Adding WalkingGame MonoGame samples.

This commit is contained in:
Victor Chelaru 2014-11-09 14:08:52 -07:00 коммит произвёл olegoid
Родитель 2e6892b3aa
Коммит 3bc212180f
32 изменённых файлов: 1152 добавлений и 0 удалений

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<?xml version="1.0" encoding="utf-8" ?>
<SampleMetadata>
<ID>2b89f18d-2da1-4ff5-b810-1f01d22180be</ID>
<IsFullApplication>false</IsFullApplication>
<Level>Beginning</Level>
<LicenseRequirement>Indie</LicenseRequirement>
<Tags>Getting Started, Games</Tags>
<Gallery>false</Gallery>
</SampleMetadata>

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MonoGame WalkingGame Project for iOS
====================================
This is a small demo game using MonoGame for iOS. It is the result of working through the the entire Introduction to Monogame walkthrough.
This single solution contains two projects: one for iOS and one cross-platform portable class library.
The demo can be played by touching the screen to move the character around the screen.
Author
------
Victor Chelaru

Двоичные данные
WalkingGameCompleteiOS/WalkingGame.iOS/Content/charactersheet.png Normal file

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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>

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using System;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
namespace WalkingGame.iOS
{
[Register ("AppDelegate")]
class Program : UIApplicationDelegate
{
private WalkingGame.Game1 game;
public override void FinishedLaunching (UIApplication app)
{
// Fun begins..
game = new WalkingGame.Game1();
game.Run();
}
static void Main (string [] args)
{
UIApplication.Main (args,null,"AppDelegate");
}
}
}

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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>WalkingGame.iOS</string>
<key>CFBundleIdentifier</key>
<string>com.your-company.WalkingGame.iOS</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>MinimumOSVersion</key>
<string>7.0</string>
<key>UIDeviceFamily</key>
<array>
<integer>1</integer>
<integer>2</integer>
</array>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UIStatusBarHidden</key>
<true/>
</dict>
</plist>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
<ProjectTypeGuids>{6BC8ED88-2882-458C-8E55-DFD12B67127B};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<ProjectGuid>{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>WalkingGame.iOS</RootNamespace>
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
<AssemblyName>WalkingGameiOS</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhoneSimulator' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\iPhoneSimulator\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<MtouchLink>None</MtouchLink>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchDebug>true</MtouchDebug>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhoneSimulator' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhoneSimulator\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<MtouchLink>None</MtouchLink>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhone' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\iPhone\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchDebug>true</MtouchDebug>
<CodesignKey>iPhone Developer</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<ConsolePause>false</ConsolePause>
<CodesignKey>iPhone Developer</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Ad-Hoc|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\Ad-Hoc</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<BuildIpa>true</BuildIpa>
<CodesignProvision>Automatic:AdHoc</CodesignProvision>
<CodesignKey>iPhone Distribution</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'AppStore|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\AppStore</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<CodesignKey>iPhone Distribution</CodesignKey>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<ConsolePause>false</ConsolePause>
<CodesignProvision>Automatic:AppStore</CodesignProvision>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="monotouch" />
<Reference Include="Lidgren.Network">
<HintPath>..\packages\MonoGame.Binaries.3.2.0\build\MonoTouch\Lidgren.Network.dll</HintPath>
</Reference>
<Reference Include="MonoGame.Framework">
<HintPath>..\packages\MonoGame.Binaries.3.2.0\build\MonoTouch\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<BundleResource Include="Resources\Default-568h%402x.png" />
<BundleResource Include="Content\charactersheet.png" />
</ItemGroup>
<ItemGroup>
<None Include="Info.plist" />
<None Include="Entitlements.plist" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Compile Include="GameMain.cs" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.MonoTouch.CSharp.targets" />
<Import Project="..\packages\MonoGame.Binaries.3.2.0\build\MonoTouch\MonoGame.Binaries.targets" Condition="Exists('..\packages\MonoGame.Binaries.3.2.0\build\MonoTouch\MonoGame.Binaries.targets')" />
<ItemGroup>
<ProjectReference Include="..\WalkingGame\WalkingGame.csproj">
<Project>{54D38409-0B81-4782-85F8-9CAF5EED8417}</Project>
<Name>WalkingGame</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Folder Include="Content\" />
</ItemGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="MonoGame" version="3.2.2" targetFramework="MonoTouch10" />
<package id="MonoGame.Binaries" version="3.2.0" targetFramework="MonoTouch10" />
</packages>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WalkingGame.iOS", "WalkingGame.iOS\WalkingGame.iOS.csproj", "{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WalkingGame", "WalkingGame\WalkingGame.csproj", "{54D38409-0B81-4782-85F8-9CAF5EED8417}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|iPhoneSimulator = Debug|iPhoneSimulator
Release|iPhoneSimulator = Release|iPhoneSimulator
Debug|iPhone = Debug|iPhone
Release|iPhone = Release|iPhone
Ad-Hoc|iPhone = Ad-Hoc|iPhone
AppStore|iPhone = AppStore|iPhone
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Ad-Hoc|iPhone.ActiveCfg = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Ad-Hoc|iPhone.Build.0 = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.AppStore|iPhone.ActiveCfg = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.AppStore|iPhone.Build.0 = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Debug|iPhone.ActiveCfg = Debug|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Debug|iPhone.Build.0 = Debug|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Debug|iPhoneSimulator.ActiveCfg = Debug|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Debug|iPhoneSimulator.Build.0 = Debug|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Release|iPhone.ActiveCfg = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Release|iPhone.Build.0 = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Release|iPhoneSimulator.ActiveCfg = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Release|iPhoneSimulator.Build.0 = Release|Any CPU
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Ad-Hoc|iPhone.ActiveCfg = Ad-Hoc|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Ad-Hoc|iPhone.Build.0 = Ad-Hoc|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.AppStore|iPhone.ActiveCfg = AppStore|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.AppStore|iPhone.Build.0 = AppStore|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Debug|iPhone.ActiveCfg = Debug|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Debug|iPhone.Build.0 = Debug|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Debug|iPhoneSimulator.ActiveCfg = Debug|iPhoneSimulator
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Debug|iPhoneSimulator.Build.0 = Debug|iPhoneSimulator
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Release|iPhone.ActiveCfg = Release|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Release|iPhone.Build.0 = Release|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Release|iPhoneSimulator.ActiveCfg = Release|iPhoneSimulator
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Release|iPhoneSimulator.Build.0 = Release|iPhoneSimulator
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = WalkingGame.iOS\WalkingGame.iOS.csproj
EndGlobalSection
EndGlobal

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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
namespace WalkingGame
{
public class Animation
{
List<AnimationFrame> frames = new List<AnimationFrame>();
TimeSpan timeIntoAnimation;
TimeSpan Duration
{
get
{
double totalSeconds = 0;
foreach (var frame in frames)
{
totalSeconds += frame.Duration.TotalSeconds;
}
return TimeSpan.FromSeconds (totalSeconds);
}
}
public void AddFrame(Rectangle rectangle, TimeSpan duration)
{
AnimationFrame newFrame = new AnimationFrame()
{
SourceRectangle = rectangle,
Duration = duration
};
frames.Add(newFrame);
}
public void Update(GameTime gameTime)
{
double secondsIntoAnimation =
timeIntoAnimation.TotalSeconds + gameTime.ElapsedGameTime.TotalSeconds;
double remainder = secondsIntoAnimation % Duration.TotalSeconds;
timeIntoAnimation = TimeSpan.FromSeconds (remainder);
}
public Rectangle CurrentRectangle
{
get
{
AnimationFrame currentFrame = null;
// See if we can find the frame
TimeSpan accumulatedTime;
foreach(var frame in frames)
{
if (accumulatedTime + frame.Duration >= timeIntoAnimation)
{
currentFrame = frame;
break;
}
else
{
accumulatedTime += frame.Duration;
}
}
// If no frame was found, then try the last frame,
// just in case timeIntoAnimation somehow exceeds Duration
if (currentFrame == null)
{
currentFrame = frames.LastOrDefault ();
}
// If we found a frame, return its rectangle, otherwise
// return an empty rectangle (one with no width or height)
if (currentFrame != null)
{
return currentFrame.SourceRectangle;
}
else
{
return Rectangle.Empty;
}
}
}
}
}

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using System;
using Microsoft.Xna.Framework;
namespace WalkingGame
{
public class AnimationFrame
{
public Rectangle SourceRectangle { get; set; }
public TimeSpan Duration { get; set; }
}
}

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using System;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input.Touch;
namespace WalkingGame
{
public class CharacterEntity
{
static Texture2D characterSheetTexture;
Animation walkDown;
Animation walkUp;
Animation walkLeft;
Animation walkRight;
Animation standDown;
Animation standUp;
Animation standLeft;
Animation standRight;
Animation currentAnimation;
public float X
{
get;
set;
}
public float Y
{
get;
set;
}
public CharacterEntity (GraphicsDevice graphicsDevice)
{
if (characterSheetTexture == null)
{
using (var stream = TitleContainer.OpenStream ("Content/charactersheet.png"))
{
characterSheetTexture = Texture2D.FromStream (graphicsDevice, stream);
}
}
walkDown = new Animation ();
walkDown.AddFrame (new Rectangle (0, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkDown.AddFrame (new Rectangle (16, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkDown.AddFrame (new Rectangle (0, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkDown.AddFrame (new Rectangle (32, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkUp = new Animation ();
walkUp.AddFrame (new Rectangle (144, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkUp.AddFrame (new Rectangle (160, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkUp.AddFrame (new Rectangle (144, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkUp.AddFrame (new Rectangle (176, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkLeft = new Animation ();
walkLeft.AddFrame (new Rectangle (48, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkLeft.AddFrame (new Rectangle (64, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkLeft.AddFrame (new Rectangle (48, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkLeft.AddFrame (new Rectangle (80, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkRight = new Animation ();
walkRight.AddFrame (new Rectangle (96, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkRight.AddFrame (new Rectangle (112, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkRight.AddFrame (new Rectangle (96, 0, 16, 16), TimeSpan.FromSeconds (.25));
walkRight.AddFrame (new Rectangle (128, 0, 16, 16), TimeSpan.FromSeconds (.25));
// Standing animations only have a single frame of animation:
standDown = new Animation ();
standDown.AddFrame (new Rectangle (0, 0, 16, 16), TimeSpan.FromSeconds (.25));
standUp = new Animation ();
standUp.AddFrame (new Rectangle (144, 0, 16, 16), TimeSpan.FromSeconds (.25));
standLeft = new Animation ();
standLeft.AddFrame (new Rectangle (48, 0, 16, 16), TimeSpan.FromSeconds (.25));
standRight = new Animation ();
standRight.AddFrame (new Rectangle (96, 0, 16, 16), TimeSpan.FromSeconds (.25));
}
public void Update(GameTime gameTime)
{
var velocity = GetDesiredVelocityFromInput ();
this.X += velocity.X * (float)gameTime.ElapsedGameTime.TotalSeconds;
this.Y += velocity.Y * (float)gameTime.ElapsedGameTime.TotalSeconds;
if (velocity != Vector2.Zero)
{
bool movingHorizontally = Math.Abs (velocity.X) > Math.Abs (velocity.Y);
if (movingHorizontally)
{
if (velocity.X > 0)
{
currentAnimation = walkRight;
}
else
{
currentAnimation = walkLeft;
}
}
else
{
if (velocity.Y > 0)
{
currentAnimation = walkDown;
}
else
{
currentAnimation = walkUp;
}
}
}
else
{
// If the character was walking, we can set the standing animation
// according to the walking animation that is playing:
if (currentAnimation == walkRight)
{
currentAnimation = standRight;
}
else if (currentAnimation == walkLeft)
{
currentAnimation = standLeft;
}
else if (currentAnimation == walkUp)
{
currentAnimation = standUp;
}
else if (currentAnimation == walkDown)
{
currentAnimation = standDown;
}
else if (currentAnimation == null)
{
currentAnimation = standDown;
}
// if none of the above code hit then the character
// is already standing, so no need to change the animation.
}
currentAnimation.Update (gameTime);
}
public void Draw(SpriteBatch spriteBatch)
{
Vector2 topLeftOfSprite = new Vector2 (this.X, this.Y);
Color tintColor = Color.White;
var sourceRectangle = currentAnimation.CurrentRectangle;
spriteBatch.Draw(characterSheetTexture, topLeftOfSprite, sourceRectangle, Color.White);
}
Vector2 GetDesiredVelocityFromInput()
{
Vector2 desiredVelocity = new Vector2 ();
TouchCollection touchCollection = TouchPanel.GetState();
if (touchCollection.Count > 0)
{
desiredVelocity.X = touchCollection [0].Position.X - this.X;
desiredVelocity.Y = touchCollection [0].Position.Y - this.Y;
if (desiredVelocity.X != 0 || desiredVelocity.Y != 0)
{
desiredVelocity.Normalize();
const float desiredSpeed = 200;
desiredVelocity *= desiredSpeed;
}
}
return desiredVelocity;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace WalkingGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
CharacterEntity character;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = true;
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()
{
character = new CharacterEntity (this.GraphicsDevice);
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);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all 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)
{
character.Update (gameTime);
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);
// We'll start all of our drawing here:
spriteBatch.Begin ();
// Now we can do any entity rendering:
character.Draw(spriteBatch);
// End renders all sprites to the screen:
spriteBatch.End ();
base.Draw(gameTime);
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
// Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project.
[assembly: AssemblyTitle ("WalkingGame")]
[assembly: AssemblyDescription ("")]
[assembly: AssemblyConfiguration ("")]
[assembly: AssemblyCompany ("")]
[assembly: AssemblyProduct ("")]
[assembly: AssemblyCopyright ("vchelaru")]
[assembly: AssemblyTrademark ("")]
[assembly: AssemblyCulture ("")]
// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
// The form "{Major}.{Minor}.*" will automatically update the build and revision,
// and "{Major}.{Minor}.{Build}.*" will update just the revision.
[assembly: AssemblyVersion ("1.0.*")]
// 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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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectTypeGuids>{786C830F-07A1-408B-BD7F-6EE04809D6DB};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<ProjectGuid>{54D38409-0B81-4782-85F8-9CAF5EED8417}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace>WalkingGame</RootNamespace>
<AssemblyName>WalkingGame</AssemblyName>
<TargetFrameworkProfile>Profile78</TargetFrameworkProfile>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Game1.cs" />
<Compile Include="CharacterEntity.cs" />
<Compile Include="AnimationFrame.cs" />
<Compile Include="Animation.cs" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\Portable\$(TargetFrameworkVersion)\Microsoft.Portable.CSharp.targets" />
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>..\packages\MonoGame-Portable.3.2.1\lib\portable-net45+wp8+win8\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="MonoGame-Portable" version="3.2.1" targetFramework="portable-net45+win+wp80+MonoAndroid10+MonoTouch10" />
</packages>

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<?xml version="1.0" encoding="utf-8"?>
<repositories>
<repository path="../WalkingGame.iOS/packages.config" />
<repository path="../WalkingGame/packages.config" />
</repositories>

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<?xml version="1.0" encoding="utf-8" ?>
<SampleMetadata>
<ID>a96a5a5e-5b0e-479c-b7a1-3c51e456459d</ID>
<IsFullApplication>false</IsFullApplication>
<Level>Beginning</Level>
<LicenseRequirement>Indie</LicenseRequirement>
<Tags>Getting Started, Games</Tags>
<Gallery>false</Gallery>
</SampleMetadata>

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MonoGame Empty Project for iOS
====================================
This project serves as a starting-point for MonoGame iOS projects. It is the result of working through the Part 1 - Creating iOS MonoGame Project walkthrough. It is titled WalkingGame as that is the name of the project created by the full Introduction to MonoGame walkthrough.
This single solution contains two projects: one for iOS and one cross-platform portable class library.
When executed this project displays only a blue screen.
Author
------
Victor Chelaru

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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>

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using System;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
namespace WalkingGame.iOS
{
[Register ("AppDelegate")]
class Program : UIApplicationDelegate
{
private WalkingGame.Game1 game;
public override void FinishedLaunching (UIApplication app)
{
// Fun begins..
game = new WalkingGame.Game1();
game.Run();
}
static void Main (string [] args)
{
UIApplication.Main (args,null,"AppDelegate");
}
}
}

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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>WalkingGame.iOS</string>
<key>CFBundleIdentifier</key>
<string>com.your-company.WalkingGame.iOS</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>MinimumOSVersion</key>
<string>7.0</string>
<key>UIDeviceFamily</key>
<array>
<integer>1</integer>
<integer>2</integer>
</array>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UIStatusBarHidden</key>
<true/>
</dict>
</plist>

Двоичные данные
WalkingGameEmptyiOS/WalkingGame.iOS/Resources/Default-568h@2x.png Normal file

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После

Ширина:  |  Высота:  |  Размер: 2.2 KiB

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
<ProjectTypeGuids>{6BC8ED88-2882-458C-8E55-DFD12B67127B};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<ProjectGuid>{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>WalkingGame.iOS</RootNamespace>
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
<AssemblyName>WalkingGameiOS</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhoneSimulator' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\iPhoneSimulator\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<MtouchLink>None</MtouchLink>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchDebug>true</MtouchDebug>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhoneSimulator' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhoneSimulator\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<MtouchLink>None</MtouchLink>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhone' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\iPhone\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchDebug>true</MtouchDebug>
<CodesignKey>iPhone Developer</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<ConsolePause>false</ConsolePause>
<CodesignKey>iPhone Developer</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Ad-Hoc|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\Ad-Hoc</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<BuildIpa>true</BuildIpa>
<CodesignProvision>Automatic:AdHoc</CodesignProvision>
<CodesignKey>iPhone Distribution</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'AppStore|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\AppStore</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<CodesignKey>iPhone Distribution</CodesignKey>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<ConsolePause>false</ConsolePause>
<CodesignProvision>Automatic:AppStore</CodesignProvision>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="monotouch" />
<Reference Include="Lidgren.Network">
<HintPath>..\packages\MonoGame.Binaries.3.2.0\build\MonoTouch\Lidgren.Network.dll</HintPath>
</Reference>
<Reference Include="MonoGame.Framework">
<HintPath>..\packages\MonoGame.Binaries.3.2.0\build\MonoTouch\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<BundleResource Include="Resources\Default-568h%402x.png" />
</ItemGroup>
<ItemGroup>
<None Include="Info.plist" />
<None Include="Entitlements.plist" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Compile Include="GameMain.cs" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.MonoTouch.CSharp.targets" />
<Import Project="..\packages\MonoGame.Binaries.3.2.0\build\MonoTouch\MonoGame.Binaries.targets" Condition="Exists('..\packages\MonoGame.Binaries.3.2.0\build\MonoTouch\MonoGame.Binaries.targets')" />
<ItemGroup>
<ProjectReference Include="..\WalkingGame\WalkingGame.csproj">
<Project>{54D38409-0B81-4782-85F8-9CAF5EED8417}</Project>
<Name>WalkingGame</Name>
</ProjectReference>
</ItemGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="MonoGame" version="3.2.2" targetFramework="MonoTouch10" />
<package id="MonoGame.Binaries" version="3.2.0" targetFramework="MonoTouch10" />
</packages>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WalkingGame.iOS", "WalkingGame.iOS\WalkingGame.iOS.csproj", "{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WalkingGame", "WalkingGame\WalkingGame.csproj", "{54D38409-0B81-4782-85F8-9CAF5EED8417}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|iPhoneSimulator = Debug|iPhoneSimulator
Release|iPhoneSimulator = Release|iPhoneSimulator
Debug|iPhone = Debug|iPhone
Release|iPhone = Release|iPhone
Ad-Hoc|iPhone = Ad-Hoc|iPhone
AppStore|iPhone = AppStore|iPhone
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Ad-Hoc|iPhone.ActiveCfg = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Ad-Hoc|iPhone.Build.0 = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.AppStore|iPhone.ActiveCfg = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.AppStore|iPhone.Build.0 = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Debug|iPhone.ActiveCfg = Debug|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Debug|iPhone.Build.0 = Debug|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Debug|iPhoneSimulator.ActiveCfg = Debug|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Debug|iPhoneSimulator.Build.0 = Debug|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Release|iPhone.ActiveCfg = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Release|iPhone.Build.0 = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Release|iPhoneSimulator.ActiveCfg = Release|Any CPU
{54D38409-0B81-4782-85F8-9CAF5EED8417}.Release|iPhoneSimulator.Build.0 = Release|Any CPU
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Ad-Hoc|iPhone.ActiveCfg = Ad-Hoc|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Ad-Hoc|iPhone.Build.0 = Ad-Hoc|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.AppStore|iPhone.ActiveCfg = AppStore|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.AppStore|iPhone.Build.0 = AppStore|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Debug|iPhone.ActiveCfg = Debug|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Debug|iPhone.Build.0 = Debug|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Debug|iPhoneSimulator.ActiveCfg = Debug|iPhoneSimulator
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Debug|iPhoneSimulator.Build.0 = Debug|iPhoneSimulator
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Release|iPhone.ActiveCfg = Release|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Release|iPhone.Build.0 = Release|iPhone
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Release|iPhoneSimulator.ActiveCfg = Release|iPhoneSimulator
{7CC2FF72-19DA-4AE8-9A79-EC5781A1A4A1}.Release|iPhoneSimulator.Build.0 = Release|iPhoneSimulator
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = WalkingGame.iOS\WalkingGame.iOS.csproj
EndGlobalSection
EndGlobal

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace WalkingGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = true;
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
/// all 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);
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
// Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project.
[assembly: AssemblyTitle ("WalkingGame")]
[assembly: AssemblyDescription ("")]
[assembly: AssemblyConfiguration ("")]
[assembly: AssemblyCompany ("")]
[assembly: AssemblyProduct ("")]
[assembly: AssemblyCopyright ("vchelaru")]
[assembly: AssemblyTrademark ("")]
[assembly: AssemblyCulture ("")]
// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
// The form "{Major}.{Minor}.*" will automatically update the build and revision,
// and "{Major}.{Minor}.{Build}.*" will update just the revision.
[assembly: AssemblyVersion ("1.0.*")]
// 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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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectTypeGuids>{786C830F-07A1-408B-BD7F-6EE04809D6DB};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<ProjectGuid>{54D38409-0B81-4782-85F8-9CAF5EED8417}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace>WalkingGame</RootNamespace>
<AssemblyName>WalkingGame</AssemblyName>
<TargetFrameworkProfile>Profile78</TargetFrameworkProfile>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Game1.cs" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\Portable\$(TargetFrameworkVersion)\Microsoft.Portable.CSharp.targets" />
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>..\packages\MonoGame-Portable.3.2.1\lib\portable-net45+wp8+win8\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="MonoGame-Portable" version="3.2.1" targetFramework="portable-net45+win+wp80+MonoAndroid10+MonoTouch10" />
</packages>

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<?xml version="1.0" encoding="utf-8"?>
<repositories>
<repository path="../WalkingGame.iOS/packages.config" />
<repository path="../WalkingGame/packages.config" />
</repositories>