Shot and Shooting Classes added (not working yet)

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-11 12:38:45 +02:00
parent 0b98d60753
commit 0a4eafefa3
7 changed files with 754 additions and 605 deletions
@@ -0,0 +1,57 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace DepthsBelow.Component
{
class Shooting : Component
{
protected int stepsTaken = 0;
protected int distanceToTarget = 0;
protected int panic = 0;
protected int soldierAim = 0;
protected int weaponAccuracy = 0;
protected int enemyDodge = 0;
protected int penaltyRange = 5;
public Shooting(Entity parent) : base (parent)
{
}
public int CalculateChance()
{
int baseHitChance = soldierAim + weaponAccuracy;
int baseDodgeChance = panic + enemyDodge;
int basePenalty = ReturnPenalty(stepsTaken) + (int)(ReturnPenalty(distanceToTarget) / 2);
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
return chanceToHit;
}
public int ReturnPenalty(int distance)
{
int penalty = 0;
if (distance >= penaltyRange * 3)
{
penalty = 100;
}
else if (distance >= penaltyRange * 2)
{
distance -= penaltyRange * 2;
penalty = penaltyRange + penaltyRange * 3 + distance * 5;
}
else if (distance >= penaltyRange)
{
distance -= penaltyRange;
penalty = penaltyRange + distance * 3;
}
else
{
penalty = distance;
}
return penalty;
}
}
}
+211 -202
View File
@@ -1,202 +1,211 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using DepthsBelow.GUI;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager GraphicsDeviceManager;
SpriteBatch spriteBatch;
public Camera Camera;
public bool PlayerTurn = true;
public static MouseInput MouseInput;
public static KeyboardInput KeyboardInput;
public List<Soldier> Squad;
public List<SmallEnemy> Swarm;
public static Map Map;
public SmallEnemy TestMonster;
public Core()
{
GraphicsDeviceManager = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
GraphicsDeviceManager.PreferredBackBufferHeight = 720;
GraphicsDeviceManager.IsFullScreen = false;
//graphics.SynchronizeWithVerticalRetrace = false;
this.IsFixedTimeStep = false;
GraphicsDeviceManager.ApplyChanges();
this.IsMouseVisible = true;
}
/// <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()
{
// TODO: Add your initialization logic here
Camera = new Camera(this);
Squad = new List<Soldier>();
Swarm = new List<SmallEnemy>();
TestMonster = new SmallEnemy(this, ref Swarm);
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);
Map = Content.Load<Map>("maps/Cave.Level1");
// Load map objects
Map.ParseObjects(this);
// TODO: use this.Content to load your game content here
Soldier.LoadContent(this);
SmallEnemy.LoadContent(this);
MouseInput = new MouseInput(this);
MouseInput.LoadContent();
KeyboardInput = new KeyboardInput(this);
TestMonster.X = 12;
TestMonster.Y = 4;
// Test GUI frames
var frame = new GUI.Button()
{
X = 100,
Width = 48,
Height = 23,
Texture = Content.Load<Texture2D>("images/Enter"),
OnClick = delegate(Point clickPos)
{
Debug.WriteLine("That ugly button was clicked at (" + clickPos.X + "," + clickPos.Y + ")");
}
};
var text = new GUI.Text(Content.Load<SpriteFont>("Arial"));
text.Value = "Hello world!";
frame.Add(text);
}
/// <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)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
Camera.Update(gameTime);
MouseInput.Update(gameTime);
KeyboardInput.Update(gameTime);
// Update soldiers in squad
foreach (var soldier in Squad)
soldier.Update(gameTime);
foreach (var body in Swarm)
body.Update(gameTime);
TestMonster.Update(gameTime);
GUIManager.Update(gameTime);
base.Update(gameTime);
}
public int FindDistance(Vector2 target, Vector2 start)
{
Vector2 combine = new Vector2(target.X - start.X, target.Y - start.Y);
int result = 0;
int firstRestult = (int)Math.Sqrt((int)combine.X^2 + (int)combine.Y^2);
result = (int)Vector2.Distance(target, start);
return result;
}
/// <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.Black);
// Start drawing using the Camera transform
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
Camera.Transform);
// Draw the level
Map.Draw(spriteBatch);
// Draw units
foreach (var soldier in Squad)
{
var sr = soldier.GetComponent<Component.SpriteRenderer>();
if (sr != null)
sr.Draw(spriteBatch);
}
foreach (var body in Swarm)
{
var sr = body.GetComponent<Component.SpriteRenderer>();
if (sr != null)
sr.Draw(spriteBatch);
}
// Draw mouse input visuals
MouseInput.Draw(spriteBatch);
TestMonster.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch);
spriteBatch.End();
// Start drawing GUI components
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
GUIManager.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using DepthsBelow.GUI;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager GraphicsDeviceManager;
SpriteBatch spriteBatch;
public Camera Camera;
public bool PlayerTurn = true;
public static MouseInput MouseInput;
public static KeyboardInput KeyboardInput;
public List<Soldier> Squad;
public List<SmallEnemy> Swarm;
public List<Shot> Volley;
public static Map Map;
public SmallEnemy TestMonster;
public Core()
{
GraphicsDeviceManager = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
GraphicsDeviceManager.PreferredBackBufferHeight = 720;
GraphicsDeviceManager.IsFullScreen = false;
//graphics.SynchronizeWithVerticalRetrace = false;
this.IsFixedTimeStep = false;
GraphicsDeviceManager.ApplyChanges();
this.IsMouseVisible = true;
}
/// <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()
{
// TODO: Add your initialization logic here
Camera = new Camera(this);
Squad = new List<Soldier>();
Swarm = new List<SmallEnemy>();
Volley = new List<Shot>();
TestMonster = new SmallEnemy(this, ref Swarm);
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);
Map = Content.Load<Map>("maps/Cave.Level1");
// Load map objects
Map.ParseObjects(this);
// TODO: use this.Content to load your game content here
Soldier.LoadContent(this);
SmallEnemy.LoadContent(this);
Shot.LoadContent(this);
MouseInput = new MouseInput(this);
MouseInput.LoadContent();
KeyboardInput = new KeyboardInput(this);
TestMonster.X = 12;
TestMonster.Y = 4;
// Test GUI frames
var frame = new GUI.Button()
{
X = 100,
Width = 48,
Height = 23,
Texture = Content.Load<Texture2D>("images/Enter"),
OnClick = delegate(Point clickPos)
{
Debug.WriteLine("That ugly button was clicked at (" + clickPos.X + "," + clickPos.Y + ")");
}
};
var text = new GUI.Text(Content.Load<SpriteFont>("Arial"));
text.Value = "Hello world!";
frame.Add(text);
}
/// <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)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
Camera.Update(gameTime);
MouseInput.Update(gameTime);
KeyboardInput.Update(gameTime);
// Update soldiers in squad
foreach (var soldier in Squad)
soldier.Update(gameTime);
foreach (var body in Swarm)
body.Update(gameTime);
TestMonster.Update(gameTime);
GUIManager.Update(gameTime);
base.Update(gameTime);
}
public int FindDistance(Vector2 target, Vector2 start)
{
Vector2 combine = new Vector2(target.X - start.X, target.Y - start.Y);
int result = 0;
int firstRestult = (int)Math.Sqrt((int)combine.X^2 + (int)combine.Y^2);
result = (int)Vector2.Distance(target, start);
return result;
}
/// <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.Black);
// Start drawing using the Camera transform
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
Camera.Transform);
// Draw the level
Map.Draw(spriteBatch);
// Draw units
foreach (var soldier in Squad)
{
var sr = soldier.GetComponent<Component.SpriteRenderer>();
if (sr != null)
sr.Draw(spriteBatch);
}
foreach (var body in Swarm)
{
var sr = body.GetComponent<Component.SpriteRenderer>();
if (sr != null)
sr.Draw(spriteBatch);
}
foreach (var bullet in Volley)
{
var sr = bullet.GetComponent<Component.SpriteRenderer>();
if (sr != null)
sr.Draw(spriteBatch);
}
// Draw mouse input visuals
MouseInput.Draw(spriteBatch);
TestMonster.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch);
spriteBatch.End();
// Start drawing GUI components
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
GUIManager.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
+198 -196
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@@ -1,198 +1,200 @@
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</Reference>
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</Reference>
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<Private>False</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Storage, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>False</Private>
</Reference>
<Reference Include="mscorlib">
<Private>False</Private>
</Reference>
<Reference Include="System">
<Private>False</Private>
</Reference>
<Reference Include="System.Drawing" />
<Reference Include="System.Xml">
<Private>False</Private>
</Reference>
<Reference Include="System.Core">
<Private>False</Private>
</Reference>
<Reference Include="System.Xml.Linq">
<Private>False</Private>
</Reference>
<Reference Include="System.Net">
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Camera.cs" />
<Compile Include="Shot.cs" />
<Compile Include="Component\Shooting.cs" />
<Compile Include="GUIManager.cs" />
<Compile Include="GUI\Button.cs" />
<Compile Include="GUI\Frame.cs" />
<Compile Include="GUI\Text.cs" />
<Compile Include="KeyboardInput.cs" />
<Compile Include="Component\PathFinder.cs" />
<Compile Include="Component\Transform.cs" />
<Compile Include="Grid.cs" />
<Compile Include="Component\Collision.cs" />
<Compile Include="Component\Component.cs" />
<Compile Include="Component\GridTransform.cs" />
<Compile Include="Core.cs" />
<Compile Include="Entity.cs" />
<Compile Include="Map.cs" />
<Compile Include="MouseInput.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Program.cs" />
<Compile Include="Component\SpriteRenderer.cs" />
<Compile Include="RenderHelpers.cs" />
<Compile Include="SmallEnemy.cs" />
<Compile Include="Soldier.cs" />
<Compile Include="Component\PixelTransform.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="Game.ico" />
<Content Include="GameThumbnail.png" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\AStar\AStar.csproj">
<Project>{CD3F949D-54AA-4D38-99DB-92905A375D84}</Project>
<Name>AStar</Name>
</ProjectReference>
<ProjectReference Include="..\DepthsBelowContent\DepthsBelowContent.contentproj">
<Name>DepthsBelowContent %28Content%29</Name>
<XnaReferenceType>Content</XnaReferenceType>
<Project>{433A77A2-DE52-4875-A4EF-232CF59C2DD3}</Project>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
<Visible>False</Visible>
<ProductName>Microsoft .NET Framework 4 Client Profile %28x86 and 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>
<ItemGroup>
<None Include="DepthsBelow_TemporaryKey.pfx" />
</ItemGroup>
<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.
@@ -200,5 +202,5 @@
</Target>
<Target Name="AfterBuild">
</Target>
-->
-->
</Project>
+81 -77
View File
@@ -1,78 +1,82 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
public class KeyboardInput
{
Core core;
bool Enter = false;
bool turn;
public KeyboardInput(Core core)
{
this.core = core;
}
public void Update(GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyUp(Keys.Enter) && Enter == true)
{
Enter = false;
}
if (ks.IsKeyDown(Keys.Enter) && Enter == false)
{
Enter = true;
if (core.PlayerTurn == false)
{
core.PlayerTurn = true;
foreach (var unit in core.Squad)
{
unit.step = 0;
}
}
else
{
core.TestMonster.step = 0;
core.PlayerTurn = false;
Point target = Point.Zero;
int distance = 7000;
foreach (var unit in core.Squad)
{
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
int newDistance = core.FindDistance(soldier, monster);
if (newDistance < distance)
{
target = unit.Transform.Grid;
distance = newDistance;
}
}
core.TestMonster.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
}
}
if (ks.IsKeyDown(Keys.A))
{
/*foreach (var unit in core.Swarm)
{
unit.X = 200;
unit.Y = 200;
}*/
core.TestMonster.X = 12;
core.TestMonster.Y = 4;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
public class KeyboardInput
{
Core core;
bool Enter = false;
bool turn;
public KeyboardInput(Core core)
{
this.core = core;
}
public void Update(GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyUp(Keys.Enter) && Enter == true)
{
Enter = false;
}
if (ks.IsKeyDown(Keys.Enter) && Enter == false)
{
Enter = true;
if (core.PlayerTurn == false)
{
core.PlayerTurn = true;
foreach (var unit in core.Squad)
{
unit.step = 0;
}
}
else
{
core.TestMonster.step = 0;
core.PlayerTurn = false;
Point target = Point.Zero;
int distance = 7000;
foreach (var unit in core.Squad)
{
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
int newDistance = core.FindDistance(soldier, monster);
if (newDistance < distance)
{
target = unit.Transform.Grid;
distance = newDistance;
}
}
core.TestMonster.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
}
}
if (ks.IsKeyDown(Keys.A))
{
/*foreach (var unit in core.Swarm)
{
unit.X = 200;
unit.Y = 200;
}*/
core.TestMonster.X = 12;
core.TestMonster.Y = 4;
}
if (ks.IsKeyDown(Keys.S))
{
}
}
}
}
+70
View File
@@ -0,0 +1,70 @@
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow
{
public class Shot : Entity
{
public static Texture2D Texture;
public Color Color;
public static Point Origin;
private bool _selected; //I guess as in "currently doing something"
public List<Shot> Volley;
private PathFinder.Node nextNode;
public Vector2 direction = Vector2.Zero;
public Shot(Core core)
: base(core)
{
if (Texture == null)
LoadContent(core);
Transform.World.Origin = new Vector2(16, 16);
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc);
var cc = new Collision(this, 32, 32);
AddComponent(cc);
}
public static void LoadContent(Core core)
{
Texture = core.Content.Load<Texture2D>("images/Shot");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
List<Point> soldierCollisions = new List<Point>();
foreach (var body in core.Swarm)
{
if (this.GetComponent<Collision>().Rectangle.Intersects(body.GetComponent<Collision>().Rectangle))
{
}
}
foreach (var soldier in core.Squad)
{
if (this.GetComponent<Collision>().Rectangle.Intersects(soldier.GetComponent<Collision>().Rectangle))
{
}
}
// HACK: Make this work properly with other speeds...
float speed = 4f;
Transform.World.Position += speed * direction;
}
}
}
@@ -1,131 +1,138 @@
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<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<ContentRootDirectory>Content</ContentRootDirectory>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<PlatformTarget>x86</PlatformTarget>
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<PlatformTarget>x86</PlatformTarget>
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<ItemGroup>
<Compile Include="images\Monster.png">
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<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="images\Enter.bmp">
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<ItemGroup>
<Compile Include="Arial.spritefont">
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
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Other similar extension points exist, see Microsoft.Common.targets.
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<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>Library</OutputType>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
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<PlatformTarget>x86</PlatformTarget>
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</ItemGroup>
<ItemGroup>
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Other similar extension points exist, see Microsoft.Common.targets.
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