--- /dev/null
+\r
+Microsoft Visual Studio Solution File, Format Version 10.00\r
+# Visual Studio 2008\r
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "lobbyTest", "lobbyTest\lobbyTest.csproj", "{FC102C8D-336E-4721-BFC1-741FF35A3EAE}"\r
+EndProject\r
+Global\r
+ GlobalSection(SubversionScc) = preSolution\r
+ Svn-Managed = True\r
+ Manager = AnkhSVN - Subversion Support for Visual Studio\r
+ EndGlobalSection\r
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution\r
+ Debug|x86 = Debug|x86\r
+ Release|x86 = Release|x86\r
+ EndGlobalSection\r
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution\r
+ {FC102C8D-336E-4721-BFC1-741FF35A3EAE}.Debug|x86.ActiveCfg = Debug|x86\r
+ {FC102C8D-336E-4721-BFC1-741FF35A3EAE}.Debug|x86.Build.0 = Debug|x86\r
+ {FC102C8D-336E-4721-BFC1-741FF35A3EAE}.Release|x86.ActiveCfg = Release|x86\r
+ {FC102C8D-336E-4721-BFC1-741FF35A3EAE}.Release|x86.Build.0 = Release|x86\r
+ {6C642D2E-CBE1-4954-8CB4-8948822A0EA3}.Debug|x86.ActiveCfg = Debug|x86\r
+ {6C642D2E-CBE1-4954-8CB4-8948822A0EA3}.Release|x86.ActiveCfg = Release|x86\r
+ EndGlobalSection\r
+ GlobalSection(SolutionProperties) = preSolution\r
+ HideSolutionNode = FALSE\r
+ EndGlobalSection\r
+EndGlobal\r
--- /dev/null
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">\r
+ <PropertyGroup>\r
+ <ProjectGuid>6c642d2e-cbe1-4954-8cb4-8948822a0ea3</ProjectGuid>\r
+ <ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>\r
+ <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>\r
+ <Platform Condition=" '$(Platform)' == '' ">x86</Platform>\r
+ <OutputType>Library</OutputType>\r
+ <AppDesignerFolder>Properties</AppDesignerFolder>\r
+ <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>\r
+ <XnaFrameworkVersion>v3.0</XnaFrameworkVersion>\r
+ <PlatformTarget>x86</PlatformTarget>\r
+ <OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>\r
+ </PropertyGroup>\r
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">\r
+ <XnaPlatform>Windows</XnaPlatform>\r
+ </PropertyGroup>\r
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">\r
+ <XnaPlatform>Windows</XnaPlatform>\r
+ </PropertyGroup>\r
+ <ItemGroup>\r
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+ <Private>False</Private>\r
+ </Reference>\r
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+ <Private>False</Private>\r
+ </Reference>\r
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+ <Private>False</Private>\r
+ </Reference>\r
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+ <Private>False</Private>\r
+ </Reference>\r
+ <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+ <Private>False</Private>\r
+ </Reference>\r
+ </ItemGroup>\r
+ <ItemGroup>\r
+ <Compile Include="background.png">\r
+ <Name>background</Name>\r
+ <Importer>TextureImporter</Importer>\r
+ <Processor>TextureProcessor</Processor>\r
+ </Compile>\r
+ </ItemGroup>\r
+ <ItemGroup>\r
+ <Compile Include="cs.png">\r
+ <Name>cs</Name>\r
+ <Importer>TextureImporter</Importer>\r
+ <Processor>TextureProcessor</Processor>\r
+ </Compile>\r
+ </ItemGroup>\r
+ <ItemGroup>\r
+ <Compile Include="spotlight.png">\r
+ <Name>spotlight</Name>\r
+ <Importer>TextureImporter</Importer>\r
+ <Processor>TextureProcessor</Processor>\r
+ </Compile>\r
+ </ItemGroup>\r
+ <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\v3.0\Microsoft.Xna.GameStudio.ContentPipeline.targets" />\r
+ <!-- To modify your build process, add your task inside one of the targets below and uncomment it. \r
+ Other similar extension points exist, see Microsoft.Common.targets.\r
+ <Target Name="BeforeBuild">\r
+ </Target>\r
+ <Target Name="AfterBuild">\r
+ </Target>\r
+ -->\r
+</Project>
\ No newline at end of file
--- /dev/null
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Audio;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.GamerServices;\r
+using Microsoft.Xna.Framework.Graphics;\r
+using Microsoft.Xna.Framework.Input;\r
+using Microsoft.Xna.Framework.Media;\r
+using Microsoft.Xna.Framework.Net;\r
+using Microsoft.Xna.Framework.Storage;\r
+\r
+namespace lobbyTest\r
+{\r
+ /// <summary>\r
+ /// This is the main type for your game\r
+ /// </summary>\r
+ public class Game1 : Microsoft.Xna.Framework.Game\r
+ {\r
+ GraphicsDeviceManager graphics;\r
+ SpriteBatch spriteBatch;\r
+\r
+ Texture2D background;\r
+ Texture2D spotLight;\r
+ Texture2D cs;\r
+\r
+ Vector2 backgroundPos;\r
+ Vector2 spotLightPos;\r
+ Vector2 spotLightCenter;\r
+ Vector2 csPos;\r
+\r
+ Vector2 zero;\r
+ Vector2 spotLightVelocity;\r
+\r
+ int MaxX;\r
+ int MinX;\r
+ int MaxY;\r
+ int MinY;\r
+\r
+ public Game1()\r
+ {\r
+ graphics = new GraphicsDeviceManager(this);\r
+ Content.RootDirectory = "Content";\r
+ }\r
+\r
+ /// <summary>\r
+ /// Allows the game to perform any initialization it needs to before starting to run.\r
+ /// This is where it can query for any required services and load any non-graphic\r
+ /// related content. Calling base.Initialize will enumerate through any components\r
+ /// and initialize them as well.\r
+ /// </summary>\r
+ protected override void Initialize()\r
+ {\r
+ // TODO: Add your initialization logic here\r
+ graphics.PreferredBackBufferWidth = 800;\r
+ graphics.PreferredBackBufferWidth = 600;\r
+ base.Initialize();\r
+ }\r
+\r
+ /// <summary>\r
+ /// LoadContent will be called once per game and is the place to load\r
+ /// all of your content.\r
+ /// </summary>\r
+ protected override void LoadContent()\r
+ {\r
+ // Create a new SpriteBatch, which can be used to draw textures.\r
+ spriteBatch = new SpriteBatch(GraphicsDevice);\r
+ background = Content.Load<Texture2D>("background");\r
+ spotLight = Content.Load<Texture2D>("spotlight");\r
+ cs = Content.Load<Texture2D>("cs");\r
+ backgroundPos = new Vector2(0f, 0f);\r
+ spotLightPos = new Vector2(100f, graphics.GraphicsDevice.Viewport.Height - 98);\r
+ spotLightCenter = new Vector2(800f, 800f);\r
+ spotLightVelocity = new Vector2(-100, 33);\r
+ csPos = new Vector2(10f, graphics.GraphicsDevice.Viewport.Height - 98);\r
+ \r
+ zero = new Vector2(0, 0);\r
+\r
+ MaxX = graphics.GraphicsDevice.Viewport.Width;\r
+ MinX = 0;\r
+ MaxY = graphics.GraphicsDevice.Viewport.Height;\r
+ MinY = 100;\r
+ // TODO: use this.Content to load your game content here\r
+ }\r
+\r
+ /// <summary>\r
+ /// UnloadContent will be called once per game and is the place to unload\r
+ /// all content.\r
+ /// </summary>\r
+ protected override void UnloadContent()\r
+ {\r
+ // TODO: Unload any non ContentManager content here\r
+ }\r
+\r
+ /// <summary>\r
+ /// Allows the game to run logic such as updating the world,\r
+ /// checking for collisions, gathering input, and playing audio.\r
+ /// </summary>\r
+ /// <param name="gameTime">Provides a snapshot of timing values.</param>\r
+ protected override void Update(GameTime gameTime)\r
+ {\r
+ // Allows the game to exit\r
+ if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)\r
+ this.Exit();\r
+\r
+ // TODO: Add your update logic here\r
+ UpdateSpotLight(gameTime);\r
+ base.Update(gameTime);\r
+ }\r
+\r
+ /// <summary>\r
+ /// This is called when the game should draw itself.\r
+ /// </summary>\r
+ /// <param name="gameTime">Provides a snapshot of timing values.</param>\r
+ protected override void Draw(GameTime gameTime)\r
+ {\r
+ GraphicsDevice.Clear(Color.CornflowerBlue);\r
+ spriteBatch.Begin(SpriteBlendMode.AlphaBlend);\r
+ // TODO: Add your drawing code here\r
+ spriteBatch.Draw(background, backgroundPos, null, Color.White, 0, zero, 0.5f, SpriteEffects.None, 0);\r
+ spriteBatch.Draw(cs, csPos, null, Color.White, 0, zero, 0.5f, SpriteEffects.None, 0);\r
+ spriteBatch.Draw(spotLight, spotLightPos, null, Color.White, 0, spotLightCenter, 1f, SpriteEffects.None, 0);\r
+\r
+ spriteBatch.End();\r
+ base.Draw(gameTime);\r
+ }\r
+\r
+ private void UpdateSpotLight(GameTime gameTime)\r
+ {\r
+ spotLightPos = new Vector2(spotLightPos.X + spotLightVelocity.X * (float)gameTime.ElapsedGameTime.TotalSeconds,\r
+ spotLightPos.Y + spotLightVelocity.Y * (float)gameTime.ElapsedGameTime.TotalSeconds);\r
+\r
+ if (spotLightPos.X > MaxX || spotLightPos.X < MinX) //right or left wall\r
+ {\r
+ spotLightVelocity = new Vector2(spotLightVelocity.X * -1, spotLightVelocity.Y);\r
+ }\r
+ else if (spotLightPos.Y > MaxY || spotLightPos.Y < MinY) //top or bottom wall\r
+ {\r
+ spotLightVelocity = new Vector2(spotLightVelocity.X, spotLightVelocity.Y * -1);\r
+ }\r
+ }\r
+ }\r
+}\r
--- /dev/null
+using System;\r
+\r
+namespace lobbyTest\r
+{\r
+ static class Program\r
+ {\r
+ /// <summary>\r
+ /// The main entry point for the application.\r
+ /// </summary>\r
+ static void Main(string[] args)\r
+ {\r
+ using (Game1 game = new Game1())\r
+ {\r
+ game.Run();\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
--- /dev/null
+using System.Reflection;\r
+using System.Runtime.CompilerServices;\r
+using System.Runtime.InteropServices;\r
+\r
+// General Information about an assembly is controlled through the following \r
+// set of attributes. Change these attribute values to modify the information\r
+// associated with an assembly.\r
+[assembly: AssemblyTitle("lobbyTest")]\r
+[assembly: AssemblyProduct("lobbyTest")]\r
+[assembly: AssemblyDescription("")]\r
+[assembly: AssemblyCompany("Microsoft")]\r
+\r
+[assembly: AssemblyCopyright("Copyright © Microsoft 2010")]\r
+[assembly: AssemblyTrademark("")]\r
+[assembly: AssemblyCulture("")]\r
+\r
+// Setting ComVisible to false makes the types in this assembly not visible \r
+// to COM components. If you need to access a type in this assembly from \r
+// COM, set the ComVisible attribute to true on that type.\r
+[assembly: ComVisible(false)]\r
+\r
+// The following GUID is for the ID of the typelib if this project is exposed to COM\r
+[assembly: Guid("b6ff3810-dd3d-4368-a6bd-24f4097a4b86")]\r
+\r
+\r
+// Version information for an assembly consists of the following four values:\r
+//\r
+// Major Version\r
+// Minor Version \r
+// Build Number\r
+// Revision\r
+//\r
+[assembly: AssemblyVersion("1.0.0.0")]\r
--- /dev/null
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">\r
+ <PropertyGroup>\r
+ <ProjectGuid>{FC102C8D-336E-4721-BFC1-741FF35A3EAE}</ProjectGuid>\r
+ <ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>\r
+ <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>\r
+ <Platform Condition=" '$(Platform)' == '' ">x86</Platform>\r
+ <OutputType>WinExe</OutputType>\r
+ <AppDesignerFolder>Properties</AppDesignerFolder>\r
+ <RootNamespace>lobbyTest</RootNamespace>\r
+ <AssemblyName>lobbyTest</AssemblyName>\r
+ <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>\r
+ <XnaFrameworkVersion>v3.0</XnaFrameworkVersion>\r
+ <XnaPlatform>Windows</XnaPlatform>\r
+ <XnaCrossPlatformGroupID>e98d7ac4-1058-458b-8a23-3f5336d62b36</XnaCrossPlatformGroupID>\r
+ <ApplicationIcon>Game.ico</ApplicationIcon>\r
+ <Thumbnail>GameThumbnail.png</Thumbnail>\r
+ <PublishUrl>publish\</PublishUrl>\r
+ <Install>true</Install>\r
+ <InstallFrom>Disk</InstallFrom>\r
+ <UpdateEnabled>false</UpdateEnabled>\r
+ <UpdateMode>Foreground</UpdateMode>\r
+ <UpdateInterval>7</UpdateInterval>\r
+ <UpdateIntervalUnits>Days</UpdateIntervalUnits>\r
+ <UpdatePeriodically>false</UpdatePeriodically>\r
+ <UpdateRequired>false</UpdateRequired>\r
+ <MapFileExtensions>true</MapFileExtensions>\r
+ <ApplicationRevision>0</ApplicationRevision>\r
+ <ApplicationVersion>1.0.0.%2a</ApplicationVersion>\r
+ <IsWebBootstrapper>false</IsWebBootstrapper>\r
+ <UseApplicationTrust>false</UseApplicationTrust>\r
+ <BootstrapperEnabled>true</BootstrapperEnabled>\r
+ </PropertyGroup>\r
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">\r
+ <DebugSymbols>true</DebugSymbols>\r
+ <DebugType>full</DebugType>\r
+ <Optimize>false</Optimize>\r
+ <OutputPath>bin\x86\Debug</OutputPath>\r
+ <DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>\r
+ <ErrorReport>prompt</ErrorReport>\r
+ <WarningLevel>4</WarningLevel>\r
+ <NoStdLib>true</NoStdLib>\r
+ <UseVSHostingProcess>false</UseVSHostingProcess>\r
+ <PlatformTarget>x86</PlatformTarget>\r
+ <XnaCompressContent>false</XnaCompressContent>\r
+ </PropertyGroup>\r
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">\r
+ <DebugType>pdbonly</DebugType>\r
+ <Optimize>true</Optimize>\r
+ <OutputPath>bin\x86\Release</OutputPath>\r
+ <DefineConstants>TRACE;WINDOWS</DefineConstants>\r
+ <ErrorReport>prompt</ErrorReport>\r
+ <WarningLevel>4</WarningLevel>\r
+ <NoStdLib>true</NoStdLib>\r
+ <UseVSHostingProcess>false</UseVSHostingProcess>\r
+ <PlatformTarget>x86</PlatformTarget>\r
+ <XnaCompressContent>true</XnaCompressContent>\r
+ </PropertyGroup>\r
+ <ItemGroup>\r
+ <Reference Include="Microsoft.Xna.Framework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=x86">\r
+ <Private>False</Private>\r
+ <SpecificVersion>True</SpecificVersion>\r
+ </Reference>\r
+ <Reference Include="Microsoft.Xna.Framework.Game, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">\r
+ <Private>False</Private>\r
+ <SpecificVersion>True</SpecificVersion>\r
+ </Reference>\r
+ <Reference Include="mscorlib">\r
+ <Private>False</Private>\r
+ </Reference>\r
+ <Reference Include="System">\r
+ <Private>False</Private>\r
+ </Reference>\r
+ <Reference Include="System.Xml">\r
+ <Private>False</Private>\r
+ </Reference>\r
+ <Reference Include="System.Core">\r
+ <RequiredTargetFramework>3.5</RequiredTargetFramework>\r
+ <Private>False</Private>\r
+ </Reference>\r
+ <Reference Include="System.Xml.Linq">\r
+ <RequiredTargetFramework>3.5</RequiredTargetFramework>\r
+ <Private>False</Private>\r
+ </Reference>\r
+ </ItemGroup>\r
+ <ItemGroup>\r
+ <Compile Include="Properties\AssemblyInfo.cs" />\r
+ <Compile Include="Program.cs" />\r
+ <Compile Include="Game1.cs" />\r
+ </ItemGroup>\r
+ <ItemGroup>\r
+ <Content Include="Game.ico" />\r
+ <Content Include="GameThumbnail.png" />\r
+ </ItemGroup>\r
+ <ItemGroup>\r
+ <NestedContentProject Include="Content\Content.contentproj">\r
+ <Project>6c642d2e-cbe1-4954-8cb4-8948822a0ea3</Project>\r
+ <Visible>False</Visible>\r
+ </NestedContentProject>\r
+ </ItemGroup>\r
+ <ItemGroup>\r
+ <BootstrapperPackage Include="Microsoft.Net.Framework.2.0">\r
+ <Visible>False</Visible>\r
+ <ProductName>.NET Framework 2.0 %28x86%29</ProductName>\r
+ <Install>false</Install>\r
+ </BootstrapperPackage>\r
+ <BootstrapperPackage Include="Microsoft.Net.Framework.3.0">\r
+ <Visible>False</Visible>\r
+ <ProductName>.NET Framework 3.0 %28x86%29</ProductName>\r
+ <Install>false</Install>\r
+ </BootstrapperPackage>\r
+ <BootstrapperPackage Include="Microsoft.Net.Framework.3.5">\r
+ <Visible>False</Visible>\r
+ <ProductName>.NET Framework 3.5</ProductName>\r
+ <Install>true</Install>\r
+ </BootstrapperPackage>\r
+ <BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">\r
+ <Visible>False</Visible>\r
+ <ProductName>Windows Installer 3.1</ProductName>\r
+ <Install>true</Install>\r
+ </BootstrapperPackage>\r
+ <BootstrapperPackage Include="Microsoft.Xna.Framework.3.0">\r
+ <Visible>False</Visible>\r
+ <ProductName>Microsoft XNA Framework Redistributable 3.0</ProductName>\r
+ <Install>true</Install>\r
+ </BootstrapperPackage>\r
+ </ItemGroup>\r
+ <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />\r
+ <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />\r
+ <!-- To modify your build process, add your task inside one of the targets below and uncomment it. \r
+ Other similar extension points exist, see Microsoft.Common.targets.\r
+ <Target Name="BeforeBuild">\r
+ </Target>\r
+ <Target Name="AfterBuild">\r
+ </Target>\r
+ -->\r
+</Project>
\ No newline at end of file