fsharp-gamecore
0.0.8
dotnet add package fsharp-gamecore --version 0.0.8
NuGet\Install-Package fsharp-gamecore -Version 0.0.8
<PackageReference Include="fsharp-gamecore" Version="0.0.8" />
paket add fsharp-gamecore --version 0.0.8
#r "nuget: fsharp-gamecore, 0.0.8"
// Install fsharp-gamecore as a Cake Addin #addin nuget:?package=fsharp-gamecore&version=0.0.8 // Install fsharp-gamecore as a Cake Tool #tool nuget:?package=fsharp-gamecore&version=0.0.8
fsharp-gamecore
A fleshed-out game loop from MonoGame with supporting classes, intended to be used as the core loop of larger games.
This is for 2D games only, i.e. those that use 2d textures like sprites and raw colours. It also supports sounds, music and fonts.
Designed so that all XNA bits and necessary mutable fields are wrapped inside the internal GameLoop
class, allowing a parent application to remain purely functional and almost platform agnostic. Entry point is the runGame
method from the GameRunner module.
Available on Nuget at: https://www.nuget.org/packages/fsharp-gamecore
Updates for 0.0.4 vs 0.0.3
I've reworked so the meta config of the game is buried in a record type, and so the entry to the game is via a functional method (no more use of the ugly class).
Updates for 0.0.5
The way text is drawn has changed in a breaking way, but for the better: instead of specifying position, origin and scale, with the last being basically trial and error based on how the font was specified, you instead specify a destination rect and a alignment within that rect. The scale is dynamically calculated to ensure the text can fit inside that rect, and then adjustments are made based on alignment.
This makes text drawing more accurate and easy, while also aligning the specification of text view artifacts with the way images and colours are specified (which also just take rects). This also fixes a bug where drawing centre-aligned text at lower scales would not be centred properly, and it now trims off extra line spacing gaps at the bottom of text.
0.0.5 also includes:
- the ability to draw multiline text via Paragraph (as compared to text, and which takes a string list of lines)
- a simplified game runner 'runWindowedGame' that takes a window size and asset list instead of a config object, and defaults to aliceBlue for clear colour and no fpsCounter
Updates for 0.0.6
The previous iteration with its destRects didn't work out: the size of the text became constrained, but unpredictable in practice. 0.0.6 has changed this back to the old signature, but with font height in pixels instead of scale. This works much better.
Another, minor change is that the origins for text drawing have been expanded to centre plus all eight points of the compass. This is where the text will be drawn from relative to its given position, and an example of this is in the sample project.
Updates for 0.0.7
The ability to show the mouse cursor was added, but primarily 0.0.7 was about exposing the game loop class so that other projects that need to override it can do so (e.g. FSharp-GameCore-ImGui)
Updates for 0.0.8
The framerate was uncapped, and the way fps is calculated fixed to be more accurate. Finally, a member was added to GameLoop allowing access to the loaded texture asset map (again for use by FG-ImGui)
Samples
In this repository (or if you follow the repo url, if using Nuget), there is a samples folder containing a simple game demonstrating the use of the various hooks. For more advanced usage, check other projects on my Github. DungeonRaider (https://github.com/ChrisPritchard/DungeonRaider) uses this repo, for example.
License
Provided under MIT (except for the font, see below). Previously it was Unilicense, but I need to use some code downstream thats MIT so this is easier. Hopefully this isn't a problem for anyone.
Font and its License
The sample project includes a font that is compiled by the monogame pipeline. The font used is 'Connection', from here: https://fontlibrary.org/en/font/connection
This font is provided under the SIL Open Font License, a copy of which lies in the root of this repository.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp2.0 was computed. netcoreapp2.1 was computed. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.0 is compatible. netstandard2.1 was computed. |
.NET Framework | net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen40 was computed. tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.0
- FSharp.Core (>= 4.5.2)
- MonoGame.Framework.DesktopGL.Core (>= 3.7.0.7)
NuGet packages (1)
Showing the top 1 NuGet packages that depend on fsharp-gamecore:
Package | Downloads |
---|---|
fsharp-gamecore-imgui
Wrappers and helpers for ImGui.NET integration with FSharp-GameCore |
GitHub repositories
This package is not used by any popular GitHub repositories.