]> Dogcows Code - chaz/carfire/commitdiff
began on the basic character, player, and monster classes. Also created a second...
authorbrady <brady@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Sat, 10 Apr 2010 23:59:19 +0000 (23:59 +0000)
committerbrady <brady@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Sat, 10 Apr 2010 23:59:19 +0000 (23:59 +0000)
git-svn-id: https://bd85.net/svn/cs3505_group@58 92bb83a3-7c8f-8a45-bc97-515c4e399668

CarFire/CarFire/CarFire.sln
CarFire/CarFire/Character.cs [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/Character.cs [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/CharacterTestBed.csproj [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/Content/Content.contentproj [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/Content/pinball.png [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/Game.ico [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/Game1.cs [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/GameThumbnail.png [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/Program.cs [new file with mode: 0644]
CarFire/CarFire/CharacterTestBed/Properties/AssemblyInfo.cs [new file with mode: 0644]

index 9a8c63f4ce302459486dd69182ad54153ee70ff5..6ed4e2b22eaa4e8e25c7a0211c5fef0b12e1687e 100644 (file)
@@ -3,7 +3,13 @@ Microsoft Visual Studio Solution File, Format Version 10.00
 # Visual Studio 2008\r
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CarFire", "CarFire\CarFire.csproj", "{FDDA5BCD-3616-400D-A40B-CFD57C54D0F2}"\r
 EndProject\r
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CharacterTestBed", "CharacterTestBed\CharacterTestBed.csproj", "{757B5B2E-27C5-43E3-BF29-5025E9DDDBF1}"\r
+EndProject\r
 Global\r
+       GlobalSection(SubversionScc) = preSolution\r
+               Svn-Managed = True\r
+               Manager = AnkhSVN - Subversion Support for Visual Studio\r
+       EndGlobalSection\r
        GlobalSection(SolutionConfigurationPlatforms) = preSolution\r
                Debug|x86 = Debug|x86\r
                Release|x86 = Release|x86\r
@@ -15,6 +21,12 @@ Global
                {FDDA5BCD-3616-400D-A40B-CFD57C54D0F2}.Release|x86.Build.0 = Release|x86\r
                {C115BBCA-D6FD-42AF-B2A1-3E895808BC14}.Debug|x86.ActiveCfg = Debug|x86\r
                {C115BBCA-D6FD-42AF-B2A1-3E895808BC14}.Release|x86.ActiveCfg = Release|x86\r
+               {757B5B2E-27C5-43E3-BF29-5025E9DDDBF1}.Debug|x86.ActiveCfg = Debug|x86\r
+               {757B5B2E-27C5-43E3-BF29-5025E9DDDBF1}.Debug|x86.Build.0 = Debug|x86\r
+               {757B5B2E-27C5-43E3-BF29-5025E9DDDBF1}.Release|x86.ActiveCfg = Release|x86\r
+               {757B5B2E-27C5-43E3-BF29-5025E9DDDBF1}.Release|x86.Build.0 = Release|x86\r
+               {4F0BE90F-1E46-4959-80A5-E92B578F6A48}.Debug|x86.ActiveCfg = Debug|x86\r
+               {4F0BE90F-1E46-4959-80A5-E92B578F6A48}.Release|x86.ActiveCfg = Release|x86\r
        EndGlobalSection\r
        GlobalSection(SolutionProperties) = preSolution\r
                HideSolutionNode = FALSE\r
diff --git a/CarFire/CarFire/Character.cs b/CarFire/CarFire/Character.cs
new file mode 100644 (file)
index 0000000..3b9833e
--- /dev/null
@@ -0,0 +1,15 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using System.Text;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.Graphics;\r
+using Microsoft.Xna.Framework.Input;\r
+\r
+public class Character\r
+{\r
+       public Character()\r
+       {\r
+       }\r
+}\r
diff --git a/CarFire/CarFire/CharacterTestBed/Character.cs b/CarFire/CarFire/CharacterTestBed/Character.cs
new file mode 100644 (file)
index 0000000..3ebb093
--- /dev/null
@@ -0,0 +1,138 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using System.Text;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.Graphics;\r
+using Microsoft.Xna.Framework.Input;\r
+\r
+namespace CarFire\r
+{\r
+    /// <summary>\r
+    /// Base class for all Characters, \r
+    /// includes:   basic position information, \r
+    ///             character Texture\r
+    ///             health\r
+    ///             damage\r
+    /// </summary>\r
+    public class Character\r
+    {\r
+        //Member Variables\r
+        Map theMap;\r
+        int movementSpeed;\r
+        int gridX;\r
+        int gridY;\r
+        Texture2D charModel;\r
+        int health;\r
+        int damage;\r
+        int range;\r
+        bool isMoving;\r
+        int pixelX;\r
+        int pixelY;\r
+\r
+        /// <summary>\r
+        /// Call this method to give the game a chance to load its content.\r
+        /// </summary>\r
+        /// <param name="_currentMap">The map that this character will interact with</param>\r
+        /// <param name="_charModel">The model for this character</param>\r
+        /// <param name="_baseMovementSpeed">How fast the character moves</param>\r
+        /// <param name="_baseHealth">The starting health of the character</param>\r
+        /// <param name="_baseDamage">The base damage of the character</param>\r
+        /// <param name="_baseRange">The range of the character attack</param>\r
+        public Character(   Map _currentMap,\r
+                            Texture2D _charModel,\r
+                            int _baseMovementSpeed,\r
+                            int _baseHealth,\r
+                            int _baseDamage,\r
+                            int _baseRange)\r
+        {\r
+            theMap = _currentMap;\r
+            movementSpeed = _baseMovementSpeed;\r
+            gridX = 100; //should be included in the map as a designated spawn point to begin map\r
+            gridY = 100; // \r
+            charModel = _charModel;\r
+            health = _baseHealth;\r
+            range = _baseRange;\r
+            isMoving = false;\r
+            pixelX = gridX * 1;  // 1 needs to be changed to the size of the map grid, also someway need to be determined to change to screen cordinates from would the world cordinates \r
+            pixelY = gridY * 1;  //\r
+        }\r
+\r
+        public void Draw(SpriteBatch spriteBatch)\r
+        {\r
+            spriteBatch.Draw(charModel, new Vector2(pixelX, pixelY), null, Color.White, 0, new Vector2(0f,0f), 1f, SpriteEffects.None, 0);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Adjust Health of player\r
+        /// </summary>\r
+        public int Health\r
+        {\r
+            get { return health; }\r
+            set { health = value; }\r
+        }\r
+\r
+        public bool IsMoving\r
+        {\r
+            get { return isMoving; }\r
+        }\r
+    }\r
+\r
+    /// <summary>\r
+    /// A manager class to handle network interactions between peers and\r
+    /// lobby/game switching.\r
+    /// </summary>\r
+    public class Player : Character\r
+    {\r
+        //Member Variables\r
+\r
+        public Player(  Map _currentMap, \r
+                        Texture2D _charModel,\r
+                        int _baseMovementSpeed,\r
+                        int _baseHealth,\r
+                        int _baseDamage,    \r
+                        int _baseRange) \r
+            : base(_currentMap,_charModel,_baseMovementSpeed, _baseHealth, _baseDamage, _baseRange)\r
+        {\r
+        }\r
+\r
+        public void Update()\r
+        {\r
+\r
+        }\r
+    }\r
+\r
+    /// <summary>\r
+    /// A manager class to handle network interactions between peers and\r
+    /// lobby/game switching.\r
+    /// </summary>\r
+    public class Monster : Character\r
+    {\r
+        //Member Variables\r
+        public Monster(  Map _currentMap, \r
+                        Texture2D _charModel,\r
+                        int _baseMovementSpeed,\r
+                        int _baseHealth,\r
+                        int _baseDamage,    \r
+                        int _baseRange) \r
+            : base(_currentMap,_charModel,_baseMovementSpeed, _baseHealth, _baseDamage, _baseRange)\r
+        {\r
+\r
+        }\r
+\r
+        public void Update()\r
+        {\r
+\r
+        }\r
+    }\r
+\r
+    //this is for testing purposes only!\r
+    public class Map\r
+    {\r
+        public Map()\r
+        {\r
+\r
+        }\r
+    }\r
+}
\ No newline at end of file
diff --git a/CarFire/CarFire/CharacterTestBed/CharacterTestBed.csproj b/CarFire/CarFire/CharacterTestBed/CharacterTestBed.csproj
new file mode 100644 (file)
index 0000000..f8dd900
--- /dev/null
@@ -0,0 +1,137 @@
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">\r
+  <PropertyGroup>\r
+    <ProjectGuid>{757B5B2E-27C5-43E3-BF29-5025E9DDDBF1}</ProjectGuid>\r
+    <ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>\r
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>\r
+    <Platform Condition=" '$(Platform)' == '' ">x86</Platform>\r
+    <OutputType>WinExe</OutputType>\r
+    <AppDesignerFolder>Properties</AppDesignerFolder>\r
+    <RootNamespace>CharacterTestBed</RootNamespace>\r
+    <AssemblyName>CharacterTestBed</AssemblyName>\r
+    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>\r
+    <XnaFrameworkVersion>v3.0</XnaFrameworkVersion>\r
+    <XnaPlatform>Windows</XnaPlatform>\r
+    <XnaCrossPlatformGroupID>b52464cd-8b86-4443-b045-7663f76abf6a</XnaCrossPlatformGroupID>\r
+    <ApplicationIcon>Game.ico</ApplicationIcon>\r
+    <Thumbnail>GameThumbnail.png</Thumbnail>\r
+    <PublishUrl>publish\</PublishUrl>\r
+    <Install>true</Install>\r
+    <InstallFrom>Disk</InstallFrom>\r
+    <UpdateEnabled>false</UpdateEnabled>\r
+    <UpdateMode>Foreground</UpdateMode>\r
+    <UpdateInterval>7</UpdateInterval>\r
+    <UpdateIntervalUnits>Days</UpdateIntervalUnits>\r
+    <UpdatePeriodically>false</UpdatePeriodically>\r
+    <UpdateRequired>false</UpdateRequired>\r
+    <MapFileExtensions>true</MapFileExtensions>\r
+    <ApplicationRevision>0</ApplicationRevision>\r
+    <ApplicationVersion>1.0.0.%2a</ApplicationVersion>\r
+    <IsWebBootstrapper>false</IsWebBootstrapper>\r
+    <UseApplicationTrust>false</UseApplicationTrust>\r
+    <BootstrapperEnabled>true</BootstrapperEnabled>\r
+  </PropertyGroup>\r
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">\r
+    <DebugSymbols>true</DebugSymbols>\r
+    <DebugType>full</DebugType>\r
+    <Optimize>false</Optimize>\r
+    <OutputPath>bin\x86\Debug</OutputPath>\r
+    <DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>\r
+    <ErrorReport>prompt</ErrorReport>\r
+    <WarningLevel>4</WarningLevel>\r
+    <NoStdLib>true</NoStdLib>\r
+    <UseVSHostingProcess>false</UseVSHostingProcess>\r
+    <PlatformTarget>x86</PlatformTarget>\r
+    <XnaCompressContent>false</XnaCompressContent>\r
+  </PropertyGroup>\r
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">\r
+    <DebugType>pdbonly</DebugType>\r
+    <Optimize>true</Optimize>\r
+    <OutputPath>bin\x86\Release</OutputPath>\r
+    <DefineConstants>TRACE;WINDOWS</DefineConstants>\r
+    <ErrorReport>prompt</ErrorReport>\r
+    <WarningLevel>4</WarningLevel>\r
+    <NoStdLib>true</NoStdLib>\r
+    <UseVSHostingProcess>false</UseVSHostingProcess>\r
+    <PlatformTarget>x86</PlatformTarget>\r
+    <XnaCompressContent>true</XnaCompressContent>\r
+  </PropertyGroup>\r
+  <ItemGroup>\r
+    <Reference Include="Microsoft.Xna.Framework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=x86">\r
+      <Private>False</Private>\r
+      <SpecificVersion>True</SpecificVersion>\r
+    </Reference>\r
+    <Reference Include="Microsoft.Xna.Framework.Game, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+      <Private>False</Private>\r
+      <SpecificVersion>True</SpecificVersion>\r
+    </Reference>\r
+    <Reference Include="mscorlib">\r
+      <Private>False</Private>\r
+    </Reference>\r
+    <Reference Include="System">\r
+      <Private>False</Private>\r
+    </Reference>\r
+    <Reference Include="System.Xml">\r
+      <Private>False</Private>\r
+    </Reference>\r
+    <Reference Include="System.Core">\r
+      <RequiredTargetFramework>3.5</RequiredTargetFramework>\r
+      <Private>False</Private>\r
+    </Reference>\r
+    <Reference Include="System.Xml.Linq">\r
+      <RequiredTargetFramework>3.5</RequiredTargetFramework>\r
+      <Private>False</Private>\r
+    </Reference>\r
+  </ItemGroup>\r
+  <ItemGroup>\r
+    <Compile Include="Character.cs" />\r
+    <Compile Include="Properties\AssemblyInfo.cs" />\r
+    <Compile Include="Program.cs" />\r
+    <Compile Include="Game1.cs" />\r
+  </ItemGroup>\r
+  <ItemGroup>\r
+    <Content Include="Game.ico" />\r
+    <Content Include="GameThumbnail.png" />\r
+  </ItemGroup>\r
+  <ItemGroup>\r
+    <NestedContentProject Include="Content\Content.contentproj">\r
+      <Project>4f0be90f-1e46-4959-80a5-e92b578f6a48</Project>\r
+      <Visible>False</Visible>\r
+    </NestedContentProject>\r
+  </ItemGroup>\r
+  <ItemGroup>\r
+    <BootstrapperPackage Include="Microsoft.Net.Framework.2.0">\r
+      <Visible>False</Visible>\r
+      <ProductName>.NET Framework 2.0 %28x86%29</ProductName>\r
+      <Install>false</Install>\r
+    </BootstrapperPackage>\r
+    <BootstrapperPackage Include="Microsoft.Net.Framework.3.0">\r
+      <Visible>False</Visible>\r
+      <ProductName>.NET Framework 3.0 %28x86%29</ProductName>\r
+      <Install>false</Install>\r
+    </BootstrapperPackage>\r
+    <BootstrapperPackage Include="Microsoft.Net.Framework.3.5">\r
+      <Visible>False</Visible>\r
+      <ProductName>.NET Framework 3.5</ProductName>\r
+      <Install>true</Install>\r
+    </BootstrapperPackage>\r
+    <BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">\r
+      <Visible>False</Visible>\r
+      <ProductName>Windows Installer 3.1</ProductName>\r
+      <Install>true</Install>\r
+    </BootstrapperPackage>\r
+    <BootstrapperPackage Include="Microsoft.Xna.Framework.3.0">\r
+      <Visible>False</Visible>\r
+      <ProductName>Microsoft XNA Framework Redistributable 3.0</ProductName>\r
+      <Install>true</Install>\r
+    </BootstrapperPackage>\r
+  </ItemGroup>\r
+  <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />\r
+  <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />\r
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. \r
+       Other similar extension points exist, see Microsoft.Common.targets.\r
+  <Target Name="BeforeBuild">\r
+  </Target>\r
+  <Target Name="AfterBuild">\r
+  </Target>\r
+  -->\r
+</Project>
\ No newline at end of file
diff --git a/CarFire/CarFire/CharacterTestBed/Content/Content.contentproj b/CarFire/CarFire/CharacterTestBed/Content/Content.contentproj
new file mode 100644 (file)
index 0000000..8af346f
--- /dev/null
@@ -0,0 +1,52 @@
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">\r
+  <PropertyGroup>\r
+    <ProjectGuid>4f0be90f-1e46-4959-80a5-e92b578f6a48</ProjectGuid>\r
+    <ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>\r
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>\r
+    <Platform Condition=" '$(Platform)' == '' ">x86</Platform>\r
+    <OutputType>Library</OutputType>\r
+    <AppDesignerFolder>Properties</AppDesignerFolder>\r
+    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>\r
+    <XnaFrameworkVersion>v3.0</XnaFrameworkVersion>\r
+    <PlatformTarget>x86</PlatformTarget>\r
+    <OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>\r
+  </PropertyGroup>\r
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">\r
+    <XnaPlatform>Windows</XnaPlatform>\r
+  </PropertyGroup>\r
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">\r
+    <XnaPlatform>Windows</XnaPlatform>\r
+  </PropertyGroup>\r
+  <ItemGroup>\r
+    <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+      <Private>False</Private>\r
+    </Reference>\r
+    <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+      <Private>False</Private>\r
+    </Reference>\r
+    <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+      <Private>False</Private>\r
+    </Reference>\r
+    <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+      <Private>False</Private>\r
+    </Reference>\r
+    <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+      <Private>False</Private>\r
+    </Reference>\r
+  </ItemGroup>\r
+  <ItemGroup>\r
+    <Compile Include="pinball.png">\r
+      <Name>pinball</Name>\r
+      <Importer>TextureImporter</Importer>\r
+      <Processor>TextureProcessor</Processor>\r
+    </Compile>\r
+  </ItemGroup>\r
+  <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\v3.0\Microsoft.Xna.GameStudio.ContentPipeline.targets" />\r
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. \r
+       Other similar extension points exist, see Microsoft.Common.targets.\r
+  <Target Name="BeforeBuild">\r
+  </Target>\r
+  <Target Name="AfterBuild">\r
+  </Target>\r
+  -->\r
+</Project>
\ No newline at end of file
diff --git a/CarFire/CarFire/CharacterTestBed/Content/pinball.png b/CarFire/CarFire/CharacterTestBed/Content/pinball.png
new file mode 100644 (file)
index 0000000..497253d
Binary files /dev/null and b/CarFire/CarFire/CharacterTestBed/Content/pinball.png differ
diff --git a/CarFire/CarFire/CharacterTestBed/Game.ico b/CarFire/CarFire/CharacterTestBed/Game.ico
new file mode 100644 (file)
index 0000000..8cff41e
Binary files /dev/null and b/CarFire/CarFire/CharacterTestBed/Game.ico differ
diff --git a/CarFire/CarFire/CharacterTestBed/Game1.cs b/CarFire/CarFire/CharacterTestBed/Game1.cs
new file mode 100644 (file)
index 0000000..3983684
--- /dev/null
@@ -0,0 +1,98 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Audio;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.GamerServices;\r
+using Microsoft.Xna.Framework.Graphics;\r
+using Microsoft.Xna.Framework.Input;\r
+using Microsoft.Xna.Framework.Media;\r
+using Microsoft.Xna.Framework.Net;\r
+using Microsoft.Xna.Framework.Storage;\r
+using CarFire;\r
+\r
+namespace CharacterTestBed\r
+{\r
+    /// <summary>\r
+    /// This is the main type for your game\r
+    /// </summary>\r
+    public class Game1 : Microsoft.Xna.Framework.Game\r
+    {\r
+        GraphicsDeviceManager graphics;\r
+        SpriteBatch spriteBatch;\r
+        Player p;\r
+        public Game1()\r
+        {\r
+            graphics = new GraphicsDeviceManager(this);\r
+            Content.RootDirectory = "Content";\r
+        }\r
+\r
+        /// <summary>\r
+        /// Allows the game to perform any initialization it needs to before starting to run.\r
+        /// This is where it can query for any required services and load any non-graphic\r
+        /// related content.  Calling base.Initialize will enumerate through any components\r
+        /// and initialize them as well.\r
+        /// </summary>\r
+        protected override void Initialize()\r
+        {\r
+            // TODO: Add your initialization logic here\r
+\r
+            base.Initialize();\r
+        }\r
+\r
+        /// <summary>\r
+        /// LoadContent will be called once per game and is the place to load\r
+        /// all of your content.\r
+        /// </summary>\r
+        protected override void LoadContent()\r
+        {\r
+            // Create a new SpriteBatch, which can be used to draw textures.\r
+            spriteBatch = new SpriteBatch(GraphicsDevice);\r
+\r
+            p = new Player(new Map(), Content.Load<Texture2D>("pinball"), 4, 100, 20, 10);\r
+            // TODO: use this.Content to load your game content here\r
+        }\r
+\r
+        /// <summary>\r
+        /// UnloadContent will be called once per game and is the place to unload\r
+        /// all content.\r
+        /// </summary>\r
+        protected override void UnloadContent()\r
+        {\r
+            // TODO: Unload any non ContentManager content here\r
+        }\r
+\r
+        /// <summary>\r
+        /// Allows the game to run logic such as updating the world,\r
+        /// checking for collisions, gathering input, and playing audio.\r
+        /// </summary>\r
+        /// <param name="gameTime">Provides a snapshot of timing values.</param>\r
+        protected override void Update(GameTime gameTime)\r
+        {\r
+            // Allows the game to exit\r
+            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)\r
+                this.Exit();\r
+\r
+            // TODO: Add your update logic here\r
+\r
+            base.Update(gameTime);\r
+        }\r
+\r
+        /// <summary>\r
+        /// This is called when the game should draw itself.\r
+        /// </summary>\r
+        /// <param name="gameTime">Provides a snapshot of timing values.</param>\r
+        protected override void Draw(GameTime gameTime)\r
+        {\r
+            GraphicsDevice.Clear(Color.CornflowerBlue);\r
+            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);\r
+\r
+            p.Draw(spriteBatch);\r
+\r
+            // TODO: Add your drawing code here\r
+            spriteBatch.End();\r
+            base.Draw(gameTime);\r
+        }\r
+    }\r
+}\r
diff --git a/CarFire/CarFire/CharacterTestBed/GameThumbnail.png b/CarFire/CarFire/CharacterTestBed/GameThumbnail.png
new file mode 100644 (file)
index 0000000..462311a
Binary files /dev/null and b/CarFire/CarFire/CharacterTestBed/GameThumbnail.png differ
diff --git a/CarFire/CarFire/CharacterTestBed/Program.cs b/CarFire/CarFire/CharacterTestBed/Program.cs
new file mode 100644 (file)
index 0000000..460aae0
--- /dev/null
@@ -0,0 +1,19 @@
+using System;\r
+\r
+namespace CharacterTestBed\r
+{\r
+    static class Program\r
+    {\r
+        /// <summary>\r
+        /// The main entry point for the application.\r
+        /// </summary>\r
+        static void Main(string[] args)\r
+        {\r
+            using (Game1 game = new Game1())\r
+            {\r
+                game.Run();\r
+            }\r
+        }\r
+    }\r
+}\r
+\r
diff --git a/CarFire/CarFire/CharacterTestBed/Properties/AssemblyInfo.cs b/CarFire/CarFire/CharacterTestBed/Properties/AssemblyInfo.cs
new file mode 100644 (file)
index 0000000..af2e9cf
--- /dev/null
@@ -0,0 +1,33 @@
+using System.Reflection;\r
+using System.Runtime.CompilerServices;\r
+using System.Runtime.InteropServices;\r
+\r
+// General Information about an assembly is controlled through the following \r
+// set of attributes. Change these attribute values to modify the information\r
+// associated with an assembly.\r
+[assembly: AssemblyTitle("CharacterTestBed")]\r
+[assembly: AssemblyProduct("CharacterTestBed")]\r
+[assembly: AssemblyDescription("")]\r
+[assembly: AssemblyCompany("Microsoft")]\r
+\r
+[assembly: AssemblyCopyright("Copyright © Microsoft 2010")]\r
+[assembly: AssemblyTrademark("")]\r
+[assembly: AssemblyCulture("")]\r
+\r
+// Setting ComVisible to false makes the types in this assembly not visible \r
+// to COM components.  If you need to access a type in this assembly from \r
+// COM, set the ComVisible attribute to true on that type.\r
+[assembly: ComVisible(false)]\r
+\r
+// The following GUID is for the ID of the typelib if this project is exposed to COM\r
+[assembly: Guid("fe5d617d-39d4-4c3a-bdb6-66ea297be779")]\r
+\r
+\r
+// Version information for an assembly consists of the following four values:\r
+//\r
+//      Major Version\r
+//      Minor Version \r
+//      Build Number\r
+//      Revision\r
+//\r
+[assembly: AssemblyVersion("1.0.0.0")]\r
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