Initial Commit

This commit is contained in:
2026-02-22 21:53:04 -05:00
commit 10af8b9f9c
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<?xml version="1.0" encoding="utf-8"?>
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using Android.App;
using Android.Content.PM;
using Android.OS;
using Android.Views;
using Microsoft.Xna.Framework;
using AwperativeTest4.Core;
namespace AwperativeTest4.Android
{
/// <summary>
/// The main activity for the Android application. It initializes the game instance,
/// sets up the rendering view, and starts the game loop.
/// </summary>
/// <remarks>
/// This class is responsible for managing the Android activity lifecycle and integrating
/// with the MonoGame framework.
/// </remarks>
[Activity(
Label = "AwperativeTest4",
MainLauncher = true,
Icon = "@drawable/icon",
Theme = "@style/Theme.Splash",
AlwaysRetainTaskState = true,
LaunchMode = LaunchMode.SingleInstance,
ScreenOrientation = ScreenOrientation.SensorLandscape,
ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.Keyboard | ConfigChanges.KeyboardHidden
)]
public class MainActivity : AndroidGameActivity
{
private AwperativeTest4Game _game;
private View _view;
/// <summary>
/// Called when the activity is first created. Initializes the game instance,
/// retrieves its rendering view, and sets it as the content view of the activity.
/// Finally, starts the game loop.
/// </summary>
/// <param name="bundle">A Bundle containing the activity's previously saved state, if any.</param>
protected override void OnCreate(Bundle bundle) {
base.OnCreate(bundle);
_game = new AwperativeTest4Game();
_view = _game.Services.GetService(typeof(View)) as View;
SetContentView(_view);
_game.Run();
}
}
}

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using System;
using AwperativeTest4.Core.Localization;
using System.Collections.Generic;
using System.Globalization;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using static System.Net.Mime.MediaTypeNames;
namespace AwperativeTest4.Core
{
/// <summary>
/// The main class for the game, responsible for managing game components, settings,
/// and platform-specific configurations.
/// </summary>
public class AwperativeTest4Game : Game
{
// Resources for drawing.
private GraphicsDeviceManager graphicsDeviceManager;
/// <summary>
/// Indicates if the game is running on a mobile platform.
/// </summary>
public readonly static bool IsMobile = OperatingSystem.IsAndroid() || OperatingSystem.IsIOS();
/// <summary>
/// Indicates if the game is running on a desktop platform.
/// </summary>
public readonly static bool IsDesktop =
OperatingSystem.IsMacOS() || OperatingSystem.IsLinux() || OperatingSystem.IsWindows();
/// <summary>
/// Initializes a new instance of the game. Configures platform-specific settings,
/// initializes services like settings and leaderboard managers, and sets up the
/// screen manager for screen transitions.
/// </summary>
public AwperativeTest4Game() {
graphicsDeviceManager = new GraphicsDeviceManager(this);
// Share GraphicsDeviceManager as a service.
Services.AddService(typeof(GraphicsDeviceManager), graphicsDeviceManager);
Content.RootDirectory = "Content";
// Configure screen orientations.
graphicsDeviceManager.SupportedOrientations =
DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
}
/// <summary>
/// Initializes the game, including setting up localization and adding the
/// initial screens to the ScreenManager.
/// </summary>
protected override void Initialize() {
base.Initialize();
// Load supported languages and set the default language.
List<CultureInfo> cultures = LocalizationManager.GetSupportedCultures();
var languages = new List<CultureInfo>();
for (int i = 0; i < cultures.Count; i++) {
languages.Add(cultures[i]);
}
// TODO You should load this from a settings file or similar,
// based on what the user or operating system selected.
var selectedLanguage = LocalizationManager.DEFAULT_CULTURE_CODE;
LocalizationManager.SetCulture(selectedLanguage);
}
/// <summary>
/// Loads game content, such as textures and particle systems.
/// </summary>
protected override void LoadContent() {
base.LoadContent();
}
/// <summary>
/// Updates the game's logic, called once per frame.
/// </summary>
/// <param name="gameTime">
/// Provides a snapshot of timing values used for game updates.
/// </param>
protected override void Update(GameTime gameTime) {
// Exit the game if the Back button (GamePad) or Escape key (Keyboard) is pressed.
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed
|| Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// Draws the game's graphics, called once per frame.
/// </summary>
/// <param name="gameTime">
/// Provides a snapshot of timing values used for rendering.
/// </param>
protected override void Draw(GameTime gameTime) {
// Clears the screen with the MonoGame orange color before drawing.
GraphicsDevice.Clear(Color.MonoGameOrange);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin Fonts/Hud.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Fonts/Hud.spritefont

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Roboto-Bold</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>14</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 254, ('■'), covering the basic Latin
character set as well as extended character set.
The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<!-- Latin Character and Extended Set -->
<CharacterRegion>
<Start>&#32;</Start>
<End>&#254;</End>
</CharacterRegion>
<!-- Hiragana (U+3040 - U+309F) -->
<CharacterRegion>
<Start>&#12352;</Start>
<End>&#12447;</End>
</CharacterRegion>
<!-- Katakana (U+30A0 - U+30FF) -->
<CharacterRegion>
<Start>&#12448;</Start>
<End>&#12543;</End>
</CharacterRegion>
<!-- Common Kanji (CJK Unified Ideographs - typically U+4E00 to U+9FFF) -->
<CharacterRegion>
<Start>&#19968;</Start>
<End>&#40879;</End>
</CharacterRegion>
<!-- Cyrillic Character Set -->
<CharacterRegion>
<Start>&#1040;</Start>
<End>&#1103;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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#!/bin/zsh
# Declare a constant variables
readonly resources_base_path="../../AwperativeTest4.Android/Resources"
readonly drawable_resources_path="$resources_base_path/drawable-"
readonly mdpi="mdpi"
readonly hdpi="hdpi"
readonly xhdpi="xhdpi"
readonly xxhdpi="xxhdpi"
readonly xxxhdpi="xxxhdpi"
echo "Generating Android icons"
echo "Generating Android splash screens"
mkdir -p "$drawable_resources_path$mdpi"
mkdir -p "$drawable_resources_path$hdpi"
mkdir -p "$drawable_resources_path$xhdpi"
mkdir -p "$drawable_resources_path$xxhdpi"
mkdir -p "$drawable_resources_path$xxxhdpi"
sips -Z 48 icon-1024.png -o "$drawable_resources_path$mdpi/icon.png"
sips -Z 72 icon-1024.png -o "$drawable_resources_path$hdpi/icon.png"
sips -Z 96 icon-1024.png -o "$drawable_resources_path$xhdpi/icon.png"
sips -Z 144 icon-1024.png -o "$drawable_resources_path$xxhdpi/icon.png"
sips -Z 192 icon-1024.png -o "$drawable_resources_path$xxxhdpi/icon.png"
sips -Z 470 splash.png -o "$drawable_resources_path$mdpi/splash.png"
sips -Z 640 splash.png -o "$drawable_resources_path$hdpi/splash.png"
sips -Z 960 splash.png -o "$drawable_resources_path$xhdpi/splash.png"
sips -Z 1440 splash.png -o "$drawable_resources_path$xxhdpi/splash.png"
sips -Z 1920 splash.png -o "$drawable_resources_path$xxxhdpi/splash.png"
echo "Android Generation Complete!"

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#!/bin/zsh
# Declare a constant variables
readonly top_level_path="../../AwperativeTest4.iOS/AppIcon.xcassets"
readonly xcassets_path="$top_level_path/AppIcon.appiconset"
while true; do
# Prompt for user confirmation
echo -n "This script will delete your '$xcassets_path' directory and recreate all the assets again. Are you sure you wish to proceed? [(y)es/(n)o]: "
read confirm
# Check the user's response
if [[ "${confirm:l}" == "y" || "${confirm:l}" == "yes" ]]; then
# Check if the directory exists
if [[ -d "$top_level_path" ]]; then
# Top level directory exists, delete it
rm -rf "$top_level_path"
echo "'$top_level_path' directory deleted successfully."
else
echo "'$top_level_path' directory does not exist. Continuing."
fi
break
elif [[ "${confirm:l}" == "n" || "${confirm:l}" == "no" ]]; then
echo "Deletion canceled."
exit 0
else
echo "Invalid input. Please enter 'y'/'yes' or 'n'/'no'."
fi
done
echo "iOS Icon Generation Started!"
echo "Creating $xcassets_path directory"
mkdir -p "$xcassets_path"
# Generate the required icon sizes
echo "Generating iOS icons"
sips -Z 20 icon-1024.png -o "$xcassets_path/icon_20x20.png"
sips -Z 29 icon-1024.png -o "$xcassets_path/icon_29x29.png"
sips -Z 40 icon-1024.png -o "$xcassets_path/icon_40x40.png"
sips -Z 58 icon-1024.png -o "$xcassets_path/icon_58x58.png"
sips -Z 60 icon-1024.png -o "$xcassets_path/icon_60x60.png"
sips -Z 76 icon-1024.png -o "$xcassets_path/icon_76x76.png"
sips -Z 80 icon-1024.png -o "$xcassets_path/icon_80x80.png"
sips -Z 87 icon-1024.png -o "$xcassets_path/icon_87x87.png"
sips -Z 120 icon-1024.png -o "$xcassets_path/icon_120x120.png"
sips -Z 152 icon-1024.png -o "$xcassets_path/icon_152x152.png"
sips -Z 167 icon-1024.png -o "$xcassets_path/icon_167x167.png"
sips -Z 180 icon-1024.png -o "$xcassets_path/icon_180x180.png"
# yes I know it's the same size
sips -Z 1024 icon-1024.png -o "$xcassets_path/icon_1024x1024.png"
# Create the Contents.json file
echo "Generating Contents.json file"
cat > "$xcassets_path/Contents.json" <<EOF
{
"images" : [
{
"filename" : "icon_40x40.png",
"idiom" : "iphone",
"scale" : "2x",
"size" : "20x20"
},
{
"filename" : "icon_60x60.png",
"idiom" : "iphone",
"scale" : "3x",
"size" : "20x20"
},
{
"filename" : "icon_58x58.png",
"idiom" : "iphone",
"scale" : "2x",
"size" : "29x29"
},
{
"filename" : "icon_87x87.png",
"idiom" : "iphone",
"scale" : "3x",
"size" : "29x29"
},
{
"filename" : "icon_80x80.png",
"idiom" : "iphone",
"scale" : "2x",
"size" : "40x40"
},
{
"filename" : "icon_120x120.png",
"idiom" : "iphone",
"scale" : "3x",
"size" : "40x40"
},
{
"filename" : "icon_120x120.png",
"idiom" : "iphone",
"scale" : "2x",
"size" : "60x60"
},
{
"filename" : "icon_180x180.png",
"idiom" : "iphone",
"scale" : "3x",
"size" : "60x60"
},
{
"filename" : "icon_20x20.png",
"idiom" : "ipad",
"scale" : "1x",
"size" : "20x20"
},
{
"filename" : "icon_40x40.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "20x20"
},
{
"filename" : "icon_29x29.png",
"idiom" : "ipad",
"scale" : "1x",
"size" : "29x29"
},
{
"filename" : "icon_58x58.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "29x29"
},
{
"filename" : "icon_40x40.png",
"idiom" : "ipad",
"scale" : "1x",
"size" : "40x40"
},
{
"filename" : "icon_80x80.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "40x40"
},
{
"filename" : "icon_76x76.png",
"idiom" : "ipad",
"scale" : "1x",
"size" : "76x76"
},
{
"filename" : "icon_152x152.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "76x76"
},
{
"filename" : "icon_167x167.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "83.5x83.5"
},
{
"filename" : "icon_1024x1024.png",
"idiom" : "ios-marketing",
"scale" : "1x",
"size" : "1024x1024"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}
EOF
echo "iOS Icon Generation Complete!"

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#!/bin/zsh
# Declare a constant variables
readonly top_level_path="../../AwperativeTest4.Desktop/AppIcon.xcassets"
readonly xcassets_path="$top_level_path/AppIcon.appiconset"
while true; do
# Prompt for user confirmation
echo -n "This script will delete your '$xcassets_path' directory and recreate all the assets again. Are you sure you wish to proceed? [(y)es/(n)o]: "
read confirm
# Check the user's response
if [[ "${confirm:l}" == "y" || "${confirm:l}" == "yes" ]]; then
# Check if the directory exists
if [[ -d "$top_level_path" ]]; then
# Top level directory exists, delete it
rm -rf "$top_level_path"
echo "'$top_level_path' directory deleted successfully."
else
echo "'$top_level_path' directory does not exist. Continuing."
fi
break
elif [[ "${confirm:l}" == "n" || "${confirm:l}" == "no" ]]; then
echo "Deletion canceled."
exit 0
else
echo "Invalid input. Please enter 'y'/'yes' or 'n'/'no'."
fi
done
echo "macOS Icon Generation Started!"
echo "Creating $xcassets_path directory"
mkdir -p "$xcassets_path"
# Generate the required icon sizes
echo "Generating macOS icons"
sips -Z 16 icon-1024.png -o "$xcassets_path/icon_16x16.png"
sips -Z 32 icon-1024.png -o "$xcassets_path/icon_32x32.png"
sips -Z 64 icon-1024.png -o "$xcassets_path/icon_64x64.png"
sips -Z 128 icon-1024.png -o "$xcassets_path/icon_128x128.png"
sips -Z 256 icon-1024.png -o "$xcassets_path/icon_256x256.png"
sips -Z 512 icon-1024.png -o "$xcassets_path/icon_512x512.png"
# yes I know it's the same size
sips -Z 1024 icon-1024.png -o "$xcassets_path/icon_1024x1024.png"
# Create the Contents.json file
echo "Generating Contents.json file"
cat > "$xcassets_path/Contents.json" <<EOF
{
"images" : [
{
"filename": "icon_16x16.png",
"idiom": "mac",
"scale": "1x",
"size": "16x16"
},
{
"filename": "icon_32x32.png",
"idiom": "mac",
"scale": "2x",
"size": "16x16"
},
{
"filename": "icon_32x32.png",
"idiom": "mac",
"scale": "1x",
"size": "32x32"
},
{
"filename": "icon_64x64.png",
"idiom": "mac",
"scale": "2x",
"size": "32x32"
},
{
"filename": "icon_128x128.png",
"idiom": "mac",
"scale": "1x",
"size": "128x128"
},
{
"filename": "icon_256x256.png",
"idiom": "mac",
"scale": "2x",
"size": "128x128"
},
{
"filename": "icon_256x256.png",
"idiom": "mac",
"scale": "1x",
"size": "256x256"
},
{
"filename": "icon_512x512.png",
"idiom": "mac",
"scale": "2x",
"size": "256x256"
},
{
"filename": "icon_512x512.png",
"idiom": "mac",
"scale": "1x",
"size": "512x512"
},
{
"filename": "icon_1024x1024.png",
"idiom": "mac",
"scale": "2x",
"size": "512x512"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}
EOF
echo "macOS Icon Generation Complete!"

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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Reflection;
using System.Resources;
using System.Threading;
namespace AwperativeTest4.Core.Localization;
/// <summary>
/// Manages localization settings for the game, including retrieving supported cultures and setting the current culture for localization.
/// </summary>
internal class LocalizationManager
{
/// <summary>
/// the culture code we default to
/// </summary>
public const string DEFAULT_CULTURE_CODE = "en-EN";
/// <summary>
/// Retrieves a list of supported cultures based on available language resources in the game.
/// This method checks the current culture settings and the satellite assemblies for available localized resources.
/// </summary>
/// <returns>A list of <see cref="CultureInfo"/> objects representing the cultures supported by the game.</returns>
/// <remarks>
/// This method iterates through all specific cultures defined in the satellite assemblies and attempts to load the corresponding resource set.
/// If a resource set is found for a particular culture, that culture is added to the list of supported cultures. The invariant culture
/// is always included in the returned list as it represents the default (non-localized) resources.
/// </remarks>
public static List<CultureInfo> GetSupportedCultures() {
// Create a list to hold supported cultures
List<CultureInfo> supportedCultures = new List<CultureInfo>();
// Get the current assembly
Assembly assembly = Assembly.GetExecutingAssembly();
// Resource manager for your Resources.resx
ResourceManager resourceManager = new ResourceManager("AwperativeTest4.Core.Localization.Resources", assembly);
// Get all cultures defined in the satellite assemblies
CultureInfo[] cultures = CultureInfo.GetCultures(CultureTypes.SpecificCultures);
foreach (CultureInfo culture in cultures) {
try {
// Try to get the resource set for this culture
var resourceSet = resourceManager.GetResourceSet(culture, true, false);
if (resourceSet != null) {
supportedCultures.Add(culture);
}
} catch (MissingManifestResourceException) {
// This exception is thrown when there is no .resx for the culture, ignore it
}
}
// Always add the default (invariant) culture - the base .resx file
supportedCultures.Add(CultureInfo.InvariantCulture);
return supportedCultures;
}
/// <summary>
/// Sets the current culture of the game based on the specified culture code.
/// This method updates both the current culture and UI culture for the current thread.
/// </summary>
/// <param name="cultureCode">The culture code (e.g., "en-US", "fr-FR") to set for the game.</param>
/// <remarks>
/// This method modifies the <see cref="Thread.CurrentThread.CurrentCulture"/> and <see cref="Thread.CurrentThread.CurrentUICulture"/> properties,
/// which affect how dates, numbers, and other culture-specific values are formatted, as well as how localized resources are loaded.
/// </remarks>
public static void SetCulture(string cultureCode) {
if (string.IsNullOrEmpty(cultureCode))
throw new ArgumentNullException(nameof(cultureCode), "A culture code must be provided.");
// Create a CultureInfo object from the culture code
CultureInfo culture = new CultureInfo(cultureCode);
// Set the current culture and UI culture for the current thread
Thread.CurrentThread.CurrentCulture = culture;
Thread.CurrentThread.CurrentUICulture = culture;
}
}

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@@ -0,0 +1,411 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace AwperativeTest4.Core.Localization
{
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// This class was generated by MSBuild using the GenerateResource task.
/// To add or remove a member, edit your .resx file then rerun MSBuild.
/// </summary>
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.Build.Tasks.StronglyTypedResourceBuilder",
"15.1.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance",
"CA1811:AvoidUncalledPrivateCode")]
internal Resources() { }
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState
.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp =
new global::System.Resources.ResourceManager("AwperativeTest4.Core.Localization.Resources",
typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState
.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get { return resourceCulture; }
set { resourceCulture = value; }
}
/// <summary>
/// Looks up a localized string similar to About.
/// </summary>
internal static string About {
get { return ResourceManager.GetString("About", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Back.
/// </summary>
internal static string Back {
get { return ResourceManager.GetString("Back", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Click Anywhere.
/// </summary>
internal static string ClickAnywhere {
get { return ResourceManager.GetString("ClickAnywhere", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Collect These!.
/// </summary>
internal static string CollectThese {
get { return ResourceManager.GetString("CollectThese", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Display Mode : {0}.
/// </summary>
internal static string DisplayMode {
get { return ResourceManager.GetString("DisplayMode", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Don&apos;t Die!.
/// </summary>
internal static string DontDie {
get { return ResourceManager.GetString("DontDie", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to english (English).
/// </summary>
internal static string English {
get { return ResourceManager.GetString("English", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Initialize can only be called once.
/// </summary>
internal static string ErrorAccelerometerInitializeOnce {
get { return ResourceManager.GetString("ErrorAccelerometerInitializeOnce", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to You must Initialize before you can call GetState().
/// </summary>
internal static string ErrorAccelerometerMustInitialize {
get { return ResourceManager.GetString("ErrorAccelerometerMustInitialize", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Acceleration: {0}, IsActive: {1}.
/// </summary>
internal static string ErrorAccelerometerToString {
get { return ResourceManager.GetString("ErrorAccelerometerToString", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to A level must have an exit..
/// </summary>
internal static string ErrorLevelExit {
get { return ResourceManager.GetString("ErrorLevelExit", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to The length of line {0} is different from all preceeding lines..
/// </summary>
internal static string ErrorLevelLineLength {
get { return ResourceManager.GetString("ErrorLevelLineLength", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to A level may only have one exit..
/// </summary>
internal static string ErrorLevelOneExit {
get { return ResourceManager.GetString("ErrorLevelOneExit", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to A level may only have one starting point..
/// </summary>
internal static string ErrorLevelOneStartingPoint {
get { return ResourceManager.GetString("ErrorLevelOneStartingPoint", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to A level must have a starting point..
/// </summary>
internal static string ErrorLevelStartingPoint {
get { return ResourceManager.GetString("ErrorLevelStartingPoint", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to No animation is currently playing..
/// </summary>
internal static string ErrorNoAnimation {
get { return ResourceManager.GetString("ErrorNoAnimation", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Unsupported tile type character &apos;{0}&apos; at position {1}, {2}..
/// </summary>
internal static string ErrorUnsupportedTileType {
get { return ResourceManager.GetString("ErrorUnsupportedTileType", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Exit.
/// </summary>
internal static string Exit {
get { return ResourceManager.GetString("Exit", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Are you sure you want to exit?.
/// </summary>
internal static string ExitQuestion {
get { return ResourceManager.GetString("ExitQuestion", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Fullscreen.
/// </summary>
internal static string FullScreen {
get { return ResourceManager.GetString("FullScreen", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Gems Collected.
/// </summary>
internal static string GemsCollected {
get { return ResourceManager.GetString("GemsCollected", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Get To Here!.
/// </summary>
internal static string GetToHere {
get { return ResourceManager.GetString("GetToHere", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Language: .
/// </summary>
internal static string Language {
get { return ResourceManager.GetString("Language", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Let&apos;s GO!!!!.
/// </summary>
internal static string LetsGo {
get { return ResourceManager.GetString("LetsGo", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Level Completed!.
/// </summary>
internal static string LevelCompleted {
get { return ResourceManager.GetString("LevelCompleted", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Loading....
/// </summary>
internal static string Loading {
get { return ResourceManager.GetString("Loading", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Main Menu.
/// </summary>
internal static string MainMenu {
get { return ResourceManager.GetString("MainMenu", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to MonoGame Site.
/// </summary>
internal static string MonoGameSite {
get { return ResourceManager.GetString("MonoGameSite", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to CONGRATULATIONS!! You set a new high score..
/// </summary>
internal static string NewHighScore {
get { return ResourceManager.GetString("NewHighScore", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to No = B button, Esc.
/// </summary>
internal static string NoButtonHelp {
get { return ResourceManager.GetString("NoButtonHelp", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to [ No ].
/// </summary>
internal static string NoButtonText {
get { return ResourceManager.GetString("NoButtonText", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Particle Effect: .
/// </summary>
internal static string ParticleEffect {
get { return ResourceManager.GetString("ParticleEffect", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Paused.
/// </summary>
internal static string Paused {
get { return ResourceManager.GetString("Paused", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Play.
/// </summary>
internal static string Play {
get { return ResourceManager.GetString("Play", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Quit.
/// </summary>
internal static string Quit {
get { return ResourceManager.GetString("Quit", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Are you sure you want to quit?.
/// </summary>
internal static string QuitQuestion {
get { return ResourceManager.GetString("QuitQuestion", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Resume.
/// </summary>
internal static string Resume {
get { return ResourceManager.GetString("Resume", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to SCORE: .
/// </summary>
internal static string Score {
get { return ResourceManager.GetString("Score", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Settings.
/// </summary>
internal static string Settings {
get { return ResourceManager.GetString("Settings", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Show Virtual GamePad: .
/// </summary>
internal static string ShowVirtualGamePad {
get { return ResourceManager.GetString("ShowVirtualGamePad", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Tap Anywhere.
/// </summary>
internal static string TapAnywhere {
get { return ResourceManager.GetString("TapAnywhere", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Tap To Pause.
/// </summary>
internal static string TapToPause {
get { return ResourceManager.GetString("TapToPause", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to TIME: .
/// </summary>
internal static string Time {
get { return ResourceManager.GetString("Time", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Time Ran Out!.
/// </summary>
internal static string TimeRanOut {
get { return ResourceManager.GetString("TimeRanOut", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Tutorial.
/// </summary>
internal static string Tutorial {
get { return ResourceManager.GetString("Tutorial", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Windowed.
/// </summary>
internal static string Windowed {
get { return ResourceManager.GetString("Windowed", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to Yes = A Button, Space, Enter.
/// </summary>
internal static string YesButtonHelp {
get { return ResourceManager.GetString("YesButtonHelp", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to [ Yes ].
/// </summary>
internal static string YesButtonText {
get { return ResourceManager.GetString("YesButtonText", resourceCulture); }
}
/// <summary>
/// Looks up a localized string similar to You DIED!.
/// </summary>
internal static string YouDied {
get { return ResourceManager.GetString("YouDied", resourceCulture); }
}
}
}

View File

@@ -0,0 +1,126 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="TapAnywhere" xml:space="preserve">
<value>Toca En Cualquier Sitio</value>
</data>
<data name="ClickAnywhere" xml:space="preserve">
<value>Click Anywhere</value>
</data>
</root>

View File

@@ -0,0 +1,126 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>s
<data name="TapAnywhere" xml:space="preserve">
<value>Tap Anywhere</value>
</data>
<data name="ClickAnywhere" xml:space="preserve">
<value>Click Anywhere</value>
</data>
</root>

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@@ -0,0 +1,126 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
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</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
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</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:element>
</xsd:choice>
</xsd:complexType>
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<resheader name="resmimetype">
<value>text/microsoft-resx</value>
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<resheader name="version">
<value>2.0</value>
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<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="TapAnywhere" xml:space="preserve">
<value>Tap Anywhere</value>
</data>
<data name="ClickAnywhere" xml:space="preserve">
<value>Click Anywhere</value>
</data>
</root>

View File

@@ -0,0 +1,74 @@
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View File

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View File

@@ -0,0 +1,6 @@
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View File

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// <autogenerated />
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View File

@@ -0,0 +1,22 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
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View File

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build_property.PlatformNeutralAssembly =
build_property.EnforceExtendedAnalyzerRules =
build_property._SupportedPlatformList = Linux,macOS,Windows
build_property.RootNamespace = AwperativeTest4.Core
build_property.ProjectDir = /home/avery/Programming/AwperativeTest4/AwperativeTest4/AwperativeTest4.Core/
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View File

@@ -0,0 +1,344 @@
{
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using AwperativeTest4.Core;
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!--View Controller-->
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using AwperativeTest4.Core;
using Foundation;
using UIKit;
namespace AwperativeTest4.iOS
{
[Register("AppDelegate")]
internal class Program : UIApplicationDelegate
{
private static AwperativeTest4Game _game;
/// <summary>
/// Initializes and starts the game by creating an instance of the
/// Game class and calls its Run method.
/// </summary>
internal static void RunGame() {
_game = new AwperativeTest4Game();
_game.Run();
}
/// <summary>
/// Called when the application has finished launching.
/// This method starts the game by calling RunGame.
/// </summary>
/// <param name="app">The UIApplication instance representing the application.</param>
public override void FinishedLaunching(UIApplication app) {
RunGame();
}
/// <summary>
/// The main entry point for the application.
/// This sets up the application and specifies the UIApplicationDelegate
/// class to handle application lifecycle events.
/// </summary>
/// <param name="args">Command-line arguments passed to the application.</param>
static void Main(string[] args) {
UIApplication.Main(args, null, typeof(Program));
}
}
}

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