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Checked in coin time/fruity falls songs (they're not used in the samp…
…les yet) Checked in CCAudioEngine sample project.
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio 14 | ||
VisualStudioVersion = 14.0.24720.0 | ||
MinimumVisualStudioVersion = 10.0.40219.1 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CCAudioEngineSample.Android", "CCAudioEngineSample\CCAudioEngineSample.Android\CCAudioEngineSample.Android.csproj", "{F1AE6514-2F0E-4285-98C9-5A1CA3D68E4D}" | ||
EndProject | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CCAudioEngineSample.Common", "CCAudioEngineSample\CCAudioEngineSample.Common\CCAudioEngineSample.Common.csproj", "{3CD04199-5BFD-4860-95B7-4E685BB3B9EA}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|Any CPU = Debug|Any CPU | ||
Release|Any CPU = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{F1AE6514-2F0E-4285-98C9-5A1CA3D68E4D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||
{F1AE6514-2F0E-4285-98C9-5A1CA3D68E4D}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||
{F1AE6514-2F0E-4285-98C9-5A1CA3D68E4D}.Debug|Any CPU.Deploy.0 = Debug|Any CPU | ||
{F1AE6514-2F0E-4285-98C9-5A1CA3D68E4D}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
{F1AE6514-2F0E-4285-98C9-5A1CA3D68E4D}.Release|Any CPU.Build.0 = Release|Any CPU | ||
{3CD04199-5BFD-4860-95B7-4E685BB3B9EA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||
{3CD04199-5BFD-4860-95B7-4E685BB3B9EA}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||
{3CD04199-5BFD-4860-95B7-4E685BB3B9EA}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
{3CD04199-5BFD-4860-95B7-4E685BB3B9EA}.Release|Any CPU.Build.0 = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(SolutionProperties) = preSolution | ||
HideSolutionNode = FALSE | ||
EndGlobalSection | ||
EndGlobal |
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CCAudioEngine/CCAudioEngineSample/CCAudioEngineSample.Android/Assets/AboutAssets.txt
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Any raw assets you want to be deployed with your application can be placed in | ||
this directory (and child directories) and given a Build Action of "AndroidAsset". | ||
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These files will be deployed with your package and will be accessible using Android's | ||
AssetManager, like this: | ||
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public class ReadAsset : Activity | ||
{ | ||
protected override void OnCreate (Bundle bundle) | ||
{ | ||
base.OnCreate (bundle); | ||
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InputStream input = Assets.Open ("my_asset.txt"); | ||
} | ||
} | ||
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Additionally, some Android functions will automatically load asset files: | ||
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Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf"); |
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...Engine/CCAudioEngineSample/CCAudioEngineSample.Android/Assets/Content/ContentProject.mgcb
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#----------------------------- Global Properties ----------------------------# | ||
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/outputDir:.\ | ||
/intermediateDir:obj | ||
/platform:Android | ||
/config: | ||
/profile:Reach | ||
/compress:False | ||
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#-------------------------------- References --------------------------------# | ||
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#---------------------------------- Content ---------------------------------# | ||
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#begin FruityFalls.mp3 | ||
/importer:Mp3Importer | ||
/processor:SongProcessor | ||
/processorParam:Quality=Best | ||
/build:FruityFalls.mp3 | ||
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#begin Electricity.wav | ||
/importer:WavImporter | ||
/processor:SoundEffectProcessor | ||
/processorParam:Quality=Best | ||
/build:Electricity.wav | ||
|
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...Engine/CCAudioEngineSample/CCAudioEngineSample.Android/CCAudioEngineSample.Android.csproj
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids> | ||
<ProjectGuid>{F1AE6514-2F0E-4285-98C9-5A1CA3D68E4D}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<RootNamespace>CCAudioEngineSample.Android</RootNamespace> | ||
<AndroidApplication>True</AndroidApplication> | ||
<AndroidResgenFile>Resources\Resource.designer.cs</AndroidResgenFile> | ||
<AndroidResgenClass>Resource</AndroidResgenClass> | ||
<MonoAndroidResourcePrefix>Resources</MonoAndroidResourcePrefix> | ||
<MonoAndroidAssetsPrefix>Assets</MonoAndroidAssetsPrefix> | ||
<AndroidUseLatestPlatformSdk>True</AndroidUseLatestPlatformSdk> | ||
<AssemblyName>CCAudioEngineSample.Android</AssemblyName> | ||
<TargetFrameworkVersion>v6.0</TargetFrameworkVersion> | ||
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug</OutputPath> | ||
<DefineConstants>DEBUG;</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<ConsolePause>false</ConsolePause> | ||
<AndroidLinkMode>None</AndroidLinkMode> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<DebugType>full</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release</OutputPath> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<ConsolePause>false</ConsolePause> | ||
<AndroidUseSharedRuntime>false</AndroidUseSharedRuntime> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="System" /> | ||
<Reference Include="System.Xml" /> | ||
<Reference Include="System.Core" /> | ||
<Reference Include="Mono.Android" /> | ||
<Reference Include="OpenTK-1.0" /> | ||
<Reference Include="CocosSharp"> | ||
<HintPath>..\..\packages\CocosSharp.1.7.1.0\lib\MonoAndroid10\CocosSharp.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Lidgren.Network"> | ||
<HintPath>..\..\packages\CocosSharp.1.7.1.0\lib\MonoAndroid10\Lidgren.Network.dll</HintPath> | ||
</Reference> | ||
<Reference Include="MonoGame.Framework"> | ||
<HintPath>..\..\packages\CocosSharp.1.7.1.0\lib\MonoAndroid10\MonoGame.Framework.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<ProjectReference Include="..\CCAudioEngineSample.Common\CCAudioEngineSample.Common.csproj"> | ||
<Project>{3CD04199-5BFD-4860-95B7-4E685BB3B9EA}</Project> | ||
<Name>CCAudioEngineSample.Common</Name> | ||
</ProjectReference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="MainActivity.cs" /> | ||
<Compile Include="Resources\Resource.designer.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<None Include="Resources\AboutResources.txt" /> | ||
<None Include="Assets\AboutAssets.txt" /> | ||
<None Include="Properties\AndroidManifest.xml" /> | ||
<None Include="packages.config" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<AndroidResource Include="Resources\layout\Main.axml" /> | ||
<AndroidResource Include="Resources\values\Strings.xml" /> | ||
<AndroidResource Include="Resources\drawable-hdpi\Icon.png" /> | ||
<AndroidResource Include="Resources\drawable-mdpi\Icon.png" /> | ||
<AndroidResource Include="Resources\drawable-xhdpi\Icon.png" /> | ||
<AndroidResource Include="Resources\drawable-xxhdpi\Icon.png" /> | ||
<AndroidResource Include="Resources\drawable-xxxhdpi\Icon.png" /> | ||
</ItemGroup> | ||
<ItemGroup /> | ||
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" /> | ||
<ItemGroup> | ||
<AndroidAsset Include="Assets\Content\Electricity.xnb" /> | ||
<AndroidAsset Include="Assets\Content\FruityFalls.m4a" /> | ||
<AndroidAsset Include="Assets\Content\FruityFalls.xnb" /> | ||
</ItemGroup> | ||
</Project> |
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CCAudioEngine/CCAudioEngineSample/CCAudioEngineSample.Android/MainActivity.cs
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using System; | ||
using System.Collections.Generic; | ||
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using Android.App; | ||
using Android.Content; | ||
using Android.Content.PM; | ||
using Android.Runtime; | ||
using Android.Views; | ||
using Android.Widget; | ||
using Android.OS; | ||
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using CocosSharp; | ||
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namespace CCAudioEngineSample.Android | ||
{ | ||
[Activity (Label = "CCAudioEngineSample.Android", MainLauncher = true, Icon = "@drawable/icon", | ||
AlwaysRetainTaskState = true, | ||
LaunchMode = LaunchMode.SingleInstance, | ||
ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.ScreenSize | ConfigChanges.Keyboard | ConfigChanges.KeyboardHidden)] | ||
public class MainActivity : Activity | ||
{ | ||
protected override void OnCreate (Bundle bundle) | ||
{ | ||
base.OnCreate (bundle); | ||
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// Set our view from the "main" layout resource | ||
SetContentView (Resource.Layout.Main); | ||
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// Get our game view from the layout resource, | ||
// and attach the view created event to it | ||
CCGameView gameView = (CCGameView)FindViewById (Resource.Id.GameView); | ||
gameView.ViewCreated += LoadGame; | ||
} | ||
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void LoadGame (object sender, EventArgs e) | ||
{ | ||
CCGameView gameView = sender as CCGameView; | ||
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if (gameView != null) { | ||
var contentSearchPaths = new List<string> () { "Fonts", "Sounds" }; | ||
CCSizeI viewSize = gameView.ViewSize; | ||
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int height = 1024; | ||
int width = 768; | ||
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// Set world dimensions | ||
gameView.DesignResolution = new CCSizeI (width, height); | ||
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// Determine whether to use the high or low def versions of our images | ||
// Make sure the default texel to content size ratio is set correctly | ||
// Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd) | ||
if (width < viewSize.Width) { | ||
contentSearchPaths.Add ("Images/Hd"); | ||
CCSprite.DefaultTexelToContentSizeRatio = 2.0f; | ||
} else { | ||
contentSearchPaths.Add ("Images/Ld"); | ||
CCSprite.DefaultTexelToContentSizeRatio = 1.0f; | ||
} | ||
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gameView.ContentManager.SearchPaths = contentSearchPaths; | ||
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CCScene gameScene = new CCScene (gameView); | ||
gameScene.AddLayer (new GameLayer ()); | ||
gameView.RunWithScene (gameScene); | ||
} | ||
} | ||
} | ||
} | ||
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CCAudioEngine/CCAudioEngineSample/CCAudioEngineSample.Android/Properties/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0" package="CCAudioEngineSample.Android"> | ||
<uses-sdk /> | ||
<application android:label="CCAudioEngineSample.Android"></application> | ||
</manifest> |
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CCAudioEngine/CCAudioEngineSample/CCAudioEngineSample.Android/Properties/AssemblyInfo.cs
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using System.Reflection; | ||
using System.Runtime.CompilerServices; | ||
using Android.App; | ||
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// Information about this assembly is defined by the following attributes. | ||
// Change them to the values specific to your project. | ||
|
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[assembly: AssemblyTitle ("CCAudioEngineSample.Android")] | ||
[assembly: AssemblyDescription ("")] | ||
[assembly: AssemblyConfiguration ("")] | ||
[assembly: AssemblyCompany ("")] | ||
[assembly: AssemblyProduct ("")] | ||
[assembly: AssemblyCopyright ("vchel")] | ||
[assembly: AssemblyTrademark ("")] | ||
[assembly: AssemblyCulture ("")] | ||
|
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// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}". | ||
// The form "{Major}.{Minor}.*" will automatically update the build and revision, | ||
// and "{Major}.{Minor}.{Build}.*" will update just the revision. | ||
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[assembly: AssemblyVersion ("1.0.0")] | ||
|
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// The following attributes are used to specify the signing key for the assembly, | ||
// if desired. See the Mono documentation for more information about signing. | ||
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//[assembly: AssemblyDelaySign(false)] | ||
//[assembly: AssemblyKeyFile("")] | ||
|
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CCAudioEngine/CCAudioEngineSample/CCAudioEngineSample.Android/Resources/AboutResources.txt
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Images, layout descriptions, binary blobs and string dictionaries can be included | ||
in your application as resource files. Various Android APIs are designed to | ||
operate on the resource IDs instead of dealing with images, strings or binary blobs | ||
directly. | ||
|
||
For example, a sample Android app that contains a user interface layout (main.axml), | ||
an internationalization string table (strings.xml) and some icons (drawable-XXX/icon.png) | ||
would keep its resources in the "Resources" directory of the application: | ||
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Resources/ | ||
drawable/ | ||
icon.png | ||
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layout/ | ||
main.axml | ||
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values/ | ||
strings.xml | ||
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||
In order to get the build system to recognize Android resources, set the build action to | ||
"AndroidResource". The native Android APIs do not operate directly with filenames, but | ||
instead operate on resource IDs. When you compile an Android application that uses resources, | ||
the build system will package the resources for distribution and generate a class called "R" | ||
(this is an Android convention) that contains the tokens for each one of the resources | ||
included. For example, for the above Resources layout, this is what the R class would expose: | ||
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||
public class R { | ||
public class drawable { | ||
public const int icon = 0x123; | ||
} | ||
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public class layout { | ||
public const int main = 0x456; | ||
} | ||
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public class strings { | ||
public const int first_string = 0xabc; | ||
public const int second_string = 0xbcd; | ||
} | ||
} | ||
|
||
You would then use R.drawable.icon to reference the drawable/icon.png file, or R.layout.main | ||
to reference the layout/main.axml file, or R.strings.first_string to reference the first | ||
string in the dictionary file values/strings.xml. |
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CCAudioEngine/CCAudioEngineSample/CCAudioEngineSample.Android/Resources/layout/Main.axml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" | ||
android:orientation="vertical" | ||
android:layout_width="fill_parent" | ||
android:layout_height="fill_parent"> | ||
<CocosSharp.CCGameView | ||
android:id="@+id/GameView" | ||
android:layout_width="fill_parent" | ||
android:layout_height="fill_parent" /> | ||
</LinearLayout> | ||
|
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CCAudioEngine/CCAudioEngineSample/CCAudioEngineSample.Android/Resources/values/Strings.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<resources> | ||
<string name="app_name">CCAudioEngineSample.Android</string> | ||
</resources> |
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CCAudioEngine/CCAudioEngineSample/CCAudioEngineSample.Android/packages.config
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<?xml version="1.0" encoding="utf-8"?> | ||
<packages> | ||
<package id="CocosSharp" version="1.7.1.0" targetFramework="MonoAndroid60" /> | ||
</packages> |
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...ioEngine/CCAudioEngineSample/CCAudioEngineSample.Common/CCAudioEngineSample.Common.csproj
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProjectTypeGuids>{786C830F-07A1-408B-BD7F-6EE04809D6DB};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids> | ||
<ProjectGuid>{3CD04199-5BFD-4860-95B7-4E685BB3B9EA}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<RootNamespace>CCAudioEngineSample.Common</RootNamespace> | ||
<AssemblyName>CCAudioEngineSample.Common</AssemblyName> | ||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion> | ||
<TargetFrameworkProfile>Profile111</TargetFrameworkProfile> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug</OutputPath> | ||
<DefineConstants>DEBUG;</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<ConsolePause>false</ConsolePause> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<DebugType>full</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release</OutputPath> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<ConsolePause>false</ConsolePause> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Compile Include="GameLayer.cs" /> | ||
</ItemGroup> | ||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\Portable\$(TargetFrameworkVersion)\Microsoft.Portable.CSharp.targets" /> | ||
<ItemGroup> | ||
<Reference Include="box2d"> | ||
<HintPath>..\..\packages\CocosSharp.1.7.1.0\lib\portable-net45+win+wpa81+wp81\box2d.dll</HintPath> | ||
</Reference> | ||
<Reference Include="CocosSharp"> | ||
<HintPath>..\..\packages\CocosSharp.1.7.1.0\lib\portable-net45+win+wpa81+wp81\CocosSharp.dll</HintPath> | ||
</Reference> | ||
<Reference Include="MonoGame.Framework"> | ||
<HintPath>..\..\packages\CocosSharp.1.7.1.0\lib\portable-net45+win+wpa81+wp81\MonoGame.Framework.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<None Include="packages.config" /> | ||
</ItemGroup> | ||
</Project> |
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