In the previous section documented the construction of the roughly MonoGame environment, all of the default is used Visual Studio, not used, can go to https://www.visualstudio.com/ to download a try, community edition free, don’t money can experience the universe the strongest IDE

We chose the first option in the penultimate screenshot from the previous section to create a new template for Windows, but it’s ok if you choose another platform, it’s the same

The new one will generate a project template in the VS solution window.

The template is very simple. As far as I know, MonoGame does not provide the concept of nodes, scenes, layers, or UI components like Cocos, only simple resource loading, game loop mechanics, SpriteTexure SpriteFont and a few other classes. (Note: I also just learn, if write wrong, welcome to correct)

But it’s also good enough for us to develop 2D games.

A brief introduction to the project structure:

  • The MGCB file with colour below the Content is a tool for managing resource files provided by MonoGame (I don’t know what this is called, but it will be called a tool for now).
  • The app.manifest file is probably something similar to the system configuration file, because I’ve seen it in Android projects before, which is to manage activities or configure permissions. This file also contains instructions for configuring supported operating systems and so on. So I think it’s a system configuration file
  • The program. cs file, if you are familiar with C#, should be familiar. That’s right! This is the startup file, the entry file for the program

Game1.cs is the file we will focus on in the future, everything you do will be done by this file…

The MGCB file, if opened directly, will be a text file with some configuration, but MonoGame gives us a PipeLine tool, right click in VS -> Open mode, and select MonoGame PipeLine Tools

Well, that’s it. I’m going to write about Game1.cs in the next article