>Windows</MonoGamePlatform>
<MonoGameContentBuilderExe>
</MonoGameContentBuilderExe>
<TargetFrameworkVersion>v4.6</TargetFrameworkVersion>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<PlatformTarget>x86</PlatformTarget>
@@ -62,6 +49,7 @@
<Compile Include="EntityFactory.cs" />
<Compile Include="Extensions\LidgrenExtensions.cs" />
<Compile Include="Extensions\RenderExtensions.cs" />
<Compile Include="Game1.cs" />
<Compile Include="Hud.cs" />
<Compile Include="KeyboardHelper.cs" />
<Compile Include="LevelLoader.cs" />
@@ -110,49 +98,37 @@
<Compile Include="TextureManager.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="ICSharpCode.SharpZipLib, Version=0.85.5.452, Culture=neutral, PublicKeyToken=1b03e6acf1164f73, processorArchitecture=MSIL">
<Reference Include="ICSharpCode.SharpZipLib, Version=0.85.4.369, Culture=neutral, PublicKeyToken=1b03e6acf1164f73, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\Library\ICSharpCode.SharpZipLib.dll</HintPath>
</Reference>
<Reference Include="MonoGame.Framework, Version=3.1.2.0, Culture=neutral, processorArchitecture=MSIL">
<Reference Include="MonoGame.Framework">
<HintPath>$(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="MonoGame.Framework.Net, Version=3.4.0.456, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
<HintPath>C:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.Net.dll</HintPath>
</Reference>
<Reference Include="NAudio">
<HintPath>..\Library\NAudio.dll</HintPath>
</Reference>
<Reference Include="NAudio.WindowsMediaFormat">
<HintPath>..\Library\NAudio.WindowsMediaFormat.dll</HintPath>
</Reference>
<Reference Include="NVorbis">
<HintPath>..\Library\NVorbis.dll</HintPath>
</Reference>
<Reference Include="NVorbis.NAudioSupport">
<HintPath>..\Library\NVorbis.NAudioSupport.dll</HintPath>
</Reference>
<Reference Include="SharpDX, Version=2.5.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11, Version=2.5.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\SharpDX.Direct3D11.dll</HintPath>
</Reference>
<Reference Include="SharpDX.MediaFoundation, Version=2.5.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\SharpDX.MediaFoundation.dll</HintPath>
</Reference>
<Reference Include="SharpDX.XAudio2, Version=2.5.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\SharpDX.XAudio2.dll</HintPath>
<Reference Include="NVorbis.OpenTKSupport">
<HintPath>..\Library\NVorbis.OpenTKSupport.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Content Include="C:\Program Files %28x86%29\MonoGame\v3.0\Assemblies\WindowsGL\SDL.dll">
<Link>SDL.dll</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="Downloads\Levels\dummy.txt">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -161,44 +137,7 @@
<Content Include="Icon.ico" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Lidgren.Network\Lidgren.Network.csproj">
<Project>{49ba1c69-6104-41ac-a5d8-b54fa9f696e8}</Project>
<Name>Lidgren.Network</Name>
</ProjectReference>
<ProjectReference Include="..\Neoforce\TomShane.Neoforce.Controls.csproj">
<Project>{ac5f1cd8-aa8e-4db5-814f-86c214175841}</Project>
<Name>TomShane.Neoforce.Controls</Name>
</ProjectReference>
<ProjectReference Include="..\SpacePew.Common\SpacePew.Common.csproj">
<Project>{ba98d4ca-718b-4e50-ad4d-f48e8ca67624}</Project>
<Name>SpacePew.Common</Name>
</ProjectReference>
<ProjectReference Include="..\SpacePew.Content\SpacePew.Content\SpacePew.Content.csproj">
<Project>{944baed2-53a4-47e9-ae89-7f6c5843de94}</Project>
<Name>SpacePew.Content</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0">
<Visible>False</Visible>
<ProductName>Microsoft .NET Framework 4 %28x86 and x64%29</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Windows.Installer.4.5">
<Visible>False</Visible>
<ProductName>Windows Installer 4.5</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<MonoGameContentReference Include="Content\Content.mgcb" />
</ItemGroup>
<ItemGroup>
<None Include="app.config" />
@@ -221,11 +160,22 @@
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Lidgren.Network\Lidgren.Network.csproj">
<Project>{49ba1c69-6104-41ac-a5d8-b54fa9f696e8}</Project>
<Name>Lidgren.Network</Name>
</ProjectReference>
<ProjectReference Include="..\Neoforce\TomShane.Neoforce.Controls.csproj">
<Project>{ac5f1cd8-aa8e-4db5-814f-86c214175841}</Project>
<Name>TomShane.Neoforce.Controls</Name>
</ProjectReference>
<ProjectReference Include="..\SpacePew.Common\SpacePew.Common.csproj">
<Project>{ba98d4ca-718b-4e50-ad4d-f48e8ca67624}</Project>
<Name>SpacePew.Common</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>
</PostBuildEvent>
</PropertyGroup>
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">

View File

@@ -1,3 +1,3 @@
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.1"/></startup></configuration>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6"/></startup></configuration>