I downloaded visual studio 2013 and added xna to it so that I can run a game I made in vs2010. However I am having an issue in which it is not allowing me to start debugging or start without debugging. The xna I downloaded is from here https://mxa.codeplex.com/releases/view/117230 if anyone can help me I would appreciate it. I can also put the game up, it's just the begining of space invaders I made in college. I forgot to save the completed file so decided to play around with it now I have some free time.

It would be wise if you extended the information of "However I am having an issue in which it is not allowing me to start debugging or start without debugging."

here are my 2 main classes first is program.cs the second one is game1.cs. I have no idea why it is not letting me debug this is the message I get when I try to use the start button, "the debugger cannot continue running the process. unable to start debugging."

// this project uses XNA make sure you have it downloaded!!!
using System;

namespace SpaceInvaders
{
#if WINDOWS || XBOX
    static class Program
    {
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            using (Game1 game = new Game1())
            {
                game.Run();
            }
        }
    }
#endif
}

second code

// Game1 class declaration
using System;
using System.Collections.Generic;
using System.Linq;
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;
using System.Windows.Forms;          // needed so that we can add normal buttons, etc.
using System.Diagnostics;
using Microsoft.Xna.Framework.Audio;

// This project doesn't do anything useful, but it illustrates the functions you'll need
// to implement your game.
namespace SpaceInvaders
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        private GraphicsDeviceManager graphics; // this represents the graphics device 
        private SpriteBatch spriteBatch;        // all drawing takes place via this object
        private Texture2D backGroundTexture;    // will point to a picture to use for background
        private Vector2 missilePos;             // position of the missile
        private Vector2 aliensPos;              // position of the alien
        int killedAliens; // number of dead aliens
        private Rectangle viewPort;             // tells us the size of the drawable area in the window
        private Ship myShip;                    // reference to the ship controlled by the user
        private Missile myMissile;
        private KeyboardState oldState;         // keeps previous state of keys pressed, so we can
        // detect when a change in state occurs
        private int livesCount;                  // count the lives for the ship
        List<Missile> missiles;                  // list of existing missiles
        bool GameStart = false;                  // starts the game
        bool restartLevel = false;               // restarts the current level
        private AlienArmy alienArsenal;          // reference to an AlienArmy
        int counter = 0;                         // frequency on which aliens drop bomb
        // define the skill levels of game
        private enum skillSpeed { Beginner = 1, Intermediate = 2, Advanced = 3 };     
        private enum level { level1, level2 }; // define two levels of Game
        level gameLevel;                       // stores the current level of Game

        // represents choices of skill levels
        private string[] cmbLabels = {"Beginner", " Intermediate", "Advanced"};

        public enum cmbOptions { Beginner, Intermediate, Advanced }; // skill level options
        public enum CheatOptions {NoCheat = 0, Invincible = 1};      // cheat mode options
        CheatOptions currentCheat;    // current cheat mode
        cmbOptions currentSkillLevel; // current skill level

        const int PANEL_WIDTH = 100;    // width of a panel we'll add for adding buttons, etc.


        // Controls we'll add to form, just for sake of illustration.
        Panel gameControlPanel;         // control panel
        Label lblKilledAliens;             // a label to show how many times we're fired
        Label lblLivesCount;            // a label to show the number of lives left for the ship

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

        /// <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()
        {
            aliensPos = new Vector2(0, 0);
            viewPort = GraphicsDevice.Viewport.Bounds;
            oldState = Keyboard.GetState();
            missilePos = Vector2.Zero;
            livesCount = 4;

            // set default cheat mode and skill level
            currentCheat = CheatOptions.NoCheat;
            currentSkillLevel = cmbOptions.Beginner;

            // set default level to level1
            gameLevel = level.level1;

            // creat an instance of Ship
            myShip = new Ship(new Vector2((viewPort.Width - PANEL_WIDTH) / 2,
                                          (viewPort.Height - 20)));
            // creats an instance of Missile
            missiles = new List<Missile>();

            // creat two instances of AlienArmy
            alienArsenal = new AlienArmy(aliensPos, (int)gameLevel, (int)skillSpeed.Beginner);     

            // gameOver is set to false
            //alienArsenal.GameWon = false;

            base.Initialize();
        }

        // Since this is an xna project; we can't easily drag/drop controls onto the
        // main Form like we have been doing in the past. But, we can do it programatically,
        // as illustrated below.
        private void InitializeControlPanel()
        {
            // instantiate a panel and a label
            gameControlPanel = new Panel();
            lblKilledAliens = new Label();
            lblLivesCount = new Label();

            // setup the panel control. Note: this panel will overlay the viewport
            // for 100 pixels; we should adjust for this (not shown in example)
            this.gameControlPanel.Dock = DockStyle.Right;
            this.gameControlPanel.Width = PANEL_WIDTH;

            // create a button for starting the game           
            Button btnStart = new Button();
            btnStart.Location = new System.Drawing.Point(10, 10);
            btnStart.Text = "Start";
            btnStart.Click += new EventHandler(btnStart_Click);

            // create the button for settings
            Button btnSettings = new Button();
            btnSettings.Location = new System.Drawing.Point(10, btnStart.Top + btnStart.Height + 10);
            btnSettings.Text = "Settings";
            btnSettings.Click += new EventHandler(btnSettings_Click);

            // add the buttons to the panel 
            this.gameControlPanel.Controls.Add(btnStart);
            this.gameControlPanel.Controls.Add(btnSettings);

            // setup the labels control and add the to the panel

            // fireCount
            // this.lblKilledAliens.Text ="Aliens: ";
            this.lblKilledAliens.Location = new System.Drawing.Point(10, btnSettings.Top + btnSettings.Height + 10);
            this.lblKilledAliens.AutoSize = true;
            this.gameControlPanel.Controls.Add(this.lblKilledAliens);

            // livesCount
            this.lblLivesCount.Location = new System.Drawing.Point(10, lblKilledAliens.Top + lblKilledAliens.Height + 10);
            this.lblLivesCount.AutoSize = true;
            this.gameControlPanel.Controls.Add(this.lblLivesCount);

            // get a reference to game window  
            // note that the 'as Form' is the same as a type cast
            Form frm = Control.FromHandle(this.Window.Handle) as Form;

            // add the panel to the game window form
            frm.Controls.Add(gameControlPanel);

        }

        // event handler to start the game
        void btnStart_Click(object sender, EventArgs e)
        {
            GameStart = true;
        }

        // event handler to display settings
        void btnSettings_Click(object sender, EventArgs e)
        {
            // stop game
            GameStart = false;

            // create an instance of FormDialog
            FormDialog myDialog = new FormDialog(cmbLabels, (int)currentCheat,(int)currentSkillLevel );

            // check if OK is clicked
            if (myDialog.ShowDialog() == DialogResult.OK)
            {
                // chenge Game settings
                myDialog.changeSettings();
                currentSkillLevel = (Game1.cmbOptions)myDialog.SkillLevel; // set skill level
                currentCheat = (Game1.CheatOptions)myDialog.CheatMode; // set cheat mode
            }

            myDialog.Dispose();
            // resume Game
            GameStart = true;         
        }

        /// <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);

            // load textures into memory once during LoadContent()
            backGroundTexture = Content.Load<Texture2D>("stars");
            Ship.Texture = Content.Load<Texture2D>("ship2");
            Missile.Texture = Content.Load<Texture2D>("missile");
            AlienArmy.alienPicture = Content.Load<Texture2D>("alienShip");
            AlienArmy.bombPicture = Content.Load<Texture2D>("alienBomb");
            AlienArmy.level2Alien = Content.Load<Texture2D>("alienLevel2");
        }

        /// <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>
        /// This gets called ~60 times per second
        protected override void Update(GameTime gameTime)
        {

            if (GameStart)
            {

                moveShip();     // if a arrow key is held down, move the ship

                fireMissle();   // create a missle if the space bar was hit

                moveMissile();  // if the missle is alive, update its position

                alienArsenal.move();  // move alien arsenal

                if (counter == 20)
                {
                    alienArsenal.fireBomb();
                    counter = 0;
                }
                counter++;

                // check collision between bomb and ship
                if (alienArsenal.isShipHit(myShip.ShipPosition,Ship.Texture))
                {
                    // take a life and restart current level
                    restartLevel = true;
                    if (currentCheat == CheatOptions.NoCheat)
                    {
                        alienArsenal.restartLevel();
                        livesCount -= 1;
                        MediaPlayer.Play(Content.Load<Song>("collision"));
                    }

                }
                lblLivesCount.Text = "Lives: " + livesCount.ToString();

                // check if the aliens are off the screen
                if (alienArsenal.AliensPos.Y >= myShip.ShipPosition.Y)
                {
                    restartLevel = true;
                    // reposition aliens at the top
                    if (restartLevel )
                    {
                        alienArsenal.restartLevel();
                    }
                }
                else
                    restartLevel = false;

                // check collisions between missiles and aliens, and get the number of dead aliens
                foreach (Missile missile in missiles)
                {
                    killedAliens = alienArsenal.updateStatus(missile.MissilePos, (int)gameLevel);
                    //MediaPlayer.Play(Content.Load<Song>("collision"));
                }
                lblKilledAliens.Text = "Dead Aliens: " + killedAliens.ToString();

                // finish game if there are no more lives
                if (livesCount == 0)
                {
                    // display a message box
                    MessageBox.Show(" ALIENS WON  ", "GAME OVER", MessageBoxButtons.OK);
                    clearScreen();
                    GameStart = false;
                }
                // finish the game if humans win level2
                if (alienArsenal.GameWon)
                {
                    // display a message box
                    MessageBox.Show(" GAME WON ", "WON", MessageBoxButtons.OK);
                    clearScreen();  
                    alienArsenal.restartLevel();
                    GameStart = false;

                }

                // change level
                if (alienArsenal.CurrentLevel == (int)level.level2 && alienArsenal.StartLevel2)
                {
                    gameLevel = level.level2;
                    alienArsenal = new AlienArmy(aliensPos, (int)gameLevel,(int)skillSpeed.Beginner );
                }

                // change skill level
                if (currentSkillLevel == cmbOptions.Advanced)
                {
                    alienArsenal.CurrentAlienSpeed = (int)skillSpeed.Advanced;
                    alienArsenal.BombSpeedLevel1 = 2 + ((int) skillSpeed.Advanced);
                }
                else if (currentSkillLevel == cmbOptions.Beginner)
                {
                    alienArsenal.CurrentAlienSpeed = (int)skillSpeed.Beginner;
                    alienArsenal.BombSpeedLevel1 = 2 + ((int)skillSpeed.Beginner);
                }
                else if (currentSkillLevel == cmbOptions.Intermediate)
                {
                    alienArsenal.CurrentAlienSpeed = (int)skillSpeed.Intermediate;
                    alienArsenal.BombSpeedLevel1 = 2 + ((int)skillSpeed.Intermediate);
                }    

                base.Update(gameTime);
            }

        }

        // Check to see if an arrow key is currently pressed. Take appropriate
        // action to move ship (note, no boundary checking is done to ensure
        // ship doesn't move off-screen; this should be fixed in your program).
        private void moveShip()
        {
            KeyboardState state = Keyboard.GetState();

            if (state.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left))
            {
                if (myShip.ShipPosition.X > 0 )
                {
                    myShip.move(Ship.Direction.Left);
                }
            }
            else if (state.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right))
            {
                if (myShip.ShipPosition.X < (viewPort.Width - PANEL_WIDTH * 6/5))
                {
                    myShip.move(Ship.Direction.Right);
                }
            }

        }

        // Check to see if the space key is down. If so, set flag and position so
        // that the Draw will Draw the missle. Note: this is a little different than
        // the ship, because we only want to fire the missle on a button click
        private void fireMissle()
        {
            KeyboardState newState = Keyboard.GetState();

            // Is the SPACE key down?
            if (newState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Space))
            {

                // If it was not down the previous time we checked, then this is a 
                // new key press. If the key was down in the old state, they're just
                // holding it down, so we ignore this state.
                if (!oldState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Space))
                {
                    // create a missile
                    myMissile = new Missile();

                    // set missle launch position
                    myMissile.MissilePos = myShip.GunPosition;

                    // add myMissile to the list of missiles
                    missiles.Add(myMissile);
                }

            }

            // Update saved state.
            oldState = newState;
        }

        // If the missle is alive, move it up a few clicks until it goes off screen
        public void moveMissile()
        {

            for (int i = missiles.Count; i > 0; i--)
            {
                missiles[i - 1].move();
                if (missiles[i - 1].MissilePos.Y <= 0)
                {
                    // remove missile from the list
                    missiles.RemoveAt(i - 1);
                }

            }

        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        /// This is called in the main loop after Update to render the current state of the game 
        /// on the screen. 
        protected override void Draw(GameTime gameTime)
        {
            // spriteBatch is an object that allows us to draw everything
            // on screen (it contains the Draw functions).
            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

            // draw the background
            spriteBatch.Draw(backGroundTexture, viewPort, null, Color.White, 0, Vector2.Zero, SpriteEffects.None, 1);
            // draw the ship over background

            // draw the ship
            myShip.Draw(spriteBatch);

            // draw the fired missiles
            foreach (Missile missile in missiles)
            {
                missile.Draw(spriteBatch);
            }

            // draw aliens and bombs
            alienArsenal.Draw(spriteBatch);

            // This tells the graphics pipeline that we're done drawing this frame,
            // and asks it to push the pixels to the graphics frame buffer.
            spriteBatch.End();

            base.Draw(gameTime);
        }

        // clear the screen
        public void clearScreen()
        {
            if (GameStart == false)
            {
                foreach (Missile missile in missiles)
                {
                    missiles.Remove(missile);
                }
            }
        }

    }
}

I got it now. Had to reinstall my software. It was having an issue with the order in the library I'm guessing. I'm guessing it is because I added xna after having the project in vs.

Be a part of the DaniWeb community

We're a friendly, industry-focused community of developers, IT pros, digital marketers, and technology enthusiasts meeting, networking, learning, and sharing knowledge.