Are you eager to dive into game development using F# but find yourself frustrated by the scarcity of up-to-date MonoGame guides? You’re not alone! Many developers encounter outdated or non-functional resources when trying to combine the elegance of F# with the power of the MonoGame framework. This guide cuts through the confusion, offering a clear, step-by-step approach to setting up your F# MonoGame project, ensuring you can start building your games with confidence.
We’ve done the heavy lifting to distill a reliable method for integrating F# with MonoGame. While other paths may exist, this proven technique will get you up and running swiftly. Let’s begin your journey into F# game development!
Step 1: Initialize Your F# Console Project
The foundation of our MonoGame application will be a standard F# console project. Open your terminal or command prompt and execute the following commands:
dotnet new console -lang F# -o MyFSharpGame
cd MyFSharpGame
Replace MyFSharpGame with your desired project name.
Step 2: Integrate the MonoGame Framework
Next, we’ll add the necessary MonoGame package to your F# project. This package provides all the core functionalities needed for game development.
dotnet add package MonoGame.Framework.DesktopGL
Step 3: Crafting Your Game Logic with Game1.fs
Create a new file named Game1.fs in your project directory. This file will house the main game class, inheriting from MonoGame.Framework.Game. Populate Game1.fs with the following F# code:
namespace MyFSharpGame
open Microsoft.Xna.Framework
open Microsoft.Xna.Framework.Graphics
open Microsoft.Xna.Framework.Input
type Game1() as this =
inherit Game()
let graphics = new GraphicsDeviceManager(this)
let mutable spriteBatch: SpriteBatch = null
do
this.Content.RootDirectory <- "Content"
this.IsMouseVisible <- true
override _.Initialize() =
// TODO: Add your initialization logic here
base.Initialize()
override _.LoadContent() =
spriteBatch <- new SpriteBatch(this.GraphicsDevice)
// TODO: use this.Content to load your game content here
override _.Update(gameTime: GameTime) =
let kstate = Keyboard.GetState()
if kstate.IsKeyDown Keys.Escape then
this.Exit()
// TODO: Add your update logic here
base.Update gameTime
override _.Draw(gameTime: GameTime) =
this.GraphicsDevice.Clear Color.CornflowerBlue
spriteBatch.Begin()
// TODO: Add your drawing code here
spriteBatch.End()
base.Draw gameTime
Remember to replace MyFSharpGame in the namespace with your actual project name.
Step 4: Configuring the Entry Point in Program.fs
Modify your Program.fs file to correctly initialize and run your Game1 instance. Update Program.fs as follows:
open MyFSharpGame
[]
let main argv =
use game = new Game1()
game.Run()
0
Again, ensure MyFSharpGame matches your project's namespace.
Step 5: Verify Your Project File (.fsproj)
Your .fsproj file should now reflect the added MonoGame package and the new F# source files. Confirm it looks similar to this structure:
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<Compile Include="Game1.fs" />
<Compile Include="Program.fs" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.4.1" />
</ItemGroup>
</Project>
Note: The TargetFramework and Version for MonoGame.Framework.DesktopGL might vary based on the latest releases.
Step 6: Setting Up Your Content Pipeline with Content.mgcb
Game assets (images, audio, fonts) are managed through MonoGame's Content Pipeline.
Create the Content Folder
First, create a folder named Content in your project's root directory.
Install MGCB Editor Tools
You'll need the MonoGame Content Builder (MGCB) tools. Install them globally if you haven't already:
dotnet new tool-manifest
dotnet tool install dotnet-mgcb
dotnet tool install dotnet-mgcb-editor
dotnet tool install dotnet-mgcb-editor-windows
dotnet tool install dotnet-mgcb-editor-linux
dotnet tool install dotnet-mgcb-editor-mac
If you encounter issues, ensure dotnet tool install -g dotnet-mgcb and dotnet tool install -g dotnet-mgcb-editor are run first.
Launch the MGCB Editor
Navigate to your project directory in the command line and launch the editor:
dotnet tool restore
mgcb-editor
Generate Content.mgcb
Within the MGCB Editor:
- Go to File -> New.
- Browse to your
Contentfolder (created earlier). - Name the file
Content.mgcband save it.
Conclusion: Your F# MonoGame Project Awaits!
Congratulations! You've successfully configured an F# project to work seamlessly with MonoGame. You are now equipped to build, compile, and manage game assets, opening the door to creating your next great game with F#. Enjoy the journey of F# game development!