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 + + + +