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80
README.md
80
README.md
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@ -43,6 +43,7 @@ public ExampleEntity(Position pos, Dimension coll){
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```
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```
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could be used to make the editor pass through a Dimension with the `construct(Position pos, Dimension collision, int[] data)` method.
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could be used to make the editor pass through a Dimension with the `construct(Position pos, Dimension collision, int[] data)` method.
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> `ExampleEntity()` or "registry constructor"
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> `ExampleEntity()` or "registry constructor"
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Register the entity in the entity registry.
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Register the entity in the entity registry.
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@ -52,6 +53,7 @@ Important note: the `hasColl` variable means the editor can set the collision, i
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Keep in mind that choices in code will not affect the editor, so you have to keep things consistent. For example, if you make an entity with the registry arguments `("gunpickup", false, 1)` , you will have to name a custom entity "gunpickup" (yes, it's case-sensitive), click `no` when prompted if it should have collision, and type '1' for the amount of data it has (as well as whatever you want on that 1 data in the next popup).
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Keep in mind that choices in code will not affect the editor, so you have to keep things consistent. For example, if you make an entity with the registry arguments `("gunpickup", false, 1)` , you will have to name a custom entity "gunpickup" (yes, it's case-sensitive), click `no` when prompted if it should have collision, and type '1' for the amount of data it has (as well as whatever you want on that 1 data in the next popup).
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> `TridEntity construct(Position pos, Dimension collision, int[] data)`
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> `TridEntity construct(Position pos, Dimension collision, int[] data)`
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Used to place the entity in the world from the editor.
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Used to place the entity in the world from the editor.
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@ -59,6 +61,7 @@ Depending on the arguments passed through in the registry constructor, `collisio
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`collision` is null if `hasColl` was set to `false` in the registry constructor, but will have a value if set to `true`.
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`collision` is null if `hasColl` was set to `false` in the registry constructor, but will have a value if set to `true`.
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> `void render(Graphics g, JPanel panel, int x, int y)`
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> `void render(Graphics g, JPanel panel, int x, int y)`
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Renders the entity.
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Renders the entity.
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@ -66,15 +69,18 @@ g = Graphics object for rendering
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panel = the panel
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panel = the panel
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x, y = the screen location the entity should render at
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x, y = the screen location the entity should render at
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> `void update(long elapsedTime)`
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> `void update(long elapsedTime)`
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Runs every 'tick'. Use this for things like game logic.
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Runs every 'tick'. Use this for things like game logic.
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> `void sceneStart(String scene)`
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> `void sceneStart(String scene)`
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Runs when the scene is loaded.
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Runs when the scene is loaded.
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## trident/
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## trident/
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Main Trident classes. Don't edit these unless you know what you're doing.
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Main Trident classes. Don't edit these unless you know what you're doing.
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@ -104,30 +110,37 @@ Main interface with the engine.
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Toggles drawing the player's position in the top left
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Toggles drawing the player's position in the top left
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> `boolean drawCollision = false;`
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> `boolean drawCollision = false;`
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Toggles rendering the collision
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Toggles rendering the collision
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> `boolean noclip = false;`
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> `boolean noclip = false;`
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Toggles noclip
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Toggles noclip
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> `boolean engineDraw = false;`
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> `boolean engineDraw = false;`
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Toggles drawing entities as seen in the engine
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Toggles drawing entities as seen in the engine
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> `Color debugColor = Color.red;`
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> `Color debugColor = Color.red;`
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Changes the font color for drawPos and drawFrames
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Changes the font color for drawPos and drawFrames
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> `boolean intro = true;`
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> `boolean intro = true;`
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Toggles the intro splash screen at startup
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Toggles the intro splash screen at startup
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> `ImageIcon splash = null;`
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> `ImageIcon splash = null;`
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Image drawn below the engine splash screen at startup
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Image drawn below the engine splash screen at startup
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> `boolean drawFrames = false;`
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> `boolean drawFrames = false;`
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Toggles drawing the framerate and tickrate.
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Toggles drawing the framerate and tickrate.
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@ -137,165 +150,203 @@ TPS: -- (--ms)
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FPS: -- (--ms)
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FPS: -- (--ms)
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```
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```
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> `boolean consoleEnabled = true;`
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> `boolean consoleEnabled = true;`
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Enables or disables the developer console accessible with the tilde key
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Enables or disables the developer console accessible with the tilde key
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> `boolean fullbright = false;`
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> `boolean fullbright = false;`
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Toggles fullbright
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Toggles fullbright
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***Public Variables***
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***Public Variables***
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> `Point mousePos;`
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> `Point mousePos;`
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Current mouse position
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Current mouse position
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> `Point mouseDelta;`
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> `Point mouseDelta;`
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How much the mouse moved
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How much the mouse moved
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> `boolean drawPlayer = true;`
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> `boolean drawPlayer = true;`
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Toggles whether or not the player is rendered with the default rendering
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Toggles whether or not the player is rendered with the default rendering
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> `Position mouseWorldPos = new Position();`
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> `Position mouseWorldPos = new Position();`
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Mouse position translated into the world
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Mouse position translated into the world
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> `boolean enableBloom = true, enableExposure = true;`
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> `boolean enableBloom = true, enableExposure = true;`
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Toggles bloom and exposure (experimental, kills performance)
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Toggles bloom and exposure (experimental, kills performance)
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***Methods***
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***Methods***
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> `void setPlrSpeed(double speed)`
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> `void setPlrSpeed(double speed)`
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Sets the player speed
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Sets the player speed
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> `void setPlrPos(Position pos)`
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> `void setPlrPos(Position pos)`
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Sets the player position
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Sets the player position
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> `void setShortCollision(boolean b)`
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> `void setShortCollision(boolean b)`
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Toggles whether or not the player has short collision
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Toggles whether or not the player has short collision
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true = half of sprite height
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true = half of sprite height
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false = exact sprite height
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false = exact sprite height
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> `void setWindowTitle(String title)`
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> `void setWindowTitle(String title)`
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Sets the title of the window
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Sets the title of the window
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> `void setupScenes()`
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> `void setupScenes()`
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Reads and mounts the scenes from the files in data/scenes/
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Reads and mounts the scenes from the files in data/scenes/
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> `void loadScene(String name)`
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> `void loadScene(String name)`
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Load a scene (must be mounted first with setupScenes())
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Load a scene (must be mounted first with setupScenes())
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> `void addCustomEntity(TridEntity e)`
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> `void addCustomEntity(TridEntity e)`
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Registers a custom entity.
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Registers a custom entity.
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Must use the registry constructor (e.g. `Trident.addCustomEntity(new ExampleEntity());`)
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Must use the registry constructor (e.g. `Trident.addCustomEntity(new ExampleEntity());`)
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> `void spawnEntity(TridEntity e)`
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> `void spawnEntity(TridEntity e)`
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Spawn an entity in the current scene.
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Spawn an entity in the current scene.
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> `void setDefaultScene(String s)`
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> `void setDefaultScene(String s)`
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Sets the default scene when starting the game. Keep in mind this doesn't do anything during runtime, and is only useful during setup
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Sets the default scene when starting the game. Keep in mind this doesn't do anything during runtime, and is only useful during setup
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> `void destroy(TridEntity object)`
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> `void destroy(TridEntity object)`
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Removes an object from the current scene. Keep in mind that if the object is referenced elsewhere, it will technically still be alive, but won't render or update.
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Removes an object from the current scene. Keep in mind that if the object is referenced elsewhere, it will technically still be alive, but won't render or update.
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> `void shakeCam(double intensity)`
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> `void shakeCam(double intensity)`
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Add 'trauma' to the camera shake system. 0 is minimum, 1 is maximum.
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Add 'trauma' to the camera shake system. 0 is minimum, 1 is maximum.
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> `void removeShake()`
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> `void removeShake()`
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Set the camera shake's 'trauma' to 0, stopping any current shaking.
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Set the camera shake's 'trauma' to 0, stopping any current shaking.
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> `void setShakeStrength(int str)`
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> `void setShakeStrength(int str)`
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Sets the strength of the camera shake system. `str` is in pixels, as in if the current 'trauma' is 1, or max, the camera can move `str` pixels away from it's actual position.
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Sets the strength of the camera shake system. `str` is in pixels, as in if the current 'trauma' is 1, or max, the camera can move `str` pixels away from it's actual position.
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> `void setShakeLoss(double loss)`
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> `void setShakeLoss(double loss)`
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Sets how fast the camera shake loses 'trauma' per millisecond.
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Sets how fast the camera shake loses 'trauma' per millisecond.
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For example, if `loss` is 0.0003 (the default setting), and 16 milliseconds pass in a tick, the camera shake system's 'trauma' will lose 0.0048 'trauma' or 0.48% 'trauma' in one tick. This may sound like very little, but remember the game is often running around 60 ticks per second. In one second, the camera shake would lose 30% 'trauma', meaning it would take just over 3 seconds to go from 100% 'trauma' to 0%.
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For example, if `loss` is 0.0003 (the default setting), and 16 milliseconds pass in a tick, the camera shake system's 'trauma' will lose 0.0048 'trauma' or 0.48% 'trauma' in one tick. This may sound like very little, but remember the game is often running around 60 ticks per second. In one second, the camera shake would lose 30% 'trauma', meaning it would take just over 3 seconds to go from 100% 'trauma' to 0%.
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> `void setBloom(double amount)`
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> `void setBloom(double amount)`
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Sets the amount of bloom to use in post-processing. This feature is experimental and causes significant performance issues.
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Sets the amount of bloom to use in post-processing. This feature is experimental and causes significant performance issues.
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> `void setExposure(double exp)`
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> `void setExposure(double exp)`
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Sets the amount of exposure to use in post-processing. This feature is experimental and causes strange rendering.
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Sets the amount of exposure to use in post-processing. This feature is experimental and causes strange rendering.
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> `void setLightBlur(int level)`
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> `void setLightBlur(int level)`
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Sets the lighting system to blur the lighting `level` times. It's recommended to leave it at 1, the default, since it has a good balance between performance and quality.
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Sets the lighting system to blur the lighting `level` times. It's recommended to leave it at 1, the default, since it has a good balance between performance and quality.
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> `void addLight(Light l)`
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> `void addLight(Light l)`
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Adds a light to the light list. If you want an entity to spawn during runtime, and have a light with it, you have to use this method. Make sure you also remove the light before the entity is deleted, otherwise you could end up with a rogue light.
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Adds a light to the light list. If you want an entity to spawn during runtime, and have a light with it, you have to use this method. Make sure you also remove the light before the entity is deleted, otherwise you could end up with a rogue light.
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> `void resetKeys()`
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> `void resetKeys()`
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You can run this method and it will reset all keys to be not pressed, as well as all mouse buttons to not be pressed.
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You can run this method and it will reset all keys to be not pressed, as well as all mouse buttons to not be pressed.
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> `void setPlrSprite(String path)`
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> `void setPlrSprite(String path)`
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Sets a new filepath to be where the player looks for its spritesheets.
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Sets a new filepath to be where the player looks for its spritesheets.
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> `void removeLight(Light l)`
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> `void removeLight(Light l)`
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Removes a light from the light list.
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Removes a light from the light list.
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> `void setDefaultLight(int level)`
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> `void setDefaultLight(int level)`
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Sets the default light level for the scene. 0 is completely dark, 255 is completely bright. You can use this during runtime to make something like a day-night cycle, or dynamically change the lighting when entering a dark area.
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Sets the default light level for the scene. 0 is completely dark, 255 is completely bright. You can use this during runtime to make something like a day-night cycle, or dynamically change the lighting when entering a dark area.
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> `double getPlrSpeed()`
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> `double getPlrSpeed()`
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Returns the player's current speed.
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Returns the player's current speed.
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> `Position getPlrPos()`
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> `Position getPlrPos()`
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Returns a copy of the player's position. Editing this `Position` object will not change the player's location.
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Returns a copy of the player's position. Editing this `Position` object will not change the player's location.
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> `Scene getCurrentScene()`
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> `Scene getCurrentScene()`
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Returns the current scene as a `Scene` object. If you want to get the scene's name, you can use `Trident.getCurrentScene().name`.
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Returns the current scene as a `Scene` object. If you want to get the scene's name, you can use `Trident.getCurrentScene().name`.
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> `boolean getFullscreen()`
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> `boolean getFullscreen()`
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Returns a `boolean` to say if the game is in fullscreen. `true` means it's in fullscreen, `false` means it's in windowed.
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Returns a `boolean` to say if the game is in fullscreen. `true` means it's in fullscreen, `false` means it's in windowed.
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> `ArrayList<Entity> tridArrToEntArr(ArrayList<TridEntity> entities)`
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> `ArrayList<Entity> tridArrToEntArr(ArrayList<TridEntity> entities)`
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Translates a `TridEntity` list into an `Entity` list. Since `TridEntity` is an engine-specific class, and `Entity` is a library-specific class, this could be used to make an engine's entity list compatible with some library methods that take `Entity` lists.
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Translates a `TridEntity` list into an `Entity` list. Since `TridEntity` is an engine-specific class, and `Entity` is a library-specific class, this could be used to make an engine's entity list compatible with some library methods that take `Entity` lists.
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> `ArrayList<TridEntity> entArrToTridArr(ArrayList<Entity> entities)`
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> `ArrayList<TridEntity> entArrToTridArr(ArrayList<Entity> entities)`
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Translates an `Entity` list into a `TridEntity` list. Similarly to the previous method, it could be used to make library methods that return `Entity` lists compatible with the engine.
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Translates an `Entity` list into a `TridEntity` list. Similarly to the previous method, it could be used to make library methods that return `Entity` lists compatible with the engine.
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> `ArrayList<TridEntity> getEntities()`
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> `ArrayList<TridEntity> getEntities()`
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Gets the `TridEntity` list of the current scene. This is useful when looking for other entities.
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Gets the `TridEntity` list of the current scene. This is useful when looking for other entities.
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> `ArrayList<Rectangle> getCollision()`
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> `ArrayList<Rectangle> getCollision()`
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Gets the collision from all entities in the scene, expressed as `Rectangle` objects
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Gets the collision from all entities in the scene, expressed as `Rectangle` objects
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> `boolean getMouseDown(int mb)`
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> `boolean getMouseDown(int mb)`
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Returns if the mouse button `mb` is pressed, from 1 to 5.
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Returns if the mouse button `mb` is pressed, from 1 to 5.
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@ -306,19 +357,23 @@ Returns if the mouse button `mb` is pressed, from 1 to 5.
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4, 5 = mouse button 4, 5 (side buttons on specific mice)
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4, 5 = mouse button 4, 5 (side buttons on specific mice)
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```
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```
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> `boolean getKeyDown(int key)`
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> `boolean getKeyDown(int key)`
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Returns if the key `key` is pressed, using the `java.awt.event.KeyEvent` keycodes. For example, if you import `java.awt.event.*` or `java.awt.event.KeyEvent`, you can use `KeyEvent.VK_W` to represent the 'W' key. Like this: `Trident.getKeyDown(KeyEvent.VK_W);`
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Returns if the key `key` is pressed, using the `java.awt.event.KeyEvent` keycodes. For example, if you import `java.awt.event.*` or `java.awt.event.KeyEvent`, you can use `KeyEvent.VK_W` to represent the 'W' key. Like this: `Trident.getKeyDown(KeyEvent.VK_W);`
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> `Player getPlr()`
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> `Player getPlr()`
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Gets the `Player` object.
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Gets the `Player` object.
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> `int getFrameWidth()` and `int getFrameHeight()`
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> `int getFrameWidth()` and `int getFrameHeight()`
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Gets the set frame width and height, respectively.
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Gets the set frame width and height, respectively.
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### TridEntity.java
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### TridEntity.java
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Meant to be a superclass for all custom entities
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Meant to be a superclass for all custom entities
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||||||
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@ -326,39 +381,48 @@ Meant to be a superclass for all custom entities
|
||||||
|
|
||||||
It's in the name. `true` if it has collision, `false` if it doesn't.
|
It's in the name. `true` if it has collision, `false` if it doesn't.
|
||||||
|
|
||||||
|
|
||||||
> `TridEntity(Position pos)`
|
> `TridEntity(Position pos)`
|
||||||
|
|
||||||
Constructor that makes an entity with no collision.
|
Constructor that makes an entity with no collision.
|
||||||
|
|
||||||
|
|
||||||
> `TridEntity(Position pos, Dimension collision)`
|
> `TridEntity(Position pos, Dimension collision)`
|
||||||
|
|
||||||
Constructor that makes an entity with collision as defined in `collision`.
|
Constructor that makes an entity with collision as defined in `collision`.
|
||||||
|
|
||||||
|
|
||||||
> `TridEntity construct(Position pos, Dimension collision, int[] data)`
|
> `TridEntity construct(Position pos, Dimension collision, int[] data)`
|
||||||
|
|
||||||
Prints "Error: tried to create an empty entity" and returns `null`.
|
Prints "Error: tried to create an empty entity" and returns `null`.
|
||||||
|
|
||||||
|
|
||||||
> `Rectangle getCollision()`
|
> `Rectangle getCollision()`
|
||||||
|
|
||||||
Gets the collision of the entity. Can be overridden, for example if you want a door that returns a `Rectangle(0, 0, 0, 0)` collision when open, and the default collision when closed.
|
Gets the collision of the entity. Can be overridden, for example if you want a door that returns a `Rectangle(0, 0, 0, 0)` collision when open, and the default collision when closed.
|
||||||
|
|
||||||
|
|
||||||
> `void render(Graphics g, JPanel panel, int x, int y)`
|
> `void render(Graphics g, JPanel panel, int x, int y)`
|
||||||
|
|
||||||
Refer to ExampleEntity.java.
|
Refer to ExampleEntity.java.
|
||||||
|
|
||||||
|
|
||||||
> `void engineRender(Graphics g, JPanel panel, int x, int y)`
|
> `void engineRender(Graphics g, JPanel panel, int x, int y)`
|
||||||
|
|
||||||
Renders the entity as it would be in the engine. Can be overridden, for example if the game would be too difficult to navigate without it rendering properly.
|
Renders the entity as it would be in the engine. Can be overridden, for example if the game would be too difficult to navigate without it rendering properly.
|
||||||
|
|
||||||
|
|
||||||
> `void update(long elapsedTime)`
|
> `void update(long elapsedTime)`
|
||||||
|
|
||||||
Refer to ExampleEntity.java.
|
Refer to ExampleEntity.java.
|
||||||
|
|
||||||
|
|
||||||
> `void sceneStart(String scene)`
|
> `void sceneStart(String scene)`
|
||||||
|
|
||||||
Refer to ExampleEntity.java.
|
Refer to ExampleEntity.java.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
### ent/
|
### ent/
|
||||||
Contains the default engine entities. Not typically used during runtime.
|
Contains the default engine entities. Not typically used during runtime.
|
||||||
|
|
||||||
|
@ -371,6 +435,7 @@ Colored box that has collision.
|
||||||
`size` = size of the box.
|
`size` = size of the box.
|
||||||
`c` = color of the box.
|
`c` = color of the box.
|
||||||
|
|
||||||
|
|
||||||
#### BoxNoColl.java
|
#### BoxNoColl.java
|
||||||
Colored box with no collision.
|
Colored box with no collision.
|
||||||
|
|
||||||
|
@ -380,6 +445,7 @@ Colored box with no collision.
|
||||||
`c` = color of the box.
|
`c` = color of the box.
|
||||||
`w`, `h` = width and height of the box.
|
`w`, `h` = width and height of the box.
|
||||||
|
|
||||||
|
|
||||||
#### InvisColl.java
|
#### InvisColl.java
|
||||||
Invisible collision.
|
Invisible collision.
|
||||||
|
|
||||||
|
@ -388,6 +454,7 @@ Invisible collision.
|
||||||
`pos` = position of the collision.
|
`pos` = position of the collision.
|
||||||
`size` = size of the collision.
|
`size` = size of the collision.
|
||||||
|
|
||||||
|
|
||||||
#### PlrStart.java
|
#### PlrStart.java
|
||||||
Where the player starts in a scene. Note that the engine will only take the first one it finds, or the oldest.
|
Where the player starts in a scene. Note that the engine will only take the first one it finds, or the oldest.
|
||||||
|
|
||||||
|
@ -395,6 +462,7 @@ Where the player starts in a scene. Note that the engine will only take the firs
|
||||||
|
|
||||||
I mean do I really need to tell you what `pos` means at this point?
|
I mean do I really need to tell you what `pos` means at this point?
|
||||||
|
|
||||||
|
|
||||||
#### TridLight.java
|
#### TridLight.java
|
||||||
Spawns a light, only really useful in engine.
|
Spawns a light, only really useful in engine.
|
||||||
|
|
||||||
|
@ -403,6 +471,7 @@ Spawns a light, only really useful in engine.
|
||||||
`pos` = you guessed it, position of the light.
|
`pos` = you guessed it, position of the light.
|
||||||
`r` = radius of the light.
|
`r` = radius of the light.
|
||||||
|
|
||||||
|
|
||||||
#### Trigger.java
|
#### Trigger.java
|
||||||
Runs code in the `Update` class every tick that the player is inside the bounds.
|
Runs code in the `Update` class every tick that the player is inside the bounds.
|
||||||
|
|
||||||
|
@ -412,6 +481,7 @@ Runs code in the `Update` class every tick that the player is inside the bounds.
|
||||||
`size` = size of the trigger.
|
`size` = size of the trigger.
|
||||||
`i` = ID of the trigger. This is sent through when running the `Update.trigger(int id)` method.
|
`i` = ID of the trigger. This is sent through when running the `Update.trigger(int id)` method.
|
||||||
|
|
||||||
|
|
||||||
## update/
|
## update/
|
||||||
|
|
||||||
Contains the main ways you, as the developer, will interact with the game, other than entities.
|
Contains the main ways you, as the developer, will interact with the game, other than entities.
|
||||||
|
@ -423,6 +493,7 @@ Runs code whenever an input is detected.
|
||||||
|
|
||||||
Runs when a key is pressed. `key` uses the `java.awt.event.KeyEvent` keycodes. See trident/Trident.java, method `getKeyDown(int key)`.
|
Runs when a key is pressed. `key` uses the `java.awt.event.KeyEvent` keycodes. See trident/Trident.java, method `getKeyDown(int key)`.
|
||||||
|
|
||||||
|
|
||||||
> `void mousePressed(int mb, Point mousePos, Position worldPos)`
|
> `void mousePressed(int mb, Point mousePos, Position worldPos)`
|
||||||
|
|
||||||
Runs when a mouse button is pressed.
|
Runs when a mouse button is pressed.
|
||||||
|
@ -430,10 +501,12 @@ Runs when a mouse button is pressed.
|
||||||
`mousePos` = mouse position on the screen.
|
`mousePos` = mouse position on the screen.
|
||||||
`worldPos` = mouse position in the game world (useful for clicking on entities).
|
`worldPos` = mouse position in the game world (useful for clicking on entities).
|
||||||
|
|
||||||
|
|
||||||
> `void onScroll(int scroll)`
|
> `void onScroll(int scroll)`
|
||||||
|
|
||||||
Runs when the mouse wheel is scrolled. `scroll` is the scroll direction, where `-1` is up/forward and `1` is down/backward.
|
Runs when the mouse wheel is scrolled. `scroll` is the scroll direction, where `-1` is up/forward and `1` is down/backward.
|
||||||
|
|
||||||
|
|
||||||
### Update.java
|
### Update.java
|
||||||
Contains things like setup, update, and trigger. Used to interface with the engine.
|
Contains things like setup, update, and trigger. Used to interface with the engine.
|
||||||
|
|
||||||
|
@ -441,18 +514,22 @@ Contains things like setup, update, and trigger. Used to interface with the engi
|
||||||
|
|
||||||
Runs before the game starts to set things up. Such as adding custom entities to the registry, setting the settings, and setting the splash screen image.
|
Runs before the game starts to set things up. Such as adding custom entities to the registry, setting the settings, and setting the splash screen image.
|
||||||
|
|
||||||
|
|
||||||
> `void sceneStart(String scene)`
|
> `void sceneStart(String scene)`
|
||||||
|
|
||||||
Runs when a new scene is loaded. `scene` is the name of the scene.
|
Runs when a new scene is loaded. `scene` is the name of the scene.
|
||||||
|
|
||||||
|
|
||||||
> `void update(long elapsedTime)`
|
> `void update(long elapsedTime)`
|
||||||
|
|
||||||
Runs once every 'tick'. `elapsedTime` is the milliseconds since the last tick.
|
Runs once every 'tick'. `elapsedTime` is the milliseconds since the last tick.
|
||||||
|
|
||||||
|
|
||||||
> `void trigger(int id)`
|
> `void trigger(int id)`
|
||||||
|
|
||||||
Run when the player is in a `Trigger` object. `id` is the ID of the `Trigger` object.
|
Run when the player is in a `Trigger` object. `id` is the ID of the `Trigger` object.
|
||||||
|
|
||||||
|
|
||||||
> `void tridentEvent(int id)`
|
> `void tridentEvent(int id)`
|
||||||
|
|
||||||
Run when Trident does various things. Current events:
|
Run when Trident does various things. Current events:
|
||||||
|
@ -461,6 +538,7 @@ Run when Trident does various things. Current events:
|
||||||
Runs when the player takes a screenshot
|
Runs when the player takes a screenshot
|
||||||
```
|
```
|
||||||
|
|
||||||
|
|
||||||
> `int command(ArrayList<String> cmdParts)`
|
> `int command(ArrayList<String> cmdParts)`
|
||||||
|
|
||||||
Lets you add more commands to the developer console accessible through the tilde key. Return 0 if the command is recognized, 1 if it is not.
|
Lets you add more commands to the developer console accessible through the tilde key. Return 0 if the command is recognized, 1 if it is not.
|
||||||
|
|
Loading…
Reference in a new issue