--- /dev/null
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="4.0">
+ <Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.ContentPipeline.targets" />
+ <PropertyGroup>
+ <ProjectGuid>{8528C189-5B94-48F8-8C64-D4D6658E52F6}</ProjectGuid>
+ <ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
+ <Configuration Condition=" '$(Configuration)' == '' ">Windows</Configuration>
+ <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
+ <OutputType>Library</OutputType>
+ <AppDesignerFolder>Properties</AppDesignerFolder>
+ <RootNamespace>ContentBuilder</RootNamespace>
+ <AssemblyName>IgnoreMe</AssemblyName>
+ <TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
+ <TargetFrameworkProfile>Client</TargetFrameworkProfile>
+ <XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
+ <OutputPath>bin\$(Configuration)</OutputPath>
+ <XnaPlatform>Windows</XnaPlatform>
+ <XnaProfile>HiDef</XnaProfile>
+ <XnaCrossPlatformGroupID>70f11b5f-d758-4efc-943f-95989437d224</XnaCrossPlatformGroupID>
+ <XnaOutputType>Library</XnaOutputType>
+ <PlatformTarget>x86</PlatformTarget>
+ <UseVSHostingProcess>false</UseVSHostingProcess>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'Windows' ">
+ <MonoGamePlatform>Windows</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'Windows8' ">
+ <MonoGamePlatform>Windows8</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'Android' ">
+ <MonoGamePlatform>Android</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'iOS' ">
+ <MonoGamePlatform>iOS</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'OSX' ">
+ <MonoGamePlatform>OSX</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'Linux' ">
+ <MonoGamePlatform>Linux</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'PSM' ">
+ <MonoGamePlatform>PSM</MonoGamePlatform>
+ </PropertyGroup>
+ <ItemGroup>
+ <Reference Include="mscorlib" />
+ </ItemGroup>
+ <ItemGroup>
+ <ProjectReference Include="..\Super Polarity ContentContent\Super Polarity ContentContent.contentproj">
+ <Project>{468F8415-7D38-4718-B0B4-E18F1A427136}</Project>
+ <Name>Super Polarity ContentContent %28Content%29</Name>
+ <XnaReferenceType>Content</XnaReferenceType>
+ </ProjectReference>
+ </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>
\ No newline at end of file
--- /dev/null
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="4.0">
+ <PropertyGroup>
+ <ProjectGuid>{468F8415-7D38-4718-B0B4-E18F1A427136}</ProjectGuid>
+ <ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
+ <Configuration Condition=" '$(Configuration)' == '' ">Windows</Configuration>
+ <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
+ <OutputType>Library</OutputType>
+ <AppDesignerFolder>Properties</AppDesignerFolder>
+ <RootNamespace>Super_Polarity_ContentContentContent</RootNamespace>
+ <TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
+ <XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
+ <MonoGamePlatform>Windows</MonoGamePlatform>
+ <OutputPath>bin\$(MonoGamePlatform)\$(Configuration)</OutputPath>
+ <ContentRootDirectory>Content</ContentRootDirectory>
+ <PlatformTarget>x86</PlatformTarget>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'Windows' ">
+ <MonoGamePlatform>Windows</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'Windows8' ">
+ <MonoGamePlatform>Windows8</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'Android' ">
+ <MonoGamePlatform>Android</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'iOS' ">
+ <MonoGamePlatform>iOS</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'OSX' ">
+ <MonoGamePlatform>OSX</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'Linux' ">
+ <MonoGamePlatform>Linux</MonoGamePlatform>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)' == 'PSM' ">
+ <MonoGamePlatform>PSM</MonoGamePlatform>
+ </PropertyGroup>
+ <ItemGroup>
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter" />
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter" />
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter" />
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter" />
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters" />
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.VideoImporters" />
+ <Reference Include="MonoGameContentProcessors">
+ <HintPath>$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGameContentProcessors.dll</HintPath>
+ </Reference>
+ </ItemGroup>
+ <ItemGroup>
+ <Compile Include="Graphics\main-ship.png">
+ <Name>main-ship</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\negative-cruiser.png">
+ <Name>negative-cruiser</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\negative-destroyer.png">
+ <Name>negative-destroyer</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\negative-scout.png">
+ <Name>negative-scout</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\negative-supercruiser.png">
+ <Name>negative-supercruiser</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\neutral-cruiser.png">
+ <Name>neutral-cruiser</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\neutral-destroyer.png">
+ <Name>neutral-destroyer</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\neutral-scout.png">
+ <Name>neutral-scout</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\neutral-ship.png">
+ <Name>neutral-ship</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\neutral-supercruiser.png">
+ <Name>neutral-supercruiser</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\positive-cruiser.png">
+ <Name>positive-cruiser</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\positive-destroyer.png">
+ <Name>positive-destroyer</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\positive-scout.png">
+ <Name>positive-scout</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\positive-ship.png">
+ <Name>positive-ship</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\positive-supercruiser.png">
+ <Name>positive-supercruiser</Name>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ </ItemGroup>
+ <ItemGroup>
+ <Folder Include="Sound\" />
+ </ItemGroup>
+ <ItemGroup>
+ <Compile Include="Graphics\circle.png">
+ <Name>circle</Name>
+ <Importer>TextureImporter</Importer>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\diamond.png">
+ <Name>diamond</Name>
+ <Importer>TextureImporter</Importer>
+ <Processor>TextureProcessor</Processor>
+ </Compile>
+ <Compile Include="Graphics\star.png">
+ <Name>star</Name>
+ <Importer>TextureImporter</Importer>
+ <Processor>TextureProcessor</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>
\ No newline at end of file
# Visual C# Express 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Super Polarity", "Super Polarity\Super Polarity.csproj", "{2585188B-339D-44CD-9599-1A80AA30DE13}"
EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Super Polarity Content", "Super Polarity Content\Super Polarity Content\Super Polarity Content.csproj", "{8528C189-5B94-48F8-8C64-D4D6658E52F6}"
+EndProject
+Project("{96E2B04D-8817-42C6-938A-82C39BA4D311}") = "Super Polarity ContentContent", "Super Polarity Content\Super Polarity ContentContent\Super Polarity ContentContent.contentproj", "{468F8415-7D38-4718-B0B4-E18F1A427136}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Android|Any CPU = Android|Any CPU
+ Android|Mixed Platforms = Android|Mixed Platforms
+ Android|x86 = Android|x86
+ Debug|Any CPU = Debug|Any CPU
+ Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|x86 = Debug|x86
+ iOS|Any CPU = iOS|Any CPU
+ iOS|Mixed Platforms = iOS|Mixed Platforms
+ iOS|x86 = iOS|x86
+ Linux|Any CPU = Linux|Any CPU
+ Linux|Mixed Platforms = Linux|Mixed Platforms
+ Linux|x86 = Linux|x86
+ OSX|Any CPU = OSX|Any CPU
+ OSX|Mixed Platforms = OSX|Mixed Platforms
+ OSX|x86 = OSX|x86
+ PSM|Any CPU = PSM|Any CPU
+ PSM|Mixed Platforms = PSM|Mixed Platforms
+ PSM|x86 = PSM|x86
+ Release|Any CPU = Release|Any CPU
+ Release|Mixed Platforms = Release|Mixed Platforms
Release|x86 = Release|x86
+ Windows|Any CPU = Windows|Any CPU
+ Windows|Mixed Platforms = Windows|Mixed Platforms
+ Windows|x86 = Windows|x86
+ Windows8|Any CPU = Windows8|Any CPU
+ Windows8|Mixed Platforms = Windows8|Mixed Platforms
+ Windows8|x86 = Windows8|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Android|Any CPU.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Android|Mixed Platforms.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Android|Mixed Platforms.Build.0 = Release|x86
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+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Android|x86.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Debug|Any CPU.ActiveCfg = Debug|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Debug|Mixed Platforms.Build.0 = Debug|x86
{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}.iOS|Any CPU.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.iOS|Mixed Platforms.ActiveCfg = Release|x86
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+ {2585188B-339D-44CD-9599-1A80AA30DE13}.iOS|x86.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.iOS|x86.Build.0 = Release|x86
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+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Linux|Mixed Platforms.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Linux|Mixed Platforms.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Linux|x86.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Linux|x86.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.OSX|Any CPU.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.OSX|Mixed Platforms.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.OSX|Mixed Platforms.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.OSX|x86.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.OSX|x86.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.PSM|Any CPU.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.PSM|Mixed Platforms.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.PSM|Mixed Platforms.Build.0 = Release|x86
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+ {2585188B-339D-44CD-9599-1A80AA30DE13}.PSM|x86.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Release|Any CPU.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Release|Mixed Platforms.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Release|Mixed Platforms.Build.0 = Release|x86
{2585188B-339D-44CD-9599-1A80AA30DE13}.Release|x86.ActiveCfg = Release|x86
{2585188B-339D-44CD-9599-1A80AA30DE13}.Release|x86.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows|Any CPU.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows|Mixed Platforms.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows|Mixed Platforms.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows|x86.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows|x86.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows8|Any CPU.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows8|Mixed Platforms.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows8|Mixed Platforms.Build.0 = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows8|x86.ActiveCfg = Release|x86
+ {2585188B-339D-44CD-9599-1A80AA30DE13}.Windows8|x86.Build.0 = Release|x86
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Android|Any CPU.ActiveCfg = Android|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Android|Any CPU.Build.0 = Android|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Android|Mixed Platforms.ActiveCfg = Android|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Android|Mixed Platforms.Build.0 = Android|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Android|x86.ActiveCfg = Android|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Debug|Any CPU.ActiveCfg = PSM|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Debug|Any CPU.Build.0 = PSM|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Debug|Mixed Platforms.ActiveCfg = PSM|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Debug|Mixed Platforms.Build.0 = PSM|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Debug|x86.ActiveCfg = PSM|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.iOS|Any CPU.ActiveCfg = iOS|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.iOS|Any CPU.Build.0 = iOS|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.iOS|Mixed Platforms.ActiveCfg = iOS|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.iOS|Mixed Platforms.Build.0 = iOS|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.iOS|x86.ActiveCfg = iOS|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Linux|Any CPU.ActiveCfg = Linux|Any CPU
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+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Linux|Mixed Platforms.ActiveCfg = Linux|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Linux|Mixed Platforms.Build.0 = Linux|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Linux|x86.ActiveCfg = Linux|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.OSX|Any CPU.ActiveCfg = OSX|Any CPU
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+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.PSM|Any CPU.ActiveCfg = PSM|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.PSM|Any CPU.Build.0 = PSM|Any CPU
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+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.PSM|Mixed Platforms.Build.0 = PSM|Any CPU
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+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Release|Any CPU.ActiveCfg = PSM|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Release|Any CPU.Build.0 = PSM|Any CPU
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+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Release|Mixed Platforms.Build.0 = PSM|Any CPU
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+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Windows|Any CPU.ActiveCfg = Windows|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Windows|Any CPU.Build.0 = Windows|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Windows|Mixed Platforms.ActiveCfg = Windows|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Windows|Mixed Platforms.Build.0 = Windows|Any CPU
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+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Windows8|Mixed Platforms.Build.0 = Windows8|Any CPU
+ {8528C189-5B94-48F8-8C64-D4D6658E52F6}.Windows8|x86.ActiveCfg = Windows8|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Android|Any CPU.ActiveCfg = Android|Any CPU
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+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Android|x86.ActiveCfg = Android|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Debug|Any CPU.ActiveCfg = PSM|Any CPU
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+ {468F8415-7D38-4718-B0B4-E18F1A427136}.iOS|Any CPU.ActiveCfg = iOS|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.iOS|Mixed Platforms.ActiveCfg = iOS|Any CPU
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+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Linux|Any CPU.ActiveCfg = Linux|Any CPU
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+ {468F8415-7D38-4718-B0B4-E18F1A427136}.PSM|Any CPU.ActiveCfg = PSM|Any CPU
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+ {468F8415-7D38-4718-B0B4-E18F1A427136}.PSM|x86.ActiveCfg = PSM|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Release|Any CPU.ActiveCfg = PSM|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Release|Mixed Platforms.ActiveCfg = PSM|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Release|x86.ActiveCfg = PSM|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Windows|Any CPU.ActiveCfg = Windows|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Windows|Mixed Platforms.ActiveCfg = Windows|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Windows|x86.ActiveCfg = Windows|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Windows8|Any CPU.ActiveCfg = Windows8|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Windows8|Mixed Platforms.ActiveCfg = Windows8|Any CPU
+ {468F8415-7D38-4718-B0B4-E18F1A427136}.Windows8|x86.ActiveCfg = Windows8|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
--- /dev/null
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using Microsoft.Xna.Framework.Input;
+
+namespace SuperPolarity
+{
+ static class InputController
+ {
+ static Dictionary<string, List<Action<float>>> Listeners;
+ static Dictionary<string, List<Keys>> RegisteredKeys;
+ static Dictionary<string, List<Buttons>> RegisteredButtons;
+
+ static GamePadState InputGamePadState;
+ static KeyboardState InputKeyboardState;
+
+ /*
+ * Registered Events.
+ *
+ * You register: name of the event (ie. attack) and a key associated with it.
+ * or button... Left Stick /always/ dispatches move event.
+ */
+
+ static InputController()
+ {
+ Listeners = new Dictionary<string,List<Action<float>>>();
+ InputKeyboardState = new KeyboardState();
+ InputGamePadState = new GamePadState();
+ }
+
+ public static void UpdateInput()
+ {
+ Poll();
+ DispatchMoveEvents();
+ DispatchRegisteredEvents();
+ }
+
+ private static void Poll()
+ {
+ InputGamePadState = GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex.One);
+ InputKeyboardState = Keyboard.GetState();
+ }
+
+ private static void DispatchRegisteredEvents()
+ {
+ }
+
+ private static void DispatchMoveEvents()
+ {
+ float xMovement = 0.0f;
+ float yMovement = 0.0f;
+ // Dispatch the moveX / MoveY events every frame.
+
+ xMovement = InputGamePadState.ThumbSticks.Left.X;
+ yMovement = -InputGamePadState.ThumbSticks.Left.Y;
+
+ Console.WriteLine("Dispatching Input {0}", InputKeyboardState.IsKeyDown(Keys.Left));
+
+ if (InputKeyboardState.IsKeyDown(Keys.Left))
+ {
+ xMovement = -1.0f;
+ }
+
+ if (InputKeyboardState.IsKeyDown(Keys.Right))
+ {
+ xMovement = 1.0f;
+ }
+
+ if (InputKeyboardState.IsKeyDown(Keys.Up))
+ {
+ yMovement = -1.0f;
+ }
+
+ if (InputKeyboardState.IsKeyDown(Keys.Down))
+ {
+ yMovement = 1.0f;
+ }
+
+ Dispatch("moveX", xMovement);
+ Dispatch("moveY", yMovement);
+ }
+
+ public static void Bind(string eventName, Action<float> listener)
+ {
+ List<Action<float>> newListenerList;
+ List<Action<float>> listenerList;
+ bool foundListeners;
+
+ if (!Listeners.ContainsKey(eventName)) {
+ newListenerList = new List<Action<float>>();
+ Listeners.Add(eventName, newListenerList);
+ }
+
+ foundListeners = Listeners.TryGetValue(eventName, out listenerList);
+
+ listenerList.Add(listener);
+ }
+
+ public static void Dispatch(string eventName, float value)
+ {
+ List<Action<float>> listenerList;
+ bool foundListeners;
+
+ foundListeners = Listeners.TryGetValue(eventName, out listenerList);
+
+ if (!foundListeners)
+ {
+ return;
+ }
+
+ foreach (Action<float> method in listenerList)
+ {
+ method(value);
+ }
+ }
+ }
+}
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace SuperPolarity
{
public Texture2D PlayerTexture;
public Vector2 Position;
+ public Vector2 Origin;
public bool Active;
public int Lives;
public int Multiplier;
public int Score;
public float Angle;
+ // Physics Properties
+ Vector2 Velocity;
+ Vector2 Acceleration;
+
+ float MaxVelocity;
+ float AccelerationRate;
+ ParticleEngine particleEngine;
+
public int Width
{
get { return PlayerTexture.Width; }
get { return PlayerTexture.Height; }
}
- public void Initialize(Texture2D texture, Vector2 position)
+ public void Initialize(ContentManager Content, Texture2D texture, Vector2 position)
{
PlayerTexture = texture;
Position = position;
Multiplier = 1;
Lives = 3;
Score = 0;
+
+ Origin = new Vector2(PlayerTexture.Width / 2, PlayerTexture.Height / 2);
+ Velocity = new Vector2(0, 0);
+ Acceleration = new Vector2(0, 0);
+
+ MaxVelocity = 5;
+ AccelerationRate = 10;
+
+ List<Texture2D> texturesList = new List<Texture2D>();
+ texturesList.Add(Content.Load<Texture2D>("Graphics\\circle"));
+ texturesList.Add(Content.Load<Texture2D>("Graphics\\diamond"));
+ texturesList.Add(Content.Load<Texture2D>("Graphics\\star"));
+
+ particleEngine = new ParticleEngine(texturesList, Position);
+
+ BindInput();
+ }
+
+ void BindInput()
+ {
+ InputController.Bind("moveX", HandleHorizontalMovement);
+ InputController.Bind("moveY", HandleVerticalMovement);
+ }
+
+ public void HandleHorizontalMovement(float value)
+ {
+ Acceleration.X = value * AccelerationRate;
+ }
+
+ public void HandleVerticalMovement(float value)
+ {
+ Acceleration.Y = value * AccelerationRate;
+ }
+
+ public void AutoDeccelerate(GameTime gameTime)
+ {
+ if (Acceleration.X == 0 && Velocity.X > 0) {
+ if (AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds > Velocity.X)
+ {
+ Velocity.X = 0;
+ Acceleration.X = 0;
+ }
+ else
+ {
+ Acceleration.X = -AccelerationRate;
+ }
+ }
+
+ if (Acceleration.X == 0 && Velocity.X < 0)
+ {
+ if (-AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds < Velocity.X)
+ {
+ Velocity.X = 0;
+ Acceleration.X = 0;
+ }
+ else
+ {
+ Acceleration.X = AccelerationRate;
+ }
+ }
+
+ if (Acceleration.Y == 0 && Velocity.Y > 0)
+ {
+ if (AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds > Velocity.Y)
+ {
+ Velocity.Y = 0;
+ Acceleration.Y = 0;
+ }
+ else
+ {
+ Acceleration.Y = -AccelerationRate;
+ }
+ }
+
+ if (Acceleration.Y == 0 && Velocity.Y < 0)
+ {
+ if (-AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds < Velocity.Y)
+ {
+ Velocity.Y = 0;
+ Acceleration.Y = 0;
+ }
+ else
+ {
+ Acceleration.Y = AccelerationRate;
+ }
+ }
+ }
+
+ public void Update(GameTime gameTime)
+ {
+ Move(gameTime);
+ ChangeAngle();
+ particleEngine.EmitterLocation = Position;
+ particleEngine.Update();
+ }
+
+ public void Move(GameTime gameTime)
+ {
+ AutoDeccelerate(gameTime);
+
+ Velocity.X = Velocity.X + Acceleration.X * (float) gameTime.ElapsedGameTime.TotalSeconds;
+ Velocity.Y = Velocity.Y + Acceleration.Y * (float) gameTime.ElapsedGameTime.TotalSeconds;
+
+ if (Velocity.X > MaxVelocity)
+ {
+ Velocity.X = MaxVelocity;
+ }
+
+ if (Velocity.X < -MaxVelocity)
+ {
+ Velocity.X = -MaxVelocity;
+ }
+
+ if (Velocity.Y > MaxVelocity)
+ {
+ Velocity.Y = MaxVelocity;
+ }
+
+ if (Velocity.Y < -MaxVelocity)
+ {
+ Velocity.Y = -MaxVelocity;
+ }
+
+ Position.X = Position.X + Velocity.X;
+ Position.Y = Position.Y + Velocity.Y;
}
- public void Update()
+ public void ChangeAngle()
{
+ Angle = (float) Math.Atan2(Velocity.Y, Velocity.X);
}
public void Draw(SpriteBatch spriteBatch)
{
- spriteBatch.Draw(PlayerTexture, Position, null, Color.White, Angle, Vector2.Zero, 1f, SpriteEffects.None, 0f);
+ particleEngine.Draw(spriteBatch);
+ spriteBatch.Draw(PlayerTexture, Position, null, Color.White, Angle, Origin, 1f, SpriteEffects.None, 0f);
}
}
}
--- /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 Particle
+ {
+ public Texture2D Texture { get; set; }
+ public Vector2 Position { get; set; }
+ public Vector2 Velocity { get; set; }
+ public float Angle { get; set; }
+ public float AngularVelocity { get; set; }
+ public Color Color { get; set; }
+ public float Size { get; set; }
+ public int TTL { get; set; }
+
+ public Particle(Texture2D texture, Vector2 position, Vector2 velocity,
+ float angle, float angularVelocity, Color color, float size, int ttl)
+ {
+ Texture = texture;
+ Position = position;
+ Velocity = velocity;
+ Angle = angle;
+ AngularVelocity = angularVelocity;
+ Color = color;
+ Size = size;
+ TTL = ttl;
+ }
+
+ public void Update()
+ {
+ TTL--;
+ Position += Velocity;
+ Angle += AngularVelocity;
+ }
+
+ public void Draw(SpriteBatch spriteBatch)
+ {
+ Rectangle sourceRectangle = new Rectangle(0, 0, Texture.Width, Texture.Height);
+ Vector2 origin = new Vector2(Texture.Width / 2, Texture.Height / 2);
+
+ spriteBatch.Draw(Texture, Position, sourceRectangle, Color,
+ Angle, origin, Size, SpriteEffects.None, 0f);
+ }
+
+ }
+}
--- /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 ParticleEngine
+ {
+ private Random random;
+ public Vector2 EmitterLocation { get; set; }
+ private List<Particle> particles;
+ private List<Texture2D> textures;
+
+ public ParticleEngine(List<Texture2D> textures, Vector2 location)
+ {
+ EmitterLocation = location;
+ this.textures = textures;
+ this.particles = new List<Particle>();
+ random = new Random();
+ }
+
+ private Particle GenerateNewParticle()
+ {
+ Texture2D texture = textures[random.Next(textures.Count)];
+ Vector2 position = EmitterLocation;
+ Vector2 velocity = new Vector2(
+ 1f * (float)(random.NextDouble() * 2 - 1),
+ 1f * (float)(random.NextDouble() * 2 - 1));
+ float angle = 0;
+ float angularVelocity = 0.1f * (float)(random.NextDouble() * 2 - 1);
+ Color color = new Color(
+ (float)random.NextDouble(),
+ (float)random.NextDouble(),
+ (float)random.NextDouble());
+ float size = (float)random.NextDouble();
+
+ int ttl = 20 + random.Next(40);
+
+ return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl);
+ }
+
+ public void Update()
+ {
+ int total = 10;
+
+ for (int i = 0; i < total; i++)
+ {
+ particles.Add(GenerateNewParticle());
+ }
+
+ for (int particle = 0; particle < particles.Count; particle++)
+ {
+ particles[particle].Update();
+ if (particles[particle].TTL <= 0)
+ {
+ particles.RemoveAt(particle);
+ particle--;
+ }
+ }
+ }
+
+ public void Draw(SpriteBatch spriteBatch)
+ {
+ //spriteBatch.Begin();
+ for (int index = 0; index < particles.Count; index++)
+ {
+ particles[index].Draw(spriteBatch);
+ }
+ //spriteBatch.End();
+ }
+ }
+}
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
+ <Compile Include="InputController.cs" />
<Compile Include="MainShip.cs" />
+ <Compile Include="Particle.cs" />
+ <Compile Include="ParticleEngine.cs" />
<Compile Include="SuperPolarity.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</Content>
<Content Include="Icon.ico" />
</ItemGroup>
- <ItemGroup />
<ItemGroup>
- <Content Include="Content\Graphics\player.xnb">
+ <Folder Include="Content\Sound\" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="Content\Graphics\circle.xnb">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
- </Content>
+ </None>
+ <None Include="Content\Graphics\diamond.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\main-ship.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\negative-cruiser.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\negative-destroyer.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\negative-scout.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\negative-supercruiser.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\neutral-cruiser.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\neutral-destroyer.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\neutral-scout.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\neutral-ship.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\neutral-supercruiser.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\positive-cruiser.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\positive-destroyer.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\positive-scout.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\positive-ship.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\positive-supercruiser.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
+ <None Include="Content\Graphics\star.xnb">
+ <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+ </None>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
/// </summary>
public class SuperPolarity : Game
{
- GraphicsDeviceManager graphics;
+ public static GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
+ // Input Handler
+ KeyboardState currentKeyboardState;
+ GamePadState currentGamePadState;
+
MainShip player;
public SuperPolarity()
: base()
{
- graphics = new GraphicsDeviceManager(this);
+ SuperPolarity.graphics = new GraphicsDeviceManager(this);
+ SuperPolarity.graphics.PreferMultiSampling = true;
Content.RootDirectory = "Content";
}
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);
+ player.Initialize(Content, Content.Load<Texture2D>("Graphics\\main-ship"), playerPosition);
}
/// <summary>
// TODO: Add your update logic here
+ InputController.UpdateInput();
+ player.Update(gameTime);
+
base.Update(gameTime);
}
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
- GraphicsDevice.Clear(Color.CornflowerBlue);
+ GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
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\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\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\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
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\main-ship.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\negative-cruiser.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\negative-destroyer.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\negative-scout.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\negative-supercruiser.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\neutral-cruiser.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\neutral-destroyer.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\neutral-scout.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\neutral-ship.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\neutral-supercruiser.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\positive-cruiser.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\positive-destroyer.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\positive-scout.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\positive-ship.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\positive-supercruiser.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\circle.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\diamond.xnb
+C:\Users\Miau\documents\visual studio 2010\Projects\Super Polarity\Super Polarity\bin\WindowsGL\Debug\Content\Graphics\star.xnb