--- /dev/null
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual C# Express 2010
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Super Polarity", "Super Polarity\Super Polarity.csproj", "{2585188B-339D-44CD-9599-1A80AA30DE13}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|x86 = Debug|x86
+ Release|x86 = Release|x86
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Debug|x86.ActiveCfg = Debug|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Debug|x86.Build.0 = Debug|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Release|x86.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Release|x86.Build.0 = Release|x86
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
--- /dev/null
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+
+namespace SuperPolarity
+{
+ class MainShip
+ {
+ public Texture2D PlayerTexture;
+ public Vector2 Position;
+ public bool Active;
+ public int Lives;
+ public int Multiplier;
+ public int Score;
+ public float Angle;
+
+ public int Width
+ {
+ get { return PlayerTexture.Width; }
+ }
+
+ public int Height
+ {
+ get { return PlayerTexture.Height; }
+ }
+
+ public void Initialize(Texture2D texture, Vector2 position)
+ {
+ PlayerTexture = texture;
+ Position = position;
+ Active = true;
+ Multiplier = 1;
+ Lives = 3;
+ Score = 0;
+ }
+
+ public void Update()
+ {
+ }
+
+ public void Draw(SpriteBatch spriteBatch)
+ {
+ spriteBatch.Draw(PlayerTexture, Position, null, Color.White, Angle, Vector2.Zero, 1f, SpriteEffects.None, 0f);
+ }
+ }
+}
--- /dev/null
+#region Using Statements
+using System;
+using System.Collections.Generic;
+using System.Linq;
+#endregion
+
+namespace SuperPolarity
+{
+#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 superPolarity = new SuperPolarity())
+ superPolarity.Run();
+ }
+ }
+#endif
+}
--- /dev/null
+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("Super Polarity")]
+[assembly: AssemblyProduct("Super Polarity")]
+[assembly: AssemblyConfiguration("")]
+[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.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("7f0aa81c-c9ab-4b87-97eb-3b788199ed3e")]
+
+// 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("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]
--- /dev/null
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <PropertyGroup>
+ <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+ <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
+ <ProductVersion>8.0.30703</ProductVersion>
+ <SchemaVersion>2.0</SchemaVersion>
+ <ProjectGuid>{2585188B-339D-44CD-9599-1A80AA30DE13}</ProjectGuid>
+ <OutputType>WinExe</OutputType>
+ <AppDesignerFolder>Properties</AppDesignerFolder>
+ <RootNamespace>SuperPolarity</RootNamespace>
+ <AssemblyName>Super Polarity</AssemblyName>
+ <FileAlignment>512</FileAlignment>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
+ <PlatformTarget>x86</PlatformTarget>
+ <DebugSymbols>true</DebugSymbols>
+ <DebugType>full</DebugType>
+ <Optimize>false</Optimize>
+ <OutputPath>bin\WindowsGL\Debug\</OutputPath>
+ <DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
+ <ErrorReport>prompt</ErrorReport>
+ <WarningLevel>4</WarningLevel>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
+ <PlatformTarget>x86</PlatformTarget>
+ <DebugType>pdbonly</DebugType>
+ <Optimize>true</Optimize>
+ <OutputPath>bin\WindowsGL\Release\</OutputPath>
+ <DefineConstants>TRACE;WINDOWS</DefineConstants>
+ <ErrorReport>prompt</ErrorReport>
+ <WarningLevel>4</WarningLevel>
+ </PropertyGroup>
+ <PropertyGroup>
+ <ApplicationIcon>Icon.ico</ApplicationIcon>
+ </PropertyGroup>
+ <ItemGroup>
+ <Compile Include="MainShip.cs" />
+ <Compile Include="SuperPolarity.cs" />
+ <Compile Include="Program.cs" />
+ <Compile Include="Properties\AssemblyInfo.cs" />
+ </ItemGroup>
+ <ItemGroup>
+ <Reference Include="OpenTK">
+ <HintPath>..\..\..\..\..\..\..\Program Files (x86)\MSBuild\..\MonoGame\v3.0\Assemblies\WindowsGL\OpenTK.dll</HintPath>
+ </Reference>
+ <Reference Include="MonoGame.Framework">
+ <HintPath>..\..\..\..\..\..\..\Program Files (x86)\MSBuild\..\MonoGame\v3.0\Assemblies\WindowsGL\MonoGame.Framework.dll</HintPath>
+ </Reference>
+ <Reference Include="Lidgren.Network">
+ <HintPath>..\..\..\..\..\..\..\Program Files (x86)\MSBuild\..\MonoGame\v3.0\Assemblies\WindowsGL\Lidgren.Network.dll</HintPath>
+ </Reference>
+ <Reference Include="Tao.Sdl">
+ <HintPath>..\..\..\..\..\..\..\Program Files (x86)\MSBuild\..\MonoGame\v3.0\Assemblies\WindowsGL\Tao.Sdl.dll</HintPath>
+ </Reference>
+ <Reference Include="System" />
+ <Reference Include="System.Xml" />
+ </ItemGroup>
+ <ItemGroup>
+ <Content Include="..\..\..\..\..\..\..\Program Files (x86)\MonoGame\v3.0\Assemblies\WindowsGL\SDL.dll">
+ <Link>SDL.dll</Link>
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </Content>
+ <Content Include="Icon.ico" />
+ </ItemGroup>
+ <ItemGroup />
+ <ItemGroup>
+ <Content Include="Content\Graphics\player.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </Content>
+ </ItemGroup>
+ <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
+ <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
+ Other similar extension points exist, see Microsoft.Common.targets.
+ <Target Name="BeforeBuild">
+ </Target>
+ <Target Name="AfterBuild">
+ </Target>
+ -->
+</Project>
\ No newline at end of file
--- /dev/null
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+</Project>
\ No newline at end of file
--- /dev/null
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <PropertyGroup>
+ <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+ <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
+ <ProductVersion>8.0.30703</ProductVersion>
+ <SchemaVersion>2.0</SchemaVersion>
+ <ProjectGuid>{2585188B-339D-44CD-9599-1A80AA30DE13}</ProjectGuid>
+ <OutputType>WinExe</OutputType>
+ <AppDesignerFolder>Properties</AppDesignerFolder>
+ <RootNamespace>GameName1</RootNamespace>
+ <AssemblyName>Super Polarity</AssemblyName>
+ <FileAlignment>512</FileAlignment>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
+ <PlatformTarget>x86</PlatformTarget>
+ <DebugSymbols>true</DebugSymbols>
+ <DebugType>full</DebugType>
+ <Optimize>false</Optimize>
+ <OutputPath>bin\WindowsGL\Debug\</OutputPath>
+ <DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
+ <ErrorReport>prompt</ErrorReport>
+ <WarningLevel>4</WarningLevel>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
+ <PlatformTarget>x86</PlatformTarget>
+ <DebugType>pdbonly</DebugType>
+ <Optimize>true</Optimize>
+ <OutputPath>bin\WindowsGL\Release\</OutputPath>
+ <DefineConstants>TRACE;WINDOWS</DefineConstants>
+ <ErrorReport>prompt</ErrorReport>
+ <WarningLevel>4</WarningLevel>
+ </PropertyGroup>
+ <PropertyGroup>
+ <ApplicationIcon>Icon.ico</ApplicationIcon>
+ </PropertyGroup>
+ <ItemGroup>
+ <Compile Include="SuperPolarity.cs" />
+ <Compile Include="Program.cs" />
+ <Compile Include="Properties\AssemblyInfo.cs" />
+ </ItemGroup>
+ <ItemGroup>
+ <Reference Include="OpenTK">
+ <HintPath>..\..\..\..\..\..\..\Program Files (x86)\MSBuild\..\MonoGame\v3.0\Assemblies\WindowsGL\OpenTK.dll</HintPath>
+ </Reference>
+ <Reference Include="MonoGame.Framework">
+ <HintPath>..\..\..\..\..\..\..\Program Files (x86)\MSBuild\..\MonoGame\v3.0\Assemblies\WindowsGL\MonoGame.Framework.dll</HintPath>
+ </Reference>
+ <Reference Include="Lidgren.Network">
+ <HintPath>..\..\..\..\..\..\..\Program Files (x86)\MSBuild\..\MonoGame\v3.0\Assemblies\WindowsGL\Lidgren.Network.dll</HintPath>
+ </Reference>
+ <Reference Include="Tao.Sdl">
+ <HintPath>..\..\..\..\..\..\..\Program Files (x86)\MSBuild\..\MonoGame\v3.0\Assemblies\WindowsGL\Tao.Sdl.dll</HintPath>
+ </Reference>
+ <Reference Include="System" />
+ <Reference Include="System.Xml" />
+ </ItemGroup>
+ <ItemGroup>
+ <Content Include="..\..\..\..\..\..\Program Files (x86)\MonoGame\v3.0\Assemblies\WindowsGL\SDL.dll">
+ <Link>SDL.dll</Link>
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </Content>
+ <Content Include="Icon.ico" />
+ </ItemGroup>
+ <ItemGroup>
+ <Folder Include="Content\" />
+ </ItemGroup>
+ <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.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>
--- /dev/null
+#region Using Statements
+using System;
+using System.Collections.Generic;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Content;
+using Microsoft.Xna.Framework.Graphics;
+using Microsoft.Xna.Framework.Input;
+using Microsoft.Xna.Framework.Storage;
+using Microsoft.Xna.Framework.GamerServices;
+using SuperPolarity;
+#endregion
+
+namespace SuperPolarity
+{
+ /// <summary>
+ /// This is the main type for your game
+ /// </summary>
+ public class SuperPolarity : Game
+ {
+ GraphicsDeviceManager graphics;
+ SpriteBatch spriteBatch;
+
+ MainShip player;
+
+ public SuperPolarity()
+ : base()
+ {
+ graphics = new GraphicsDeviceManager(this);
+ Content.RootDirectory = "Content";
+ }
+
+ /// <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()
+ {
+ player = new MainShip();
+
+ base.Initialize();
+ }
+
+ /// <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);
+
+ Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
+
+ player.Initialize(Content.Load<Texture2D>("Graphics\\player"), playerPosition);
+ }
+
+ /// <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)
+ {
+ if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
+ 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);
+
+ spriteBatch.Begin();
+
+ player.Draw(spriteBatch);
+
+ spriteBatch.End();
+
+ base.Draw(gameTime);
+ }
+ }
+}
--- /dev/null
+<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
+<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
+ <assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
+ <trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
+ <security>
+ <requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
+ <requestedExecutionLevel level="asInvoker" uiAccess="false"/>
+ </requestedPrivileges>
+ </security>
+ </trustInfo>
+</assembly>
--- /dev/null
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\SDL.dll
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Lidgren.Network.dll
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\MonoGame.Framework.dll
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\OpenTK.dll
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Tao.Sdl.dll
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\obj\x86\Debug\ResolveAssemblyReference.cache
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\obj\x86\Debug\Super Polarity.exe
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\obj\x86\Debug\Super Polarity.pdb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Super Polarity.exe
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Super Polarity.pdb
+C:\Users\Miau\Documents\Visual Studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\player.xnb