WinterRose.Monogame
1.1.1
See the version list below for details.
dotnet add package WinterRose.Monogame --version 1.1.1
NuGet\Install-Package WinterRose.Monogame -Version 1.1.1
<PackageReference Include="WinterRose.Monogame" Version="1.1.1" />
paket add WinterRose.Monogame --version 1.1.1
#r "nuget: WinterRose.Monogame, 1.1.1"
// Install WinterRose.Monogame as a Cake Addin #addin nuget:?package=WinterRose.Monogame&version=1.1.1 // Install WinterRose.Monogame as a Cake Tool #tool nuget:?package=WinterRose.Monogame&version=1.1.1
The next update of the framework.
added a a simple particle emitter component that is by no means perfect but does the job for what i need in terms of particles. does not feature deathemitters. will probably add that later
input class now contains properties that dictate whether a key is pressed. saves typing and a lot of usings for the Microsoft.Xna.Framework.Input.Keys stuff
minor bug fixes and other improvements
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net8.0-windows7.0 is compatible. |
-
net8.0-windows7.0
- ImGui.NET (>= 1.89.9.4)
- Microsoft.CodeAnalysis.CSharp (>= 4.8.0)
- MonoGame.Framework.WindowsDX (>= 3.8.1.303)
- SpriteFontPlus (>= 0.9.2)
- WinterRose (>= 1.3.3.1)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
1.1.402 | 68 | 10/29/2024 |
1.1.401 | 106 | 10/18/2024 |
1.1.400 | 100 | 10/18/2024 |
1.1.337 | 98 | 9/29/2024 |
1.1.335 | 126 | 8/24/2024 |
1.1.334 | 103 | 6/4/2024 |
1.1.333 | 104 | 4/29/2024 |
1.1.332 | 120 | 3/25/2024 |
1.1.331 | 117 | 1/18/2024 |
1.1.34 | 97 | 10/18/2024 |
1.1.33 | 102 | 1/18/2024 |
1.1.32 | 100 | 1/18/2024 |
1.1.31 | 105 | 1/18/2024 |
1.1.3 | 101 | 1/18/2024 |
1.1.2 | 112 | 1/15/2024 |
1.1.1 | 112 | 1/2/2024 |
1.1.0 | 87 | 12/14/2023 |
1.0.2 | 79 | 12/11/2023 |
1.0.1 | 81 | 12/7/2023 |
1.0.0 | 61 | 12/6/2023 |
Introduced a new class 'Application' of which your main game class should inherit from. you must implement just one method to load a first world. all other things are done behind the scenes.
further there is now a WorldTemplate class to inherit from should you desire to have your world templates in code rather than a text file