Axios-Sandbox

Axios-Sandbox Commit Details


Date:2012-07-23 22:15:00 (12 years 8 months ago)
Author:Natalie Adams
Branch:default
Commit:582ddc97e151
Message:Initial commit

Changes:
Asandbox.sln (full)
Asandbox/sandbox/Axios.WP7.dll
Asandbox/sandbox/Axios.Windows.dll
Asandbox/sandbox/Axios.Xbox360.dll
Asandbox/sandbox/Program.cs (full)
Asandbox/sandbox/Properties/AssemblyInfo.cs (full)
Asandbox/sandbox/Screens/Texture2DFactTest.cs (full)
Asandbox/sandbox/sandbox.csproj (full)
Asandbox/sandbox/sandbox.csproj.user (full)
Asandbox/sandboxContent/Common/Thumbs.db
Asandbox/sandboxContent/Common/arrow.png
Asandbox/sandboxContent/Common/buttons.png
Asandbox/sandboxContent/Common/cursor.png
Asandbox/sandboxContent/Common/gradient.png
Asandbox/sandboxContent/Common/logo.png
Asandbox/sandboxContent/Common/popup.png
Asandbox/sandboxContent/Common/slider.png
Asandbox/sandboxContent/Common/socket.png
Asandbox/sandboxContent/Common/stick.png
Asandbox/sandboxContent/Console.spritefont (full)
Asandbox/sandboxContent/Fonts/credits.spritefont (full)
Asandbox/sandboxContent/Fonts/detailsFont.spritefont (full)
Asandbox/sandboxContent/Fonts/frameRateCounterFont.spritefont (full)
Asandbox/sandboxContent/Fonts/helptext.spritefont (full)
Asandbox/sandboxContent/Fonts/menufont.spritefont (full)
Asandbox/sandboxContent/Materials/blank.png
Asandbox/sandboxContent/Materials/dots.png
Asandbox/sandboxContent/Materials/pavement.png
Asandbox/sandboxContent/Materials/squares.png
Asandbox/sandboxContent/Materials/waves.png
Asandbox/sandboxContent/Samples/alphabet.png
Asandbox/sandboxContent/Samples/car.png
Asandbox/sandboxContent/Samples/goo.png
Asandbox/sandboxContent/Samples/link.png
Asandbox/sandboxContent/Samples/object.png
Asandbox/sandboxContent/Samples/wheel.png
Asandbox/sandboxContent/Texture2DFactTest/town_tiles_1-4.png
Asandbox/sandboxContent/background.png
Asandbox/sandboxContent/font.spritefont (full)
Asandbox/sandboxContent/sandboxContent.contentproj (full)
Asandbox/sandboxContent/sandboxContent.contentproj.user (full)
Asandbox/sandboxContent/scorefont.spritefont (full)

File differences

sandbox.sln
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "sandbox", "sandbox\sandbox\sandbox.csproj", "{8E7BEA44-E8A6-412C-8547-3B338A02B26C}"
EndProject
Project("{96E2B04D-8817-42C6-938A-82C39BA4D311}") = "sandboxContent", "sandbox\sandboxContent\sandboxContent.contentproj", "{D69E458D-4561-4AEA-94F2-7ABEC93D82F4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{8E7BEA44-E8A6-412C-8547-3B338A02B26C}.Debug|x86.ActiveCfg = Debug|x86
{8E7BEA44-E8A6-412C-8547-3B338A02B26C}.Debug|x86.Build.0 = Debug|x86
{8E7BEA44-E8A6-412C-8547-3B338A02B26C}.Release|x86.ActiveCfg = Release|x86
{8E7BEA44-E8A6-412C-8547-3B338A02B26C}.Release|x86.Build.0 = Release|x86
{D69E458D-4561-4AEA-94F2-7ABEC93D82F4}.Debug|x86.ActiveCfg = Debug|x86
{D69E458D-4561-4AEA-94F2-7ABEC93D82F4}.Release|x86.ActiveCfg = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
sandbox/sandbox/Program.cs
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using System;
namespace sandbox
{
#if WINDOWS || XBOX
    static class Program
    {
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            using (Game1 game = new Game1())
            {
                game.Run();
            }
        }
    }
#endif
}
sandbox/sandbox/Properties/AssemblyInfo.cs
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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("sandbox")]
[assembly: AssemblyProduct("sandbox")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyCopyright("Copyright ©  2012")]
[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. Only Windows
// assemblies support COM.
[assembly: ComVisible(false)]
// On Windows, the following GUID is for the ID of the typelib if this
// project is exposed to COM. On other platforms, it unique identifies the
// title storage container when deploying this assembly to the device.
[assembly: Guid("bcb5b5e5-ce8f-4bb0-aaa0-ca7a65f7c606")]
// Version information for an assembly consists of the following four values:
//
//      Major Version
//      Minor Version
//      Build Number
//      Revision
//
[assembly: AssemblyVersion("1.0.0.0")]
sandbox/sandbox/Screens/Texture2DFactTest.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Axios.Engine;
using Microsoft.Xna.Framework.Graphics;
using Axios.Engine.Factories;
using Microsoft.Xna.Framework;
namespace sandbox.Screens
{
    class Texture2DFactTest : AxiosGameScreen
    {
        private Texture2D town_tile;
        private Texture2D drawme;
        public override void Activate(bool instancePreserved)
        {
            base.Activate(instancePreserved);
           
            town_tile = ScreenManager.Game.Content.Load<Texture2D>("Texture2DFactTest/town_tiles_1-4");
            List<Texture2D> list_of_tiles = new List<Texture2D>();
            for (int i = 0; i < 10; i++)
            {
                list_of_tiles.Add(town_tile);
            }
            drawme = Texture2DFactory.CreateFromList(list_of_tiles, 80, 80);
        }
        public override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
            ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View);
            ScreenManager.SpriteBatch.Draw(drawme, Vector2.Zero,
           null,
           Color.White, 0, Vector2.Zero, 1f,
           SpriteEffects.None, 0f);
            ScreenManager.SpriteBatch.End();
        }
    }
}
sandbox/sandbox/sandbox.csproj
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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>
    <ProjectGuid>{8E7BEA44-E8A6-412C-8547-3B338A02B26C}</ProjectGuid>
    <ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
    <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
    <OutputType>WinExe</OutputType>
    <AppDesignerFolder>Properties</AppDesignerFolder>
    <RootNamespace>sandbox</RootNamespace>
    <AssemblyName>sandbox</AssemblyName>
    <TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
    <TargetFrameworkProfile>Client</TargetFrameworkProfile>
    <XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
    <XnaPlatform>Windows</XnaPlatform>
    <XnaProfile>Reach</XnaProfile>
    <XnaCrossPlatformGroupID>667e6d7a-1b8e-42b4-9de4-5055b2a10863</XnaCrossPlatformGroupID>
    <XnaOutputType>Game</XnaOutputType>
    <ApplicationIcon>Game.ico</ApplicationIcon>
    <Thumbnail>GameThumbnail.png</Thumbnail>
    <PublishUrl>publish\</PublishUrl>
    <Install>true</Install>
    <InstallFrom>Disk</InstallFrom>
    <UpdateEnabled>false</UpdateEnabled>
    <UpdateMode>Foreground</UpdateMode>
    <UpdateInterval>7</UpdateInterval>
    <UpdateIntervalUnits>Days</UpdateIntervalUnits>
    <UpdatePeriodically>false</UpdatePeriodically>
    <UpdateRequired>false</UpdateRequired>
    <MapFileExtensions>true</MapFileExtensions>
    <ApplicationRevision>0</ApplicationRevision>
    <ApplicationVersion>1.0.0.%2a</ApplicationVersion>
    <IsWebBootstrapper>false</IsWebBootstrapper>
    <UseApplicationTrust>false</UseApplicationTrust>
    <BootstrapperEnabled>true</BootstrapperEnabled>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
    <DebugSymbols>true</DebugSymbols>
    <DebugType>full</DebugType>
    <Optimize>false</Optimize>
    <OutputPath>bin\x86\Debug</OutputPath>
    <DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
    <NoStdLib>true</NoStdLib>
    <UseVSHostingProcess>false</UseVSHostingProcess>
    <PlatformTarget>x86</PlatformTarget>
    <XnaCompressContent>false</XnaCompressContent>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
    <DebugType>pdbonly</DebugType>
    <Optimize>true</Optimize>
    <OutputPath>bin\x86\Release</OutputPath>
    <DefineConstants>TRACE;WINDOWS</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
    <NoStdLib>true</NoStdLib>
    <UseVSHostingProcess>false</UseVSHostingProcess>
    <PlatformTarget>x86</PlatformTarget>
    <XnaCompressContent>true</XnaCompressContent>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="Axios.Windows">
      <HintPath>.\Axios.Windows.dll</HintPath>
    </Reference>
    <Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
    <Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
    <Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
    <Reference Include="Microsoft.Xna.Framework.GamerServices, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
    <Reference Include="mscorlib" />
    <Reference Include="System" />
    <Reference Include="System.Xml" />
    <Reference Include="System.Core" />
    <Reference Include="System.Xml.Linq" />
    <Reference Include="System.Net" />
  </ItemGroup>
  <ItemGroup>
    <Compile Include="Menus\MainMenu.cs" />
    <Compile Include="Properties\AssemblyInfo.cs" />
    <Compile Include="Program.cs" />
    <Compile Include="Game1.cs" />
    <Compile Include="Screens\Texture2DFactTest.cs" />
  </ItemGroup>
  <ItemGroup>
    <Content Include="Game.ico" />
    <Content Include="GameThumbnail.png">
      <XnaPlatformSpecific>true</XnaPlatformSpecific>
    </Content>
  </ItemGroup>
  <ItemGroup>
    <ProjectReference Include="..\sandboxContent\sandboxContent.contentproj">
      <Name>sandboxContent</Name>
      <XnaReferenceType>Content</XnaReferenceType>
    </ProjectReference>
  </ItemGroup>
  <ItemGroup>
    <BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
      <Visible>False</Visible>
      <ProductName>Microsoft .NET Framework 4 Client Profile %28x86 and x64%29</ProductName>
      <Install>true</Install>
    </BootstrapperPackage>
    <BootstrapperPackage Include="Microsoft.Net.Client.3.5">
      <Visible>False</Visible>
      <ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
      <Install>false</Install>
    </BootstrapperPackage>
    <BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
      <Visible>False</Visible>
      <ProductName>.NET Framework 3.5 SP1</ProductName>
      <Install>false</Install>
    </BootstrapperPackage>
    <BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
      <Visible>False</Visible>
      <ProductName>Windows Installer 3.1</ProductName>
      <Install>true</Install>
    </BootstrapperPackage>
    <BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
      <Visible>False</Visible>
      <ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
      <Install>true</Install>
    </BootstrapperPackage>
  </ItemGroup>
  <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
  <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
  <!--
      To modify your build process, add your task inside one of the targets below and uncomment it.
      Other similar extension points exist, see Microsoft.Common.targets.
      <Target Name="BeforeBuild">
      </Target>
      <Target Name="AfterBuild">
      </Target>
    -->
</Project>
sandbox/sandbox/sandbox.csproj.user
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<PublishUrlHistory />
<InstallUrlHistory />
<SupportUrlHistory />
<UpdateUrlHistory />
<BootstrapperUrlHistory />
<ErrorReportUrlHistory />
<FallbackCulture>en-US</FallbackCulture>
<VerifyUploadedFiles>false</VerifyUploadedFiles>
</PropertyGroup>
</Project>
sandbox/sandboxContent/Console.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Segoe UI Mono</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>14</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
sandbox/sandboxContent/Fonts/credits.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Calibri</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>15</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
sandbox/sandboxContent/Fonts/detailsFont.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<FontName>Courier New</FontName>
<Size>10</Size>
<Spacing>1</Spacing>
<Style>Bold</Style>
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
sandbox/sandboxContent/Fonts/frameRateCounterFont.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<FontName>Arial</FontName>
<Size>10</Size>
<Spacing>2</Spacing>
<Style>Bold</Style>
<CharacterRegions>
<CharacterRegion>
<Start>f</Start>
<End>f</End>
</CharacterRegion>
<CharacterRegion>
<Start>p</Start>
<End>p</End>
</CharacterRegion>
<CharacterRegion>
<Start>t</Start>
<End>t</End>
</CharacterRegion>
<CharacterRegion>
<Start>n</Start>
<End>n</End>
</CharacterRegion>
<CharacterRegion>
<Start>s</Start>
<End>s</End>
</CharacterRegion>
<CharacterRegion>
<Start>:</Start>
<End>:</End>
</CharacterRegion>
<CharacterRegion>
<Start> </Start>
<End> </End>
</CharacterRegion>
<CharacterRegion>
<Start>0</Start>
<End>9</End>
</CharacterRegion>
<CharacterRegion>
<Start>.</Start>
<End>.</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
sandbox/sandboxContent/Fonts/helptext.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Segoe UI Mono</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>8</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
sandbox/sandboxContent/Fonts/menufont.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<FontName>Segoe UI Mono</FontName>
<Size>23</Size>
<Spacing>2</Spacing>
<Style>Regular</Style>
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
sandbox/sandboxContent/font.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Arial</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>10</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
sandbox/sandboxContent/sandboxContent.contentproj
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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>
<ProjectGuid>{D69E458D-4561-4AEA-94F2-7ABEC93D82F4}</ProjectGuid>
<ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<ContentRootDirectory>Content</ContentRootDirectory>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
<PropertyGroup>
<RootNamespace>sandboxContent</RootNamespace>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.VideoImporters, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
</ItemGroup>
<ItemGroup>
<Compile Include="background.png">
<Name>background</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\arrow.png">
<Name>arrow</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\buttons.png">
<Name>buttons</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\cursor.png">
<Name>cursor</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\gradient.png">
<Name>gradient</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\logo.png">
<Name>logo</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\popup.png">
<Name>popup</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\slider.png">
<Name>slider</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\socket.png">
<Name>socket</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Common\stick.png">
<Name>stick</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Materials\blank.png">
<Name>blank</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Materials\dots.png">
<Name>dots</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Materials\pavement.png">
<Name>pavement</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Materials\squares.png">
<Name>squares</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Materials\waves.png">
<Name>waves</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Samples\alphabet.png">
<Name>alphabet</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Samples\car.png">
<Name>car</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Samples\goo.png">
<Name>goo</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Samples\link.png">
<Name>link</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Samples\object.png">
<Name>object</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="Samples\wheel.png">
<Name>wheel</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Console.spritefont">
<Name>Console</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="font.spritefont">
<Name>font</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="Fonts\credits.spritefont">
<Name>credits</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="Fonts\detailsFont.spritefont">
<Name>detailsFont</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="Fonts\frameRateCounterFont.spritefont">
<Name>frameRateCounterFont</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="Fonts\helptext.spritefont">
<Name>helptext</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="Fonts\menufont.spritefont">
<Name>menufont</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
<Compile Include="scorefont.spritefont">
<Name>scorefont</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Texture2DFactTest\town_tiles_1-4.png">
<Name>town_tiles_1-4</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
sandbox/sandboxContent/sandboxContent.contentproj.user
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectView>ShowAllFiles</ProjectView>
</PropertyGroup>
</Project>
sandbox/sandboxContent/scorefont.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Segoe UI Mono</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>8</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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