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DoogeJ committed Nov 27, 2017
1 parent 41a3caa commit 610642a
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539 changes: 539 additions & 0 deletions Primitives2D.cs

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99 changes: 99 additions & 0 deletions Primitives2D.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
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<ProjectGuid>{39AD1482-1881-4852-A05D-DC61B0D3446A}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>C3.XNA</RootNamespace>
<AssemblyName>C3.XNA.Primitives2D</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<FileUpgradeFlags>
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<OldToolsVersion>3.5</OldToolsVersion>
<UpgradeBackupLocation />
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
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<ItemGroup>
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<Reference Include="System" />
<Reference Include="System.Core">
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</Reference>
<Reference Include="System.Data.DataSetExtensions">
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</Reference>
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
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<ItemGroup>
<Compile Include="Primitives2D.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0">
<Visible>False</Visible>
<ProductName>Microsoft .NET Framework 4 %28x86 and x64%29</ProductName>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
74 changes: 74 additions & 0 deletions Primitives2D.sln
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
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129 changes: 129 additions & 0 deletions Primitives2DSample/Primitives2DSample/Game1.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using C3.XNA;
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 Primitives2DSample
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;

public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}

/// <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

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);

// TODO: use this.Content to load your game content here
}

/// <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();

// TODO: Add your update logic here

base.Update(gameTime);
}

/// <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.CornflowerBlue);
spriteBatch.Begin();

spriteBatch.DrawRectangle(new Rectangle(100, 100, 100, 200), Color.Purple, 20);

spriteBatch.DrawRectangle(new Rectangle(10, 10, 100, 200), Color.Yellow, 2);
spriteBatch.DrawRectangle(new Rectangle(20, 20, 100, 200), Color.Yellow, 1);
spriteBatch.DrawRectangle(new Vector2(30, 30), new Vector2(100, 200), Color.Yellow);
spriteBatch.DrawRectangle(new Vector2(40, 40), new Vector2(100, 200), Color.Yellow, 5);

spriteBatch.DrawCircle(400, 100, 90, 3, Color.White * 0.2f);
spriteBatch.DrawCircle(400, 100, 90, 4, Color.White * 0.3f);
spriteBatch.DrawCircle(400, 100, 90, 5, Color.White * 0.4f);
spriteBatch.DrawCircle(400, 100, 90, 6, Color.White * 0.5f);
spriteBatch.DrawCircle(400, 100, 90, 7, Color.White * 0.6f);
spriteBatch.DrawCircle(400, 100, 90, 8, Color.White * 0.7f);
spriteBatch.DrawCircle(400, 100, 90, 9, Color.White * 0.8f);
spriteBatch.DrawCircle(400, 100, 90, 10, Color.White * 0.9f);
spriteBatch.DrawCircle(400, 100, 90, 20, Color.Red);

spriteBatch.DrawCircle(600, 100, 100, 50, Color.Green, 10);
spriteBatch.DrawCircle(new Vector2(600, 100), 40, 30, Color.Green, 30);

spriteBatch.FillRectangle(350, 340, 100, 100, Color.Red * 0.4f);
spriteBatch.FillRectangle(new Rectangle(350, 340, 100, 100), Color.Red * 0.3f, (float)Math.PI / 4f);
spriteBatch.FillRectangle(new Vector2(350, 340), new Vector2(100, 100), Color.Red * 0.2f, (float)Math.PI / 3f);
spriteBatch.FillRectangle(350, 340, 100, 100, Color.Red * 0.5f, (float)Math.PI);

spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(180), Color.Navy, 1);
spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(160), Color.Navy * 0.9f, 2);
spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(140), Color.Navy * 0.8f, 4);
spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(120), Color.Navy * 0.7f, 6);
spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(90), Color.Navy * 0.6f, 8);
spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(80), Color.Navy * 0.5f, 10);
spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(65), Color.Navy * 0.4f, 12);
spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(45), Color.Navy * 0.3f, 14);
spriteBatch.DrawArc(new Vector2(600, 350), 100, 180, MathHelper.ToRadians(180), MathHelper.ToRadians(12), Color.Navy * 0.2f, 16);

spriteBatch.DrawArc(new Vector2(600, 400), 80, 90, MathHelper.ToRadians(90), MathHelper.ToRadians(220), Color.Navy, 10);

base.Draw(gameTime);
spriteBatch.End();
}
}
}
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