added RenderTarget sample project (currently XNA version)
updated icons and game thumbnails of sample projects
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |
91
Samples/RenderTarget/Game1.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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namespace RenderTarget
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{
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/// <summary>
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/// Dies ist der Haupttyp für Ihr Spiel
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/// </summary>
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public class Game1 : Microsoft.Xna.Framework.Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Ermöglicht dem Spiel, alle Initialisierungen durchzuführen, die es benötigt, bevor die Ausführung gestartet wird.
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/// Hier können erforderliche Dienste abgefragt und alle nicht mit Grafiken
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/// verbundenen Inhalte geladen werden. Bei Aufruf von base.Initialize werden alle Komponenten aufgezählt
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/// sowie initialisiert.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Fügen Sie Ihre Initialisierungslogik hier hinzu
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base.Initialize();
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}
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/// <summary>
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/// LoadContent wird einmal pro Spiel aufgerufen und ist der Platz, wo
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/// Ihr gesamter Content geladen wird.
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/// </summary>
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protected override void LoadContent()
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{
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// Erstellen Sie einen neuen SpriteBatch, der zum Zeichnen von Texturen verwendet werden kann.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: Verwenden Sie this.Content, um Ihren Spiel-Inhalt hier zu laden
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}
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/// <summary>
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/// UnloadContent wird einmal pro Spiel aufgerufen und ist der Ort, wo
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/// Ihr gesamter Content entladen wird.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Entladen Sie jeglichen Nicht-ContentManager-Inhalt hier
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}
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/// <summary>
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/// Ermöglicht dem Spiel die Ausführung der Logik, wie zum Beispiel Aktualisierung der Welt,
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/// Überprüfung auf Kollisionen, Erfassung von Eingaben und Abspielen von Ton.
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/// </summary>
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/// <param name="gameTime">Bietet einen Schnappschuss der Timing-Werte.</param>
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protected override void Update(GameTime gameTime)
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{
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// Ermöglicht ein Beenden des Spiels
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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// TODO: Fügen Sie Ihre Aktualisierungslogik hier hinzu
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base.Update(gameTime);
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}
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/// <summary>
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/// Dies wird aufgerufen, wenn das Spiel selbst zeichnen soll.
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/// </summary>
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/// <param name="gameTime">Bietet einen Schnappschuss der Timing-Werte.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// TODO: Fügen Sie Ihren Zeichnungscode hier hinzu
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base.Draw(gameTime);
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}
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}
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}
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BIN
Samples/RenderTarget/GameThumbnail.png
Normal file
After Width: | Height: | Size: 2.2 KiB |
21
Samples/RenderTarget/Program.cs
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using System;
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namespace RenderTarget
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{
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#if WINDOWS || XBOX
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static class Program
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{
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/// <summary>
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/// Der Haupteinstiegspunkt für die Anwendung.
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/// </summary>
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static void Main(string[] args)
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{
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using (Game1 game = new Game1())
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{
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game.Run();
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}
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}
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}
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#endif
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}
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34
Samples/RenderTarget/Properties/AssemblyInfo.cs
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// Allgemeine Informationen über eine Assembly werden über den folgenden
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// Satz von Attributen kontrolliert. Ändern Sie diese Attributwerte, um die mit einer Assembly
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// verbundenen Informationen zu ändern.
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[assembly: AssemblyTitle("RenderTarget")]
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[assembly: AssemblyProduct("RenderTarget")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyCompany("ANX.Framework Team")]
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[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2011")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Bei Einstellung von ComVisible auf falsch sind die Typen in dieser Assembly für
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// COM-Komponenten nicht sichtbar. Wenn Sie von COM aus auf einen Typ in dieser Assembly
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// zugreifen müssen, stellen Sie das Attribut ComVisible bei diesem Typ auf wahr ein. Nur Windows-
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// Assemblys unterstützen COM.
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[assembly: ComVisible(false)]
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// Auf Windows gilt die folgende GUID für die ID von typelib, wenn dieses
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// COM ausgesetzt ist. Auf anderen Plattformen identifiziert sie den
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// Titelspeichercontainer bei Bereitstellung dieser Assembly auf dem Gerät eindeutig.
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[assembly: Guid("2becb18e-2e9b-4cb7-a2a4-1d228d96225c")]
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// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
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//
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// Größere Version
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// Kleinere Version
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// Build-Nummer
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// Revision
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//
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[assembly: AssemblyVersion("1.0.0.0")]
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130
Samples/RenderTarget/RenderTarget.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ProjectGuid>{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}</ProjectGuid>
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<ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
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<OutputType>WinExe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>RenderTarget</RootNamespace>
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<AssemblyName>RenderTarget</AssemblyName>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<TargetFrameworkProfile>Client</TargetFrameworkProfile>
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<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
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<XnaPlatform>Windows</XnaPlatform>
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<XnaProfile>HiDef</XnaProfile>
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<XnaCrossPlatformGroupID>5f41eb63-6e8c-49d6-8ea2-8f5a1d59a2cc</XnaCrossPlatformGroupID>
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<XnaOutputType>Game</XnaOutputType>
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<ApplicationIcon>anx.ico</ApplicationIcon>
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<Thumbnail>GameThumbnail.png</Thumbnail>
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<PublishUrl>publish\</PublishUrl>
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<Install>true</Install>
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<InstallFrom>Disk</InstallFrom>
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<UpdateEnabled>false</UpdateEnabled>
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<UpdateMode>Foreground</UpdateMode>
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<UpdateInterval>7</UpdateInterval>
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<UpdateIntervalUnits>Days</UpdateIntervalUnits>
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<UpdatePeriodically>false</UpdatePeriodically>
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<UpdateRequired>false</UpdateRequired>
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<MapFileExtensions>true</MapFileExtensions>
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<ApplicationRevision>0</ApplicationRevision>
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<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
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<IsWebBootstrapper>false</IsWebBootstrapper>
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<UseApplicationTrust>false</UseApplicationTrust>
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<BootstrapperEnabled>true</BootstrapperEnabled>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\x86\Debug</OutputPath>
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<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoStdLib>true</NoStdLib>
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<UseVSHostingProcess>false</UseVSHostingProcess>
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<PlatformTarget>x86</PlatformTarget>
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<XnaCompressContent>false</XnaCompressContent>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\x86\Release</OutputPath>
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<DefineConstants>TRACE;WINDOWS</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoStdLib>true</NoStdLib>
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<UseVSHostingProcess>false</UseVSHostingProcess>
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<PlatformTarget>x86</PlatformTarget>
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<XnaCompressContent>true</XnaCompressContent>
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</PropertyGroup>
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<ItemGroup>
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||||
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
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<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
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<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
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<Reference Include="Microsoft.Xna.Framework.GamerServices, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
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||||
<Reference Include="mscorlib" />
|
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<Reference Include="System" />
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||||
<Reference Include="System.Xml" />
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||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Net" />
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</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Game1.cs" />
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</ItemGroup>
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<ItemGroup>
|
||||
<Content Include="anx.ico" />
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<Content Include="Game.ico" />
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<Content Include="GameThumbnail.png">
|
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<XnaPlatformSpecific>true</XnaPlatformSpecific>
|
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</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\SampleContent\SampleContent.contentproj">
|
||||
<Project>{FA6E229D-4504-47B1-8A23-2D3FCC13F778}</Project>
|
||||
<Name>SampleContent</Name>
|
||||
<XnaReferenceType>Content</XnaReferenceType>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft .NET Framework 4 Client Profile %28x86 und x64%29</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Windows Installer 3.1</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
|
||||
<!--
|
||||
To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |
@ -89,7 +89,7 @@ namespace WindowsGame1
|
||||
protected override void LoadContent()
|
||||
{
|
||||
// Create a new SpriteBatch, which can be used to draw textures.
|
||||
//TODO: spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |