axiosplatformer

axiosplatformer Commit Details


Date:2013-01-12 17:59:00 (11 years 11 months ago)
Author:Natalie Adams
Branch:default
Commit:4eda13b57be3
Message:Initial commit

Changes:
AAxiosPlatformer.sln (full)
AAxiosPlatformer/AxiosPlatformer/Game.ico
AAxiosPlatformer/AxiosPlatformer/Game1.cs (full)
AAxiosPlatformer/AxiosPlatformer/GameScreens/LevelLoader.cs (full)
AAxiosPlatformer/AxiosPlatformer/GameThumbnail.png
AAxiosPlatformer/AxiosPlatformer/Levels/level1.xml.gz
AAxiosPlatformer/AxiosPlatformer/MenuScreens/MainMenu.cs (full)
AAxiosPlatformer/AxiosPlatformer/Objects/AnimatedCharacter.cs (full)
AAxiosPlatformer/AxiosPlatformer/Objects/Player.cs (full)
AAxiosPlatformer/AxiosPlatformer/Objects/Textureobject.cs (full)
AAxiosPlatformer/AxiosPlatformer/Program.cs (full)
AAxiosPlatformer/AxiosPlatformer/Properties/AssemblyInfo.cs (full)
AAxiosPlatformer/AxiosPlatformerContent/AxiosPlatformerContent.contentproj (full)
AAxiosPlatformer/AxiosPlatformerContent/Common/arrow.png
AAxiosPlatformer/AxiosPlatformerContent/Common/buttons.png
AAxiosPlatformer/AxiosPlatformerContent/Common/cursor.png
AAxiosPlatformer/AxiosPlatformerContent/Common/gradient.png
AAxiosPlatformer/AxiosPlatformerContent/Common/logo.png
AAxiosPlatformer/AxiosPlatformerContent/Common/popup.png
AAxiosPlatformer/AxiosPlatformerContent/Common/slider.png
AAxiosPlatformer/AxiosPlatformerContent/Common/socket.png
AAxiosPlatformer/AxiosPlatformerContent/Common/stick.png
AAxiosPlatformer/AxiosPlatformerContent/Console.spritefont (full)
AAxiosPlatformer/AxiosPlatformerContent/Fonts/credits.spritefont (full)
AAxiosPlatformer/AxiosPlatformerContent/Fonts/detailsFont.spritefont (full)
AAxiosPlatformer/AxiosPlatformerContent/Fonts/frameRateCounterFont.spritefont (full)
AAxiosPlatformer/AxiosPlatformerContent/Fonts/helptext.spritefont (full)
AAxiosPlatformer/AxiosPlatformerContent/Fonts/menufont.spritefont (full)
AAxiosPlatformer/AxiosPlatformerContent/Materials/blank.png
AAxiosPlatformer/AxiosPlatformerContent/Materials/dots.png
AAxiosPlatformer/AxiosPlatformerContent/Materials/pavement.png
AAxiosPlatformer/AxiosPlatformerContent/Materials/squares.png
AAxiosPlatformer/AxiosPlatformerContent/Materials/waves.png
AAxiosPlatformer/AxiosPlatformerContent/Samples/alphabet.png
AAxiosPlatformer/AxiosPlatformerContent/Samples/car.png
AAxiosPlatformer/AxiosPlatformerContent/Samples/goo.png
AAxiosPlatformer/AxiosPlatformerContent/Samples/link.png
AAxiosPlatformer/AxiosPlatformerContent/Samples/object.png
AAxiosPlatformer/AxiosPlatformerContent/Samples/wheel.png
AAxiosPlatformer/AxiosPlatformerContent/font.spritefont (full)
AAxiosPlatformer/AxiosPlatformerContent/gleed2d.exe
AAxiosPlatformer/AxiosPlatformerContent/gzip.bat (full)
AAxiosPlatformer/AxiosPlatformerContent/gzip.exe
AAxiosPlatformer/AxiosPlatformerContent/level1.xml (full)
AAxiosPlatformer/AxiosPlatformerContent/level1.xml.gz
AAxiosPlatformer/AxiosPlatformerContent/log.txt (full)
AAxiosPlatformer/AxiosPlatformerContent/settings.xml (full)
AAxiosPlatformer/AxiosPlatformerContent/tiles/alien_plant.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/block.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/bonus.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/bonus_used.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/bridge.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/bush.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/front.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/jump.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/sheet/walk_sheet.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/side.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0001.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0002.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0003.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0004.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0005.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0006.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0007.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0008.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0009.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0010.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/character/walk/walk0011.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/cloud_1.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/cloud_2.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/cloud_3.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/coin_bronze.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/coin_gold.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/coin_silver.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/crate.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/enemies/fly_dead.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/enemies/fly_fly.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/enemies/fly_normal.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/enemies/slime_dead.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/enemies/slime_normal.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/enemies/slime_walk.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/fence.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/fence_broken.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/grass.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/ground.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/ground_cave.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/ground_dirt.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/ground_rock.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/ground_sand.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/hill_long.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/hill_short.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/key_blue.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/key_green.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/key_red.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/key_yellow.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/lava.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/lock_blue.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/lock_green.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/lock_red.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/lock_yellow.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/plank.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/rock.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/shroom.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/spikes.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/switch_blue_off.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/switch_blue_on.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/switch_green_off.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/switch_green_on.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/switch_red_off.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/switch_red_on.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/switch_yellow_off.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/switch_yellow_on.png
AAxiosPlatformer/AxiosPlatformerContent/tiles/water.png

File differences

AxiosPlatformer.sln
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AxiosPlatformer", "AxiosPlatformer\AxiosPlatformer\AxiosPlatformer.csproj", "{28C42944-C45F-4533-A0D3-354E8CD29E92}"
EndProject
Project("{96E2B04D-8817-42C6-938A-82C39BA4D311}") = "AxiosPlatformerContent", "AxiosPlatformer\AxiosPlatformerContent\AxiosPlatformerContent.contentproj", "{4B855C88-34F8-49E0-A377-F129E40683BC}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{28C42944-C45F-4533-A0D3-354E8CD29E92}.Debug|x86.ActiveCfg = Debug|x86
{28C42944-C45F-4533-A0D3-354E8CD29E92}.Debug|x86.Build.0 = Debug|x86
{28C42944-C45F-4533-A0D3-354E8CD29E92}.Release|x86.ActiveCfg = Release|x86
{28C42944-C45F-4533-A0D3-354E8CD29E92}.Release|x86.Build.0 = Release|x86
{4B855C88-34F8-49E0-A377-F129E40683BC}.Debug|x86.ActiveCfg = Debug|x86
{4B855C88-34F8-49E0-A377-F129E40683BC}.Release|x86.ActiveCfg = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
AxiosPlatformer/AxiosPlatformer/Game1.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using GameStateManagement;
using FarseerPhysics.SamplesFramework;
using AxiosPlatformer.MenuScreens;
namespace AxiosPlatformer
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public ScreenManager ScreenManager { get; set; }
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720;
ConvertUnits.SetDisplayUnitToSimUnitRatio(Axios.Settings.DisplayUnitToSimUnitRatio);
ScreenManager = new ScreenManager(this);
Components.Add(ScreenManager);
}
/// <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();
ScreenManager.AddScreen(new MainMenu());
}
/// <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)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// 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);
}
}
}
AxiosPlatformer/AxiosPlatformer/GameScreens/LevelLoader.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 System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using FarseerPhysics.Dynamics;
using Axios.Engine.Gleed2D;
using Axios.Engine.File;
using FarseerPhysics.SamplesFramework;
using System.IO.Compression;
using AxiosPlatformer.Objects;
namespace AxiosPlatformer.GameScreens
{
#if WINDOWS
class GameConsole : AxiosCommandConsole
{
public GameConsole(AxiosGameScreen gameScreen)
: base(gameScreen)
{
//LoadDefault();
}
protected override void LoadContent()
{
LoadDefault();
base.LoadContent();
}
}
#endif
class LevelLoader : AxiosGameScreen
{
private int level = 1;
//start from first level
public LevelLoader()
{
EnableCameraControl = true;
}
public LevelLoader(int level)
{
this.level = level;
}
public override bool LoadRectangleItem(RectangleItem rectangleitem)
{
base.LoadRectangleItem(rectangleitem);
if (rectangleitem.CustomProperties.Keys.Contains("Playerstart") && (bool)rectangleitem.CustomProperties.Keys.Contains("Playerstart"))
{
AddGameObject(new Player(ConvertUnits.ToSimUnits(rectangleitem.Position)));
return false;
}
return true;
}
public override void Activate(bool instancePreserved)
{
base.Activate(instancePreserved);
AxiosTitleFile file = new AxiosTitleFile("Levels/level" + level.ToString() + ".xml.gz");
GZipStream zipstream = new GZipStream(file.GetStream(FileMode.Open), CompressionMode.Decompress);
Level = Level.FromStream(zipstream, this);
World.Gravity = new Vector2(0, 10f);
}
public override bool LoadTextureItem(TextureItem textureitem)
{
base.LoadTextureItem(textureitem);
if (textureitem.Layer.CustomProperties.Keys.Contains("Collision") && (bool)textureitem.Layer.CustomProperties.Keys.Contains("Collision"))
{
Textureobject tobj = new Textureobject(textureitem.texture);
tobj.Position = ConvertUnits.ToSimUnits(textureitem.Position);
AddGameObject(tobj);
}
return true;
}
}
}
AxiosPlatformer/AxiosPlatformer/MenuScreens/MainMenu.cs
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using GameStateManagement;
using Microsoft.Xna.Framework;
using AxiosPlatformer.GameScreens;
namespace AxiosPlatformer.MenuScreens
{
class MainMenu : MenuScreen
{
public MainMenu() : base("Axios Platformer") { }
public override void Activate(bool instancePreserved)
{
base.Activate(instancePreserved);
MenuEntries.Add(new MenuEntry("New Game"));
//MenuEntries.Add(new MenuEntry("Load Game"));
//MenuEntries.Add(new MenuEntry("Options"));
MenuEntries.Add(new MenuEntry("Exit Game"));
}
protected override void OnSelectEntry(int entryIndex, PlayerIndex playerIndex)
{
base.OnSelectEntry(entryIndex, playerIndex);
switch (entryIndex)
{
case 0:
ScreenManager.AddScreen(new LevelLoader(), PlayerIndex.One);
break;
case 1:
break;
case 3:
this.ScreenManager.Game.Exit();
break;
default:
break;
}
}
protected override void OnCancel(PlayerIndex playerIndex)
{
base.OnCancel(playerIndex);
ScreenManager.Game.Exit();
}
}
}
AxiosPlatformer/AxiosPlatformer/Objects/AnimatedCharacter.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 Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework;
namespace AxiosPlatformer.Objects
{
class AnimatedCharacter : SimpleDrawableAxiosGameObject
{
public enum Direction
{
Up,
Down,
Left,
Right
}
public Direction? _direction = Direction.Down;
protected Texture2D _playersheet = null;
protected List<Texture2D> _characterdown = null;
protected List<Texture2D> _characterup = null;
protected List<Texture2D> _characterleft = null;
protected List<Texture2D> _characterright = null;
protected int _currentFrame = 0;
protected int _prevFrame = 0;
protected int _endFrame = 0;
protected int _startFrame = 0;
protected float _interval = 150;
protected float _timer = 0;
protected bool Animate = false;
protected float Walkingspeed = 5;
public override void LoadContent(AxiosGameScreen gameScreen)
{
base.LoadContent(gameScreen);
}
protected void Move(Direction direction)
{
Animate = true;
switch (direction)
{
case Direction.Left:
_direction = Direction.Left;
BodyPart.ApplyLinearImpulse(new Vector2(-Walkingspeed, 0));
break;
case Direction.Right:
_direction = Direction.Right;
BodyPart.ApplyLinearImpulse(new Vector2(Walkingspeed, 0));
break;
case Direction.Up:
_direction = Direction.Up;
BodyPart.ApplyLinearImpulse(new Vector2(0, -200f), BodyPart.Position);
//dyPart.LinearVelocity =
break;
/*case Direction.Down:
_direction = Direction.Down;
BodyPart.LinearVelocity = new Vector2(0, Walkingspeed);
break;*/
}
}
protected void UpdateAnimation()
{
if (_direction == Direction.Left)
{
//pull from left sprite sheet
Texture = _characterleft[_currentFrame];
}
else if (_direction == Direction.Up)
{
Texture = _characterup[_currentFrame];
}
//else if (_direction == Direction.Down)
//{
// Texture = _characterdown[_currentFrame];
//}
else if (_direction == Direction.Right)
{
Texture = _characterright[_currentFrame];
}
}
public override void Update(AxiosGameScreen gameScreen, GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
{
base.Update(gameScreen, gameTime, otherScreenHasFocus, coveredByOtherScreen);
HandleAnimation((float)gameTime.ElapsedGameTime.TotalMilliseconds);
UpdateAnimation();
}
protected void HandleAnimation(float gameTime)
{
_startFrame = 0;
switch (_direction)
{
case Direction.Left:
_endFrame = _characterleft.Count;
break;
case Direction.Right:
_endFrame = _characterright.Count;
break;
//case Direction.Down:
// _endFrame = _characterdown.Count;
// break;
case Direction.Up:
_endFrame = _characterup.Count;
break;
}
--_endFrame;
if (_currentFrame <= _startFrame || _currentFrame >= _endFrame)
_currentFrame = _startFrame;
else
_currentFrame = _prevFrame;
_timer += gameTime;
if (_timer > _interval) // check timer
{
if (Animate)
_currentFrame++; // go to the next frame of animation
_timer = 0f; // reset the timer
}
if (_currentFrame > (_endFrame))
{
_currentFrame = _startFrame;
}
_prevFrame = _currentFrame;
}
}
}
AxiosPlatformer/AxiosPlatformer/Objects/Player.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.Extensions;
using FarseerPhysics.Factories;
using FarseerPhysics.SamplesFramework;
using GameStateManagement;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Axios.Engine.Gleed2D;
namespace AxiosPlatformer.Objects
{
class Player : AnimatedCharacter
{
private Vector2 initialpos;
public Player(Vector2 pos)
{
this.initialpos = pos;
}
private bool jumping = false;
public override void Update(AxiosGameScreen gameScreen, GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
{
base.Update(gameScreen, gameTime, otherScreenHasFocus, coveredByOtherScreen);
//this.BodyPart.LinearVelocity = new Vector2(0, -5f);
}
public override void LoadContent(AxiosGameScreen gameScreen)
{
base.LoadContent(gameScreen);
int xcount, ycount;
List<Texture2D> walksheets = new List<Texture2D>();
for(int i = 1; i < 12; i++)
walksheets.Add( gameScreen.ScreenManager.Game.Content.Load<Texture2D>("tiles/character/walk/walk00" + i.ToString("D2")));
//_playersheet =
/*Texture2D[] tmpsheets = _playersheet.SplitFlat(192, 32, out xcount, out ycount);
Texture2D[] tmpsheetsdown = tmpsheets[0].SplitFlat(24, 32, out xcount, out ycount);
Texture2D[] tmpsheetsup = tmpsheets[1].SplitFlat(24, 32, out xcount, out ycount);
Texture2D[] tmpsheetsleft = tmpsheets[2].SplitFlat(24, 32, out xcount, out ycount);
Texture2D[] tmpsheetsright = tmpsheets[3].SplitFlat(24, 32, out xcount, out ycount);*/
//_characterdown = walksheets.GetRange(0, 1);
_characterup = walksheets.GetRange(0, 1);
_characterleft = walksheets;
_characterright = walksheets;
Texture = walksheets[0];
//offset the width by a little
BodyPart = BodyFactory.CreateRectangle(gameScreen.World, ConvertUnits.ToSimUnits(Texture.Width - 5), ConvertUnits.ToSimUnits(Texture.Height), 2f);
this.Origin = new Vector2(Texture.Width / 2f, Texture.Height / 2f);
BodyPart.Mass = 1f;
BodyPart.Position = initialpos;
BodyPart.FixedRotation = true;
BodyPart.UserData = this;
BodyPart.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic;
BodyPart.OnCollision += new FarseerPhysics.Dynamics.OnCollisionEventHandler(BodyPart_OnCollision);
BodyPart.Friction = 1f;
BodyPart.Restitution = 0f;
}
bool BodyPart_OnCollision(FarseerPhysics.Dynamics.Fixture fixtureA, FarseerPhysics.Dynamics.Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
{
if (fixtureB.UserData is Textureobject)
{
Textureobject item = (Textureobject)fixtureB.UserData;
jumping = false;
}
return true;
}
public override void HandleInput(AxiosGameScreen gameScreen, InputState input, GameTime gameTime)
{
base.HandleInput(gameScreen, input, gameTime);
//if (gameScreen.Console != null && gameScreen.Console.Active)
// return;
PlayerIndex p;
Animate = false;
if (input.IsKeyPressed(Keys.A, PlayerIndex.One, out p))
{
Move(Direction.Left);
}
if (input.IsKeyPressed(Keys.W, PlayerIndex.One, out p) && !jumping)
{
Move(Direction.Up);
jumping = true;
}
//else if (input.IsKeyPressed(Keys.S, PlayerIndex.One, out p))
//{
// Move(Direction.Down);
//}
if (input.IsKeyPressed(Keys.D, PlayerIndex.One, out p))
{
Move(Direction.Right);
}
else
{
//BodyPart.LinearVelocity = Vector2.Zero;
}
}
public override void OnMouseDown(AxiosGameScreen gameScreen, InputState input)
{
base.OnMouseDown(gameScreen, input);
Console.WriteLine("clicked");
}
}
}
AxiosPlatformer/AxiosPlatformer/Objects/Textureobject.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 FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace AxiosPlatformer.Objects
{
class Textureobject : SimpleDrawableAxiosGameObject
{
public Textureobject(Texture2D texture)
{
this.Texture = texture;
}
public override void LoadContent(AxiosGameScreen gameScreen)
{
base.LoadContent(gameScreen);
CreateBodyFromTexture(gameScreen);
this.BodyPart.BodyType = BodyType.Static;
}
/*public override void Draw(AxiosGameScreen gameScreen, GameTime gameTime)
{
}*/
}
}
AxiosPlatformer/AxiosPlatformer/Program.cs
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using System;
namespace AxiosPlatformer
{
#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
}
AxiosPlatformer/AxiosPlatformer/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("AxiosPlatformer")]
[assembly: AssemblyProduct("AxiosPlatformer")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyCopyright("Copyright © 2013")]
[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("376eb46d-36ba-41b4-9759-ab8e4175161e")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.0.0")]
AxiosPlatformer/AxiosPlatformerContent/AxiosPlatformerContent.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>{4B855C88-34F8-49E0-A377-F129E40683BC}</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>AxiosPlatformerContent</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="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>
<Compile Include="tiles\alien_plant.png">
<Name>alien_plant</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\block.png">
<Name>block</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\bonus.png">
<Name>bonus</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\bonus_used.png">
<Name>bonus_used</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\bridge.png">
<Name>bridge</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\bush.png">
<Name>bush</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\front.png">
<Name>front</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\jump.png">
<Name>jump</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\sheet\walk_sheet.png">
<Name>walk_sheet</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\side.png">
<Name>side</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0001.png">
<Name>walk0001</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0002.png">
<Name>walk0002</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0003.png">
<Name>walk0003</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0004.png">
<Name>walk0004</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0005.png">
<Name>walk0005</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0006.png">
<Name>walk0006</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0007.png">
<Name>walk0007</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0008.png">
<Name>walk0008</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0009.png">
<Name>walk0009</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0010.png">
<Name>walk0010</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\character\walk\walk0011.png">
<Name>walk0011</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\cloud_1.png">
<Name>cloud_1</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\cloud_2.png">
<Name>cloud_2</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\cloud_3.png">
<Name>cloud_3</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\coin_bronze.png">
<Name>coin_bronze</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\coin_gold.png">
<Name>coin_gold</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\coin_silver.png">
<Name>coin_silver</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\crate.png">
<Name>crate</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\enemies\fly_dead.png">
<Name>fly_dead</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\enemies\fly_fly.png">
<Name>fly_fly</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\enemies\fly_normal.png">
<Name>fly_normal</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\enemies\slime_dead.png">
<Name>slime_dead</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\enemies\slime_normal.png">
<Name>slime_normal</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\enemies\slime_walk.png">
<Name>slime_walk</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\fence.png">
<Name>fence</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\fence_broken.png">
<Name>fence_broken</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\grass.png">
<Name>grass</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\ground.png">
<Name>ground</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\ground_cave.png">
<Name>ground_cave</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\ground_dirt.png">
<Name>ground_dirt</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\ground_rock.png">
<Name>ground_rock</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\ground_sand.png">
<Name>ground_sand</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\hill_long.png">
<Name>hill_long</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\hill_short.png">
<Name>hill_short</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\key_blue.png">
<Name>key_blue</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\key_green.png">
<Name>key_green</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\key_red.png">
<Name>key_red</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\key_yellow.png">
<Name>key_yellow</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\lava.png">
<Name>lava</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\lock_blue.png">
<Name>lock_blue</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\lock_green.png">
<Name>lock_green</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\lock_red.png">
<Name>lock_red</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\lock_yellow.png">
<Name>lock_yellow</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\plank.png">
<Name>plank</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\rock.png">
<Name>rock</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\shroom.png">
<Name>shroom</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\spikes.png">
<Name>spikes</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\switch_blue_off.png">
<Name>switch_blue_off</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\switch_blue_on.png">
<Name>switch_blue_on</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\switch_green_off.png">
<Name>switch_green_off</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\switch_green_on.png">
<Name>switch_green_on</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\switch_red_off.png">
<Name>switch_red_off</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\switch_red_on.png">
<Name>switch_red_on</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\switch_yellow_off.png">
<Name>switch_yellow_off</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\switch_yellow_on.png">
<Name>switch_yellow_on</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="tiles\water.png">
<Name>water</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>
</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>
AxiosPlatformer/AxiosPlatformerContent/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>
AxiosPlatformer/AxiosPlatformerContent/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>
AxiosPlatformer/AxiosPlatformerContent/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>
AxiosPlatformer/AxiosPlatformerContent/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>
AxiosPlatformer/AxiosPlatformerContent/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>
AxiosPlatformer/AxiosPlatformerContent/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>
AxiosPlatformer/AxiosPlatformerContent/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>
AxiosPlatformer/AxiosPlatformerContent/gzip.bat
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@echo off
REM http://stackoverflow.com/questions/9252980/how-to-split-the-filename-from-a-full-path-in-batch
For %%A in ("%1") do (
Set Folder=%%~dpA
Set Name=%%~nxA
)
set Name=%Name:"=%
gzip -f -k %Name%
copy %1.gz "../AxiosPlatformer/Levels/%Name%.gz"
AxiosPlatformer/AxiosPlatformerContent/level1.xml
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<?xml version="1.0"?>
<Level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" Name="Level_01" Visible="true">
<Layers>
<Layer Name="Layer1" Visible="true">
<Items>
<Item xsi:type="TextureItem" Name="Texture_0001" Visible="true">
<Position>
<X>-292</X>
<Y>89</Y>
</Position>
<CustomProperties />
<Rotation>0</Rotation>
<Scale>
<X>1</X>
<Y>1</Y>
</Scale>
<TintColor>
<R>255</R>
<G>255</G>
<B>255</B>
<A>255</A>
<PackedValue>4294967295</PackedValue>
</TintColor>
<FlipHorizontally>false</FlipHorizontally>
<FlipVertically>false</FlipVertically>
<texture_filename>tiles\ground.png</texture_filename>
<asset_name>tiles\ground</asset_name>
<Origin>
<X>35</X>
<Y>35</Y>
</Origin>
</Item>
<Item xsi:type="TextureItem" Name="Texture_0002" Visible="true">
<Position>
<X>-222</X>
<Y>88</Y>
</Position>
<CustomProperties />
<Rotation>0</Rotation>
<Scale>
<X>1</X>
<Y>1</Y>
</Scale>
<TintColor>
<R>255</R>
<G>255</G>
<B>255</B>
<A>255</A>
<PackedValue>4294967295</PackedValue>
</TintColor>
<FlipHorizontally>false</FlipHorizontally>
<FlipVertically>false</FlipVertically>
<texture_filename>tiles\ground.png</texture_filename>
<asset_name>tiles\ground</asset_name>
<Origin>
<X>35</X>
<Y>35</Y>
</Origin>
</Item>
<Item xsi:type="TextureItem" Name="Texture_0003" Visible="true">
<Position>
<X>-152</X>
<Y>86</Y>
</Position>
<CustomProperties />
<Rotation>0</Rotation>
<Scale>
<X>1</X>
<Y>1</Y>
</Scale>
<TintColor>
<R>255</R>
<G>255</G>
<B>255</B>
<A>255</A>
<PackedValue>4294967295</PackedValue>
</TintColor>
<FlipHorizontally>false</FlipHorizontally>
<FlipVertically>false</FlipVertically>
<texture_filename>tiles\ground.png</texture_filename>
<asset_name>tiles\ground</asset_name>
<Origin>
<X>35</X>
<Y>35</Y>
</Origin>
</Item>
<Item xsi:type="TextureItem" Name="Texture_0004" Visible="true">
<Position>
<X>-82</X>
<Y>84</Y>
</Position>
<CustomProperties />
<Rotation>0</Rotation>
<Scale>
<X>1</X>
<Y>1</Y>
</Scale>
<TintColor>
<R>255</R>
<G>255</G>
<B>255</B>
<A>255</A>
<PackedValue>4294967295</PackedValue>
</TintColor>
<FlipHorizontally>false</FlipHorizontally>
<FlipVertically>false</FlipVertically>
<texture_filename>tiles\ground.png</texture_filename>
<asset_name>tiles\ground</asset_name>
<Origin>
<X>35</X>
<Y>35</Y>
</Origin>
</Item>
<Item xsi:type="TextureItem" Name="Texture_0005" Visible="true">
<Position>
<X>-12</X>
<Y>84</Y>
</Position>
<CustomProperties />
<Rotation>0</Rotation>
<Scale>
<X>1</X>
<Y>1</Y>
</Scale>
<TintColor>
<R>255</R>
<G>255</G>
<B>255</B>
<A>255</A>
<PackedValue>4294967295</PackedValue>
</TintColor>
<FlipHorizontally>false</FlipHorizontally>
<FlipVertically>false</FlipVertically>
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AxiosPlatformer/AxiosPlatformerContent/log.txt
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1/12/2013 3:37:49 PM.147 - Log File created.
1/12/2013 3:37:49 PM.159 - Application started.
1/12/2013 3:37:49 PM.712 - Creating Game1 object.
1/12/2013 3:37:49 PM.858 - Game1 creation started.
1/12/2013 3:37:49 PM.874 - Creating Winform.
1/12/2013 3:37:50 PM.313 - Winform created.
1/12/2013 3:37:50 PM.317 - Game1 creation ended.
1/12/2013 3:37:50 PM.400 - Creating Editor object.
1/12/2013 3:37:50 PM.407 - Editor creation started.
1/12/2013 3:37:50 PM.414 - Loading Resources.
1/12/2013 3:37:50 PM.499 - Resources loaded.
1/12/2013 3:37:50 PM.502 - Loading Settings.
1/12/2013 3:37:50 PM.655 - Settings loaded.
1/12/2013 3:37:50 PM.658 - Creating new level.
1/12/2013 3:38:01 PM.712 - New level created.
1/12/2013 3:38:01 PM.753 - Editor creation ended.
1/12/2013 3:54:10 PM.513 - pictureBox1_Resize().
AxiosPlatformer/AxiosPlatformerContent/settings.xml
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<?xml version="1.0"?>
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<DefaultContentRootFolder>C:\repos\axios-platformer\AxiosPlatformer\AxiosPlatformerContent</DefaultContentRootFolder>
<CameraSpeed>500</CameraSpeed>
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</Constants>

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