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############################################################################### | ||
# Set default behavior to automatically normalize line endings. | ||
############################################################################### | ||
* text=auto | ||
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############################################################################### | ||
# Set default behavior for command prompt diff. | ||
# | ||
# This is need for earlier builds of msysgit that does not have it on by | ||
# default for csharp files. | ||
# Note: This is only used by command line | ||
############################################################################### | ||
#*.cs diff=csharp | ||
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############################################################################### | ||
# Set the merge driver for project and solution files | ||
# | ||
# Merging from the command prompt will add diff markers to the files if there | ||
# are conflicts (Merging from VS is not affected by the settings below, in VS | ||
# the diff markers are never inserted). Diff markers may cause the following | ||
# file extensions to fail to load in VS. An alternative would be to treat | ||
# these files as binary and thus will always conflict and require user | ||
# intervention with every merge. To do so, just uncomment the entries below | ||
############################################################################### | ||
#*.sln merge=binary | ||
#*.csproj merge=binary | ||
#*.vbproj merge=binary | ||
#*.vcxproj merge=binary | ||
#*.vcproj merge=binary | ||
#*.dbproj merge=binary | ||
#*.fsproj merge=binary | ||
#*.lsproj merge=binary | ||
#*.wixproj merge=binary | ||
#*.modelproj merge=binary | ||
#*.sqlproj merge=binary | ||
#*.wwaproj merge=binary | ||
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############################################################################### | ||
# behavior for image files | ||
# | ||
# image files are treated as binary by default. | ||
############################################################################### | ||
#*.jpg binary | ||
#*.png binary | ||
#*.gif binary | ||
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############################################################################### | ||
# diff behavior for common document formats | ||
# | ||
# Convert binary document formats to text before diffing them. This feature | ||
# is only available from the command line. Turn it on by uncommenting the | ||
# entries below. | ||
############################################################################### | ||
#*.doc diff=astextplain | ||
#*.DOC diff=astextplain | ||
#*.docx diff=astextplain | ||
#*.DOCX diff=astextplain | ||
#*.dot diff=astextplain | ||
#*.DOT diff=astextplain | ||
#*.pdf diff=astextplain | ||
#*.PDF diff=astextplain | ||
#*.rtf diff=astextplain | ||
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio 14 | ||
VisualStudioVersion = 14.0.23107.0 | ||
MinimumVisualStudioVersion = 10.0.40219.1 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "war-of-katan", "war-of-katan\war-of-katan.csproj", "{95E995D5-7CB5-4A95-B37E-8AEEFF3964F2}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|x86 = Debug|x86 | ||
Release|x86 = Release|x86 | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{95E995D5-7CB5-4A95-B37E-8AEEFF3964F2}.Debug|x86.ActiveCfg = Debug|x86 | ||
{95E995D5-7CB5-4A95-B37E-8AEEFF3964F2}.Debug|x86.Build.0 = Debug|x86 | ||
{95E995D5-7CB5-4A95-B37E-8AEEFF3964F2}.Release|x86.ActiveCfg = Release|x86 | ||
{95E995D5-7CB5-4A95-B37E-8AEEFF3964F2}.Release|x86.Build.0 = Release|x86 | ||
EndGlobalSection | ||
GlobalSection(SolutionProperties) = preSolution | ||
HideSolutionNode = FALSE | ||
EndGlobalSection | ||
EndGlobal |
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#----------------------------- Global Properties ----------------------------# | ||
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/outputDir:bin/Windows | ||
/intermediateDir:obj/Windows | ||
/platform:Windows | ||
/config: | ||
/profile:Reach | ||
/compress:False | ||
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#-------------------------------- References --------------------------------# | ||
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#---------------------------------- Content ---------------------------------# | ||
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using Microsoft.Xna.Framework; | ||
using Microsoft.Xna.Framework.Graphics; | ||
using Microsoft.Xna.Framework.Input; | ||
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namespace Katan | ||
{ | ||
/// <summary> | ||
/// This is the main type for your game. | ||
/// </summary> | ||
public class Game1 : Game | ||
{ | ||
GraphicsDeviceManager graphics; | ||
SpriteBatch spriteBatch; | ||
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public Game1() | ||
{ | ||
graphics = new GraphicsDeviceManager(this); | ||
Content.RootDirectory = "Content"; | ||
} | ||
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/// <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 | ||
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base.Initialize(); | ||
} | ||
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/// <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); | ||
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// TODO: use this.Content to load your game content here | ||
} | ||
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/// <summary> | ||
/// UnloadContent will be called once per game and is the place to unload | ||
/// game-specific content. | ||
/// </summary> | ||
protected override void UnloadContent() | ||
{ | ||
// TODO: Unload any non ContentManager content here | ||
} | ||
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/// <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) | ||
{ | ||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | ||
Exit(); | ||
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// TODO: Add your update logic here | ||
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base.Update(gameTime); | ||
} | ||
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/// <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); | ||
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// TODO: Add your drawing code here | ||
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base.Draw(gameTime); | ||
} | ||
} | ||
} |
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
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namespace Katan | ||
{ | ||
namespace Graphics | ||
{ | ||
interface ISuspendable | ||
{ | ||
void Suspend(); | ||
void Resume(); | ||
} | ||
} | ||
} |
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using Katan.Graphics; | ||
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namespace Katan | ||
{ | ||
namespace Screens | ||
{ | ||
class MainMenuScreen : Screen | ||
{ | ||
/// <summary> | ||
/// Creates and instance of the MainMenu object. | ||
/// </summary> | ||
public MainMenuScreen() | ||
{ | ||
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} | ||
/// <summary> | ||
/// Loads all needed content for the MainMenuScreen object. | ||
/// </summary> | ||
public override void LoadContent() | ||
{ | ||
base.LoadContent(); | ||
} | ||
/// <summary> | ||
/// Updates the Screen object. | ||
/// </summary> | ||
public override void Update() | ||
{ | ||
base.Update(); | ||
} | ||
/// <summary> | ||
/// Draws the Screen object. | ||
/// </summary> | ||
public override void Draw() | ||
{ | ||
base.Draw(); | ||
} | ||
/// <summary> | ||
/// Unloads the Screen object from memory. | ||
/// </summary> | ||
public override void UnloadContent() | ||
{ | ||
base.UnloadContent(); | ||
} | ||
} | ||
} | ||
} |
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using System; | ||
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namespace Katan | ||
{ | ||
#if WINDOWS || LINUX | ||
/// <summary> | ||
/// The main class. | ||
/// </summary> | ||
public static class Program | ||
{ | ||
/// <summary> | ||
/// The main entry point for the application. | ||
/// </summary> | ||
[STAThread] | ||
static void Main() | ||
{ | ||
using (var game = new Game1()) | ||
game.Run(); | ||
} | ||
} | ||
#endif | ||
} |
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using System.Reflection; | ||
using System.Runtime.CompilerServices; | ||
using System.Runtime.InteropServices; | ||
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// 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("war-of-katan")] | ||
[assembly: AssemblyProduct("war-of-katan")] | ||
[assembly: AssemblyConfiguration("")] | ||
[assembly: AssemblyDescription("")] | ||
[assembly: AssemblyCompany("")] | ||
[assembly: AssemblyCopyright("Copyright © 2016")] | ||
[assembly: AssemblyTrademark("")] | ||
[assembly: AssemblyCulture("")] | ||
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// Setting ComVisible to false makes the types in this assembly not visible | ||
// to COM components. If you need to access a type in this assembly from | ||
// COM, set the ComVisible attribute to true on that type. | ||
[assembly: ComVisible(false)] | ||
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// The following GUID is for the ID of the typelib if this project is exposed to COM | ||
[assembly: Guid("c5345625-1135-4eb3-984a-b87d67c3d45f")] | ||
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// Version information for an assembly consists of the following four values: | ||
// | ||
// Major Version | ||
// Minor Version | ||
// Build Number | ||
// Revision | ||
// | ||
// You can specify all the values or you can default the Build and Revision Numbers | ||
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion("3.5.0.1260")] | ||
[assembly: AssemblyFileVersion("3.5.0.1260")] |
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
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namespace Katan | ||
{ | ||
namespace Graphics | ||
{ | ||
class Screen | ||
{ | ||
protected bool loaded; | ||
/// <summary> | ||
/// Default constructor for Screen object. | ||
/// </summary> | ||
public Screen() | ||
{ | ||
loaded = false; | ||
} | ||
/// <summary> | ||
/// Loads all content needed for Screen object instance. | ||
/// </summary> | ||
public virtual void LoadContent() | ||
{ | ||
loaded = true; | ||
} | ||
/// <summary> | ||
/// Runs any logic needed for any components within the Screen object container. | ||
/// </summary> | ||
public virtual void Update() | ||
{ | ||
if(!loaded) | ||
{ | ||
throw new ScreenNotLoadedException(); | ||
} | ||
} | ||
/// <summary> | ||
/// Draws all components of the Screen object to the active graphics object. | ||
/// </summary> | ||
public virtual void Draw() | ||
{ | ||
if (!loaded) | ||
{ | ||
throw new ScreenNotLoadedException(); | ||
} | ||
} | ||
/// <summary> | ||
/// Frees all unneeded resources before deleting the Screen object. | ||
/// </summary> | ||
public virtual void UnloadContent() | ||
{ | ||
loaded = false; | ||
} | ||
public bool IsLoaded() | ||
{ | ||
return loaded; | ||
} | ||
} | ||
class ScreenNotLoadedException : Exception | ||
{ | ||
public ScreenNotLoadedException() | ||
{ | ||
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} | ||
} | ||
class ScreenNotFoundException : Exception | ||
{ | ||
public ScreenNotFoundException() | ||
{ | ||
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} | ||
} | ||
} | ||
} |
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