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The great samples reorganizing

espes 13 年之前
父節點
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69f92b9dae
共有 100 個文件被更改,包括 3 次插入405 次删除
  1. 0 0
      AdMob/Activity1.cs
  2. 0 0
      AdMob/AdMobHelper.cs
  3. 0 0
      AdMob/AdMobHelper.java
  4. 0 0
      AdMob/Assets/AboutAssets.txt
  5. 0 0
      AdMob/Game1.cs
  6. 0 0
      AdMob/GoogleAdMobAdsSdk-4.3.1.jar
  7. 0 0
      AdMob/MonoGame.Samples.AdMob.Android.csproj
  8. 0 0
      AdMob/Properties/AndroidManifest.xml
  9. 0 0
      AdMob/Properties/AssemblyInfo.cs
  10. 0 0
      AdMob/Resources/AboutResources.txt
  11. 0 0
      AdMob/Resources/Resource.designer.cs
  12. 0 0
      AdMob/Resources/drawable/Icon.png
  13. 0 0
      AdMob/Resources/drawable/Splash.png
  14. 0 0
      AdMob/Resources/layout/Main.axml
  15. 0 0
      AdMob/Resources/values/Styles.xml
  16. 0 0
      Aiming/AimingGame.cs
  17. 0 0
      Aiming/Content/cat.png
  18. 0 0
      Aiming/Content/spotlight.png
  19. 0 0
      Aiming/Default.png
  20. 0 0
      Aiming/GameThumbnail.png
  21. 0 0
      Aiming/Info.plist
  22. 0 0
      Aiming/Main.cs
  23. 0 0
      Aiming/MonoGame.Samples.Aiming.iOS.csproj
  24. 0 19
      Android/MonoGame.Samples.AdMob/Assets/AboutAssets.txt
  25. 0 19
      Android/MonoGame.Samples.CatapultWars/Assets/AboutAssets.txt
  26. 0 19
      Android/Primitives/Assets/AboutAssets.txt
  27. 0 307
      Android/Primitives/PrimitivesSampleGame.cs
  28. 0 19
      Android/RenderTarget2D/Assets/AboutAssets.txt
  29. 0 19
      Android/VideoPlayer/Assets/AboutAssets.txt
  30. 二進制
      Android/VideoPlayer/Assets/Content/sintel_trailer.mp4
  31. 1 1
      BackgroundThreadTester/BackgroundThreadTester.MacOS.csproj
  32. 0 0
      BackgroundThreadTester/Content/UiCursor.xnb
  33. 0 0
      BackgroundThreadTester/Content/beehive.png
  34. 0 0
      BackgroundThreadTester/Content/beehive.xnb
  35. 0 0
      BackgroundThreadTester/Content/fntStandard.xnb
  36. 0 0
      BackgroundThreadTester/Enums.cs
  37. 0 0
      BackgroundThreadTester/Game1.cs
  38. 0 0
      BackgroundThreadTester/Info.plist
  39. 0 0
      BackgroundThreadTester/InputManager.cs
  40. 0 0
      BackgroundThreadTester/MainMenu.xib
  41. 0 0
      BackgroundThreadTester/Object.cs
  42. 0 0
      BackgroundThreadTester/Program.cs
  43. 0 0
      BackgroundThreadTester/README.md
  44. 0 0
      BackgroundThreadTester/TestTexture.cs
  45. 0 0
      BackgroundThreadTester/TextManager.cs
  46. 0 0
      BatteryStatus/Content/SpriteFont1.xnb
  47. 0 0
      BatteryStatus/Default.png
  48. 0 0
      BatteryStatus/Game1.cs
  49. 0 0
      BatteryStatus/Info.iOS.plist
  50. 0 0
      BatteryStatus/MonoGame.Samples.BatteryStatus.iOS.csproj
  51. 0 0
      BatteryStatus/main.cs
  52. 1 1
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidBeltAssault.MacOS.csproj
  53. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidBeltAssault.sln
  54. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidManager.cs
  55. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/CollisionManager.cs
  56. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Fonts/Pericles14.xnb
  57. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion1.xnb
  58. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion2.xnb
  59. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion3.xnb
  60. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion4.xnb
  61. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Shot1.xnb
  62. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Shot2.xnb
  63. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Textures/SpriteSheet.xnb
  64. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Textures/TitleScreen.xnb
  65. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Enemy.cs
  66. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/EnemyManager.cs
  67. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/ExplosionManager.cs
  68. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Game.ico
  69. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Game1.cs
  70. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/GameThumbnail.png
  71. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Info.plist
  72. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/MonoGame.Samples.AsteroidBeltAssault.Linux.csproj
  73. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Particle.cs
  74. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/PlayerManager.cs
  75. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Program.cs
  76. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/README.md
  77. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/ShotManager.cs
  78. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/SoundManager.cs
  79. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Sprite.cs
  80. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/StarField.cs
  81. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Fonts/Pericles36.xnb
  82. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/Background.xnb
  83. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/Tile_Sheet.xnb
  84. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/TitleScreen.xnb
  85. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FadingPiece.cs
  86. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FallingPiece.cs
  87. 1 1
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FloodControl.MacOS.csproj
  88. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FloodControl.sln
  89. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Game.ico
  90. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Game1.cs
  91. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GameBoard.cs
  92. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GamePiece.cs
  93. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GameThumbnail.png
  94. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Info.plist
  95. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/MonoGame.Samples.FloodControl.Linux.csproj
  96. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Program.cs
  97. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/README.md
  98. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/RotatingPiece.cs
  99. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/ScoreZooms.cs
  100. 0 0
      BookSourceCode/XNAGameDevelopmentbyExampleCode/GemstoneHunter/AnimationStrip.cs

+ 0 - 0
Android/MonoGame.Samples.AdMob/Activity1.cs → AdMob/Activity1.cs


+ 0 - 0
Android/MonoGame.Samples.AdMob/AdMobHelper.cs → AdMob/AdMobHelper.cs


+ 0 - 0
Android/MonoGame.Samples.AdMob/AdMobHelper.java → AdMob/AdMobHelper.java


+ 0 - 0
Android/CatapultWarsNet/Assets/AboutAssets.txt → AdMob/Assets/AboutAssets.txt


+ 0 - 0
Android/MonoGame.Samples.AdMob/Game1.cs → AdMob/Game1.cs


+ 0 - 0
Android/MonoGame.Samples.AdMob/GoogleAdMobAdsSdk-4.3.1.jar → AdMob/GoogleAdMobAdsSdk-4.3.1.jar


+ 0 - 0
Android/MonoGame.Samples.AdMob/MonoGame.Samples.AdMob.csproj → AdMob/MonoGame.Samples.AdMob.Android.csproj


+ 0 - 0
Android/MonoGame.Samples.AdMob/Properties/AndroidManifest.xml → AdMob/Properties/AndroidManifest.xml


+ 0 - 0
Android/MonoGame.Samples.AdMob/Properties/AssemblyInfo.cs → AdMob/Properties/AssemblyInfo.cs


+ 0 - 0
Android/CatapultWarsNet/Resources/AboutResources.txt → AdMob/Resources/AboutResources.txt


+ 0 - 0
Android/MonoGame.Samples.AdMob/Resources/Resource.designer.cs → AdMob/Resources/Resource.designer.cs


+ 0 - 0
Android/CatapultWarsNet/Resources/drawable/Icon.png → AdMob/Resources/drawable/Icon.png


+ 0 - 0
Android/CatapultWarsNet/Resources/drawable-port/Splash.png → AdMob/Resources/drawable/Splash.png


+ 0 - 0
Android/MonoGame.Samples.AdMob/Resources/layout/Main.axml → AdMob/Resources/layout/Main.axml


+ 0 - 0
Android/CatapultWarsNet/Resources/values/Styles.xml → AdMob/Resources/values/Styles.xml


+ 0 - 0
iOS/Aiming/AimingGame.cs → Aiming/AimingGame.cs


+ 0 - 0
iOS/Aiming/Content/cat.png → Aiming/Content/cat.png


+ 0 - 0
iOS/Aiming/Content/spotlight.png → Aiming/Content/spotlight.png


+ 0 - 0
MacOS/VideoPlayer/Default.png → Aiming/Default.png


+ 0 - 0
iOS/Aiming/GameThumbnail.png → Aiming/GameThumbnail.png


+ 0 - 0
iOS/Aiming/Info.plist → Aiming/Info.plist


+ 0 - 0
iOS/Aiming/Main.cs → Aiming/Main.cs


+ 0 - 0
iOS/Aiming/MonoGame.Samples.Aiming.csproj → Aiming/MonoGame.Samples.Aiming.iOS.csproj


+ 0 - 19
Android/MonoGame.Samples.AdMob/Assets/AboutAssets.txt

@@ -1,19 +0,0 @@
-Any raw assets you want to be deployed with your application can be placed in
-this directory (and child directories) and given a Build Action of "AndroidAsset".
-
-These files will be deployed with you package and will be accessible using Android's
-AssetManager, like this:
-
-public class ReadAsset : Activity
-{
-	protected override void OnCreate (Bundle bundle)
-	{
-		base.OnCreate (bundle);
-
-		InputStream input = Assets.Open ("my_asset.txt");
-	}
-}
-
-Additionally, some Android functions will automatically load asset files:
-
-Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");

+ 0 - 19
Android/MonoGame.Samples.CatapultWars/Assets/AboutAssets.txt

@@ -1,19 +0,0 @@
-Any raw assets you want to be deployed with your application can be placed in
-this directory (and child directories) and given a Build Action of "AndroidAsset".
-
-These files will be deployed with you package and will be accessible using Android's
-AssetManager, like this:
-
-public class ReadAsset : Activity
-{
-	protected override void OnCreate (Bundle bundle)
-	{
-		base.OnCreate (bundle);
-
-		InputStream input = Assets.Open ("my_asset.txt");
-	}
-}
-
-Additionally, some Android functions will automatically load asset files:
-
-Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");

+ 0 - 19
Android/Primitives/Assets/AboutAssets.txt

@@ -1,19 +0,0 @@
-Any raw assets you want to be deployed with your application can be placed in
-this directory (and child directories) and given a Build Action of "AndroidAsset".
-
-These files will be deployed with you package and will be accessible using Android's
-AssetManager, like this:
-
-public class ReadAsset : Activity
-{
-	protected override void OnCreate (Bundle bundle)
-	{
-		base.OnCreate (bundle);
-
-		InputStream input = Assets.Open ("my_asset.txt");
-	}
-}
-
-Additionally, some Android functions will automatically load asset files:
-
-Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");

+ 0 - 307
Android/Primitives/PrimitivesSampleGame.cs

@@ -1,307 +0,0 @@
-#region File Description
-//-----------------------------------------------------------------------------
-// PrimitivesSampleGame.cs
-//
-// Microsoft XNA Community Game Platform
-// Copyright (C) Microsoft Corporation. All rights reserved.
-//-----------------------------------------------------------------------------
-#endregion
-
-#region Using Statements
-using System;
-using System.Collections.Generic;
-using System.Text;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Graphics;
-using Microsoft.Xna.Framework.Content;
-using Microsoft.Xna.Framework.Input;
-#endregion
-
-namespace PrimitivesSample
-{
-    // This sample illustrates the use of PrimitiveBatch to draw lines and points
-    // on the screen. Lines and points are used to recreate the Spacewars starter kit's
-    // retro mode.
-    public class PrimitivesSampleGame : Microsoft.Xna.Framework.Game
-    {
-        #region Constants
-
-        // this constant controls the number of stars that will be created when the game
-        // starts up.
-        const int NumStars = 500;
-
-        // what percentage of those stars will be "big" stars? the default is 20%.
-        const float PercentBigStars = .2f;
-
-        // how bright will stars be?  somewhere between these two values.
-        const byte MinimumStarBrightness = 56;
-        const byte MaximumStarBrightness = 255;
-
-        // how big is the ship?
-        const float ShipSizeX = 10f;
-        const float ShipSizeY = 15f;
-        const float ShipCutoutSize = 5f;
-
-        // the radius of the sun.
-        const float SunSize = 30f;
-
-        #endregion
-
-        #region Fields
-
-        GraphicsDeviceManager graphics;
-
-        // PrimitiveBatch is the new class introduced in this sample. We'll use it to
-        // draw everything in this sample, including the stars, ships, and sun.
-        PrimitiveBatch primitiveBatch;
-
-        // these two lists, stars, and starColors, keep track of the positions and
-        // colors of all the stars that we will randomly generate during the initialize
-        // phase.
-        List<Vector2> stars = new List<Vector2>();
-        List<Color> starColors = new List<Color>();
-
-        #endregion
-
-        #region Initialization
-        public PrimitivesSampleGame()
-        {
-            graphics = new GraphicsDeviceManager(this);
-            Content.RootDirectory = "Content";
-
-#if WINDOWS_PHONE || IPHONE || ANDROID
-            TargetElapsedTime = TimeSpan.FromTicks(333333);
-
-            graphics.PreferredBackBufferWidth = 480;
-            graphics.PreferredBackBufferHeight = 800;
-            graphics.IsFullScreen = true;
-#else
-            // set the backbuffer size to something that will work well on both xbox
-            // and windows.
-            graphics.PreferredBackBufferWidth = 853;
-            graphics.PreferredBackBufferHeight = 480;
-#endif
-        }
-
-        protected override void Initialize()
-        {
-            base.Initialize();
-
-            // CreateStars needs to know how big the GraphicsDevice's viewport is, so 
-            // once base.Initialize has been called, we can call this.
-            CreateStars();
-        }
-
-        private void CreateStars()
-        {
-            // since every star will be put in a random place and have a random color, 
-            // a random number generator might come in handy.
-            Random random = new Random();
-
-            // where can we put the stars?
-            int screenWidth = graphics.GraphicsDevice.Viewport.Width;
-            int screenHeight = graphics.GraphicsDevice.Viewport.Height;
-
-
-            for (int i = 0; i < NumStars; i++)
-            {
-                // pick a random spot...
-                Vector2 where = new Vector2(
-                    random.Next(0, screenWidth),
-                    random.Next(0, screenHeight));
-
-                // ...and a random color. it's safe to cast random.Next to a byte,
-                // because MinimumStarBrightness and MaximumStarBrightness are both
-                // bytes.
-                byte greyValue =
-                    (byte)random.Next(MinimumStarBrightness, MaximumStarBrightness);
-                Color color = new Color(greyValue, greyValue, greyValue);
-
-                // if the random number was greater than the percentage chance for a big
-                // star, this is just a normal star.
-                if ((float)random.NextDouble() > PercentBigStars)
-                {
-                    starColors.Add(color);
-                    stars.Add(where);
-                }
-                else
-                {
-                    // if this star is randomly selected to be a "big" star, we actually
-                    // add four points and colors to stars and starColors. big stars are
-                    // a block of four points, instead of just one point.
-                    for (int j = 0; j < 4; j++)
-                    {
-                        starColors.Add(color);
-                    }
-
-                    stars.Add(where);
-                    stars.Add(where + Vector2.UnitX);
-                    stars.Add(where + Vector2.UnitY);
-                    stars.Add(where + Vector2.One);
-                }
-            }
-        }
-
-        /// <summary>
-        /// Load your graphics content.
-        /// </summary>
-        protected override void LoadContent()
-        {
-            primitiveBatch = new PrimitiveBatch(graphics.GraphicsDevice);
-        }
-
-        #endregion
-
-        #region Update and Draw
-
-        /// <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)
-        {
-            // Allows the game to exit
-            if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
-                || Keyboard.GetState().IsKeyDown(Keys.Escape))
-                this.Exit();
-
-
-            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)
-        {
-            graphics.GraphicsDevice.Clear(Color.Black);
-
-            // how big is the screen? we'll use that information to center the sun
-            // and place the ships.
-            int screenWidth = graphics.GraphicsDevice.Viewport.Width;
-            int screenHeight = graphics.GraphicsDevice.Viewport.Height;
-
-            // draw the sun in the center
-            DrawSun(new Vector2(screenWidth / 2, screenHeight / 2));
-
-            // draw the left hand ship
-            DrawShip(new Vector2(100, screenHeight / 2));
-
-            // and the right hand ship
-            DrawShip(new Vector2(screenWidth - 100, screenHeight / 2));
-
-            DrawStars();
-
-            base.Draw(gameTime);
-        }
-
-        // DrawStars is called to do exactly what its name says: draw the stars.
-        private void DrawStars()
-        {
-            // stars are drawn as a list of points, so begin the primitiveBatch.
-            primitiveBatch.Begin(PrimitiveType.TriangleList);
-
-            // loop through all of the stars, and tell primitive batch to draw them.
-            // each star is a very small triangle.
-            for (int i = 0; i < stars.Count; i++)
-            {
-                primitiveBatch.AddVertex(stars[i], starColors[i]);
-                primitiveBatch.AddVertex(stars[i] + Vector2.UnitX, starColors[i]);
-                primitiveBatch.AddVertex(stars[i] + Vector2.UnitY, starColors[i]);
-            }
-
-            // and then tell it that we're done.
-            primitiveBatch.End();
-        }
-
-        // called to draw the spacewars ship at a point on the screen.
-        private void DrawShip(Vector2 where)
-        {
-            // tell the primitive batch to start drawing lines
-            primitiveBatch.Begin(PrimitiveType.LineList);
-
-            // from the nose, down the left hand side
-            primitiveBatch.AddVertex(
-                where + new Vector2(0f, -ShipSizeY), Color.White);
-            primitiveBatch.AddVertex(
-                where + new Vector2(-ShipSizeX, ShipSizeY), Color.White);
-
-            // to the right and up, into the cutout
-            primitiveBatch.AddVertex(
-                where + new Vector2(-ShipSizeX, ShipSizeY), Color.White);
-            primitiveBatch.AddVertex(
-                where + new Vector2(0f, ShipSizeY - ShipCutoutSize), Color.White);
-
-            // to the right and down, out of the cutout
-            primitiveBatch.AddVertex(
-                where + new Vector2(0f, ShipSizeY - ShipCutoutSize), Color.White);
-            primitiveBatch.AddVertex(
-                where + new Vector2(ShipSizeX, ShipSizeY), Color.White);
-
-            // and back up to the nose, where we started.
-            primitiveBatch.AddVertex(
-                where + new Vector2(ShipSizeX, ShipSizeY), Color.White);
-            primitiveBatch.AddVertex(
-                where + new Vector2(0f, -ShipSizeY), Color.White);
-
-            // and we're done.
-            primitiveBatch.End();
-        }
-
-        // called to draw the spacewars sun.
-        private void DrawSun(Vector2 where)
-        {
-            // the sun is made from 4 lines in a circle.
-            primitiveBatch.Begin(PrimitiveType.LineList);
-
-            // draw the vertical and horizontal lines
-            primitiveBatch.AddVertex(where + new Vector2(0, SunSize), Color.White);
-            primitiveBatch.AddVertex(where + new Vector2(0, -SunSize), Color.White);
-
-            primitiveBatch.AddVertex(where + new Vector2(SunSize, 0), Color.White);
-            primitiveBatch.AddVertex(where + new Vector2(-SunSize, 0), Color.White);
-
-            // to know where to draw the diagonal lines, we need to use trig.
-            // cosine of pi / 4 tells us what the x coordinate of a circle's radius is
-            // at 45 degrees. the y coordinate normally would come from sin, but sin and
-            // cos 45 are the same, so we can reuse cos for both x and y.
-            float sunSizeDiagonal = (float)Math.Cos(MathHelper.PiOver4);
-
-            // since that trig tells us the x and y for a unit circle, which has a
-            // radius of 1, we need scale that result by the sun's radius.
-            sunSizeDiagonal *= SunSize;
-
-            primitiveBatch.AddVertex(
-                where + new Vector2(-sunSizeDiagonal, sunSizeDiagonal), Color.Gray);
-            primitiveBatch.AddVertex(
-                where + new Vector2(sunSizeDiagonal, -sunSizeDiagonal), Color.Gray);
-
-            primitiveBatch.AddVertex(
-                where + new Vector2(sunSizeDiagonal, sunSizeDiagonal), Color.Gray);
-            primitiveBatch.AddVertex(
-                where + new Vector2(-sunSizeDiagonal, -sunSizeDiagonal), Color.Gray);
-
-            primitiveBatch.End();
-        }
-
-        #endregion
-
-//        #region Entry point
-//
-//        /// <summary>
-//        /// The main entry point for the application.
-//        /// </summary>
-//        static void Main()
-//        {
-//            using (PrimitivesSampleGame game = new PrimitivesSampleGame())
-//            {
-//                game.Run();
-//            }
-//        }
-//
-//        #endregion
-
-    }
-}

+ 0 - 19
Android/RenderTarget2D/Assets/AboutAssets.txt

@@ -1,19 +0,0 @@
-Any raw assets you want to be deployed with your application can be placed in
-this directory (and child directories) and given a Build Action of "AndroidAsset".
-
-These files will be deployed with you package and will be accessible using Android's
-AssetManager, like this:
-
-public class ReadAsset : Activity
-{
-	protected override void OnCreate (Bundle bundle)
-	{
-		base.OnCreate (bundle);
-
-		InputStream input = Assets.Open ("my_asset.txt");
-	}
-}
-
-Additionally, some Android functions will automatically load asset files:
-
-Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");

+ 0 - 19
Android/VideoPlayer/Assets/AboutAssets.txt

@@ -1,19 +0,0 @@
-Any raw assets you want to be deployed with your application can be placed in
-this directory (and child directories) and given a Build Action of "AndroidAsset".
-
-These files will be deployed with you package and will be accessible using Android's
-AssetManager, like this:
-
-public class ReadAsset : Activity
-{
-	protected override void OnCreate (Bundle bundle)
-	{
-		base.OnCreate (bundle);
-
-		InputStream input = Assets.Open ("my_asset.txt");
-	}
-}
-
-Additionally, some Android functions will automatically load asset files:
-
-Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");

二進制
Android/VideoPlayer/Assets/Content/sintel_trailer.mp4


+ 1 - 1
MacOS/BackgroundThreadTester/BackgroundThreadTester.csproj → BackgroundThreadTester/BackgroundThreadTester.MacOS.csproj

@@ -68,7 +68,7 @@
     <InterfaceDefinition Include="MainMenu.xib" />
   </ItemGroup>
   <ItemGroup>
-    <ProjectReference Include="..\..\..\MonoGame.Framework\MonoGame.Framework.MacOS.csproj">
+    <ProjectReference Include="..\..\MonoGame.Framework\MonoGame.Framework.MacOS.csproj">
       <Project>{36C538E6-C32A-4A8D-A39C-566173D7118E}</Project>
       <Name>MonoGame.Framework.MacOS</Name>
     </ProjectReference>

+ 0 - 0
MacOS/BackgroundThreadTester/Content/UiCursor.xnb → BackgroundThreadTester/Content/UiCursor.xnb


+ 0 - 0
MacOS/BackgroundThreadTester/Content/beehive.png → BackgroundThreadTester/Content/beehive.png


+ 0 - 0
MacOS/BackgroundThreadTester/Content/beehive.xnb → BackgroundThreadTester/Content/beehive.xnb


+ 0 - 0
MacOS/BackgroundThreadTester/Content/fntStandard.xnb → BackgroundThreadTester/Content/fntStandard.xnb


+ 0 - 0
MacOS/BackgroundThreadTester/Enums.cs → BackgroundThreadTester/Enums.cs


+ 0 - 0
MacOS/BackgroundThreadTester/Game1.cs → BackgroundThreadTester/Game1.cs


+ 0 - 0
MacOS/BackgroundThreadTester/Info.plist → BackgroundThreadTester/Info.plist


+ 0 - 0
MacOS/BackgroundThreadTester/InputManager.cs → BackgroundThreadTester/InputManager.cs


+ 0 - 0
MacOS/BackgroundThreadTester/MainMenu.xib → BackgroundThreadTester/MainMenu.xib


+ 0 - 0
MacOS/BackgroundThreadTester/Object.cs → BackgroundThreadTester/Object.cs


+ 0 - 0
MacOS/BackgroundThreadTester/Program.cs → BackgroundThreadTester/Program.cs


+ 0 - 0
MacOS/BackgroundThreadTester/README.md → BackgroundThreadTester/README.md


+ 0 - 0
MacOS/BackgroundThreadTester/TestTexture.cs → BackgroundThreadTester/TestTexture.cs


+ 0 - 0
MacOS/BackgroundThreadTester/TextManager.cs → BackgroundThreadTester/TextManager.cs


+ 0 - 0
iOS/BatteryStatus/Content/SpriteFont1.xnb → BatteryStatus/Content/SpriteFont1.xnb


+ 0 - 0
iOS/Aiming/Default.png → BatteryStatus/Default.png


+ 0 - 0
iOS/BatteryStatus/Game1.cs → BatteryStatus/Game1.cs


+ 0 - 0
iOS/BatteryStatus/Info.plist → BatteryStatus/Info.iOS.plist


+ 0 - 0
iOS/BatteryStatus/MonoGame.Samples.BatteryStatus.csproj → BatteryStatus/MonoGame.Samples.BatteryStatus.iOS.csproj


+ 0 - 0
iOS/BatteryStatus/main.cs → BatteryStatus/main.cs


+ 1 - 1
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidBeltAssault.csproj → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidBeltAssault.MacOS.csproj

@@ -46,7 +46,7 @@
   <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
   <Import Project="$(MSBuildExtensionsPath)\Mono\MonoMac\v0.0\Mono.MonoMac.targets" />
   <ItemGroup>
-    <ProjectReference Include="..\..\..\..\..\MonoGame.Framework\MonoGame.Framework.MacOS.csproj">
+    <ProjectReference Include="..\..\..\..\MonoGame.Framework\MonoGame.Framework.MacOS.csproj">
       <Project>{36C538E6-C32A-4A8D-A39C-566173D7118E}</Project>
       <Name>MonoGame.Framework.MacOS</Name>
     </ProjectReference>

+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidBeltAssault.sln → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidBeltAssault.sln


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidManager.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/AsteroidManager.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/CollisionManager.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/CollisionManager.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Fonts/Pericles14.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Fonts/Pericles14.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion1.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion1.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion2.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion2.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion3.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion3.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion4.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Explosion4.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Shot1.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Shot1.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Shot2.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Sounds/Shot2.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Textures/SpriteSheet.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Textures/SpriteSheet.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Textures/TitleScreen.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Content/Textures/TitleScreen.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Enemy.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Enemy.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/EnemyManager.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/EnemyManager.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/ExplosionManager.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/ExplosionManager.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Game.ico → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Game.ico


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Game1.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Game1.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/GameThumbnail.png → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/GameThumbnail.png


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Info.plist → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Info.plist


+ 0 - 0
Linux/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/MonoGame.Samples.AsteroidBeltAssault.Linux.csproj → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/MonoGame.Samples.AsteroidBeltAssault.Linux.csproj


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Particle.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Particle.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/PlayerManager.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/PlayerManager.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Program.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Program.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/README.md → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/README.md


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/ShotManager.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/ShotManager.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/SoundManager.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/SoundManager.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Sprite.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/Sprite.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/StarField.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/AsteroidBeltAssault/StarField.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Fonts/Pericles36.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Fonts/Pericles36.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/Background.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/Background.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/Tile_Sheet.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/Tile_Sheet.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/TitleScreen.xnb → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Content/Textures/TitleScreen.xnb


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FadingPiece.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FadingPiece.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FallingPiece.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FallingPiece.cs


+ 1 - 1
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FloodControl.csproj → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FloodControl.MacOS.csproj

@@ -59,7 +59,7 @@
     <Compile Include="ScoreZooms.cs" />
   </ItemGroup>
   <ItemGroup>
-    <ProjectReference Include="..\..\..\..\..\MonoGame.Framework\MonoGame.Framework.MacOS.csproj">
+    <ProjectReference Include="..\..\..\..\MonoGame.Framework\MonoGame.Framework.MacOS.csproj">
       <Project>{36C538E6-C32A-4A8D-A39C-566173D7118E}</Project>
       <Name>MonoGame.Framework.MacOS</Name>
     </ProjectReference>

+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FloodControl.sln → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/FloodControl.sln


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Game.ico → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Game.ico


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Game1.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Game1.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GameBoard.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GameBoard.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GamePiece.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GamePiece.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GameThumbnail.png → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/GameThumbnail.png


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Info.plist → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Info.plist


+ 0 - 0
Linux/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/MonoGame.Samples.FloodControl.Linux.csproj → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/MonoGame.Samples.FloodControl.Linux.csproj


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Program.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/Program.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/README.md → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/README.md


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/RotatingPiece.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/RotatingPiece.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/ScoreZooms.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/FloodControl/ScoreZooms.cs


+ 0 - 0
MacOS/BookSourceCode/XNAGameDevelopmentbyExampleCode/GemstoneHunter/AnimationStrip.cs → BookSourceCode/XNAGameDevelopmentbyExampleCode/GemstoneHunter/AnimationStrip.cs


部分文件因文件數量過多而無法顯示