diff --git a/FloodControl/FloodControl.sln b/FloodControl/FloodControl.sln
new file mode 100644
index 0000000..cf885ae
--- /dev/null
+++ b/FloodControl/FloodControl.sln
@@ -0,0 +1,25 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 15
+VisualStudioVersion = 15.0.28307.136
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FloodControl", "FloodControl\FloodControl.csproj", "{1A84AE5A-6DCD-428B-90B2-DDB0FBD447B4}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|x86 = Debug|x86
+ Release|x86 = Release|x86
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {1A84AE5A-6DCD-428B-90B2-DDB0FBD447B4}.Debug|x86.ActiveCfg = Debug|x86
+ {1A84AE5A-6DCD-428B-90B2-DDB0FBD447B4}.Debug|x86.Build.0 = Debug|x86
+ {1A84AE5A-6DCD-428B-90B2-DDB0FBD447B4}.Release|x86.ActiveCfg = Release|x86
+ {1A84AE5A-6DCD-428B-90B2-DDB0FBD447B4}.Release|x86.Build.0 = Release|x86
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {A50C09A7-30E4-4684-BB9B-082539B4D396}
+ EndGlobalSection
+EndGlobal
diff --git a/FloodControl/FloodControl/Content/Content.mgcb b/FloodControl/FloodControl/Content/Content.mgcb
new file mode 100644
index 0000000..3c42606
--- /dev/null
+++ b/FloodControl/FloodControl/Content/Content.mgcb
@@ -0,0 +1,15 @@
+
+#----------------------------- Global Properties ----------------------------#
+
+/outputDir:bin/$(Platform)
+/intermediateDir:obj/$(Platform)
+/platform:Windows
+/config:
+/profile:Reach
+/compress:False
+
+#-------------------------------- References --------------------------------#
+
+
+#---------------------------------- Content ---------------------------------#
+
diff --git a/FloodControl/FloodControl/FloodControl.csproj b/FloodControl/FloodControl/FloodControl.csproj
new file mode 100644
index 0000000..aafcbb0
--- /dev/null
+++ b/FloodControl/FloodControl/FloodControl.csproj
@@ -0,0 +1,71 @@
+
+
+
+
+ Debug
+ x86
+ 8.0.30703
+ 2.0
+ {1A84AE5A-6DCD-428B-90B2-DDB0FBD447B4}
+ WinExe
+ Properties
+ FloodControl
+ FloodControl
+ 512
+ Windows
+ v4.5
+
+
+ x86
+ true
+ full
+ false
+ bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\
+ DEBUG;TRACE;WINDOWS
+ prompt
+ 4
+
+
+ x86
+ pdbonly
+ true
+ bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\
+ TRACE;WINDOWS
+ prompt
+ 4
+
+
+ Icon.ico
+
+
+ app.manifest
+
+
+
+
+
+
+
+
+ $(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/FloodControl/FloodControl/Game1.cs b/FloodControl/FloodControl/Game1.cs
new file mode 100644
index 0000000..aa63224
--- /dev/null
+++ b/FloodControl/FloodControl/Game1.cs
@@ -0,0 +1,83 @@
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using Microsoft.Xna.Framework.Input;
+
+namespace FloodControl
+{
+ ///
+ /// This is the main type for your game.
+ ///
+ public class Game1 : Game
+ {
+ GraphicsDeviceManager graphics;
+ SpriteBatch spriteBatch;
+
+ public Game1()
+ {
+ graphics = new GraphicsDeviceManager(this);
+ Content.RootDirectory = "Content";
+ }
+
+ ///
+ /// 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.
+ ///
+ protected override void Initialize()
+ {
+ // TODO: Add your initialization logic here
+
+ base.Initialize();
+ }
+
+ ///
+ /// LoadContent will be called once per game and is the place to load
+ /// all of your content.
+ ///
+ 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
+ }
+
+ ///
+ /// UnloadContent will be called once per game and is the place to unload
+ /// game-specific content.
+ ///
+ protected override void UnloadContent()
+ {
+ // TODO: Unload any non ContentManager content here
+ }
+
+ ///
+ /// Allows the game to run logic such as updating the world,
+ /// checking for collisions, gathering input, and playing audio.
+ ///
+ /// Provides a snapshot of timing values.
+ 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);
+ }
+
+ ///
+ /// This is called when the game should draw itself.
+ ///
+ /// Provides a snapshot of timing values.
+ protected override void Draw(GameTime gameTime)
+ {
+ GraphicsDevice.Clear(Color.CornflowerBlue);
+
+ // TODO: Add your drawing code here
+
+ base.Draw(gameTime);
+ }
+ }
+}
diff --git a/FloodControl/FloodControl/Icon.ico b/FloodControl/FloodControl/Icon.ico
new file mode 100644
index 0000000..7d9dec1
Binary files /dev/null and b/FloodControl/FloodControl/Icon.ico differ
diff --git a/FloodControl/FloodControl/Program.cs b/FloodControl/FloodControl/Program.cs
new file mode 100644
index 0000000..ef3eb89
--- /dev/null
+++ b/FloodControl/FloodControl/Program.cs
@@ -0,0 +1,22 @@
+using System;
+
+namespace FloodControl
+{
+#if WINDOWS || LINUX
+ ///
+ /// The main class.
+ ///
+ public static class Program
+ {
+ ///
+ /// The main entry point for the application.
+ ///
+ [STAThread]
+ static void Main()
+ {
+ using (var game = new Game1())
+ game.Run();
+ }
+ }
+#endif
+}
diff --git a/FloodControl/FloodControl/Properties/AssemblyInfo.cs b/FloodControl/FloodControl/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..e80d474
--- /dev/null
+++ b/FloodControl/FloodControl/Properties/AssemblyInfo.cs
@@ -0,0 +1,36 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("FloodControl")]
+[assembly: AssemblyProduct("FloodControl")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyCopyright("Copyright © 2018")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible
+// to COM components. If you need to access a type in this assembly from
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("a9fc220e-6e4c-4f52-a23d-659d90acd8f2")]
+
+// Version information for an assembly consists of the following four values:
+//
+// Major Version
+// Minor Version
+// Build Number
+// Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]
diff --git a/FloodControl/FloodControl/app.manifest b/FloodControl/FloodControl/app.manifest
new file mode 100644
index 0000000..592837c
--- /dev/null
+++ b/FloodControl/FloodControl/app.manifest
@@ -0,0 +1,42 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ true/pm
+
+
+
+