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An IDE for creating Games using libgdx and Java supported on all platforms Android, iOS, Desktop
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<title>Gdxstudio by pyros2097</title>
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<section class="page-header">
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<h1 class="project-name">Gdxstudio</h1>
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<h2 class="project-tagline">An IDE for creating Games using libGDx and Java supported on all platforms Android, iOS, Desktop</h2>
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<a href="https://github.com/pyros2097/GdxStudio" class="btn">View on GitHub</a>
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<a href="https://github.com/pyros2097/GdxStudio/zipball/master" class="btn">Download .zip</a>
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<a href="https://github.com/pyros2097/GdxStudio/tarball/master" class="btn">Download .tar.gz</a>
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<section class="main-content">
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<h1>
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<a id="deprecated" class="anchor" href="#deprecated" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Deprecated</h1>
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<p>Please use <a href="https://github.com/UnderwaterApps/overlap2d">https://github.com/UnderwaterApps/overlap2d</a> instead. This project could have done pretty well but I didn't get enough time for complete it. Plus since I joined the startup culture I don't get much time to work on open source projects anymore. But the <strong>Idea</strong> was
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really good and you know you could create games in java and json just like that. I thought of crowdfunding this at kickstarter as it seemed pretty good when it was working on my system but then I found out kickstarter is for US citizens only so that was a bummer. Then the I joined Playlyfe. And from then on it was something on the lines like this,</p>
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<blockquote>
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<p>I am a busy guy. When I first started this I was out of college searching for a job and had a lot of free time, which is way different from being in The Real World today.
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My life consists of waking up -> getting stuck in a traffic -> working for 4 hours -> lunch for an hour -> working for 5 more hours -> getting stuck in traffic on the way home -> shower and sleep -> repeat 5 days a week. On weekends I have to run errands and research to stay competitive in an incredibly cut throat industry. I have very little time to spare.
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An Excerpt taken from <a href="http://lazyfoo.net/contact.php">http://lazyfoo.net/contact.php</a></p>
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</blockquote>
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<h2>
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<a id="gdxstudio-071" class="anchor" href="#gdxstudio-071" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>GdxStudio 0.7.1</h2>
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<p>GdxStudio is used for creating awesome games using libGdx.<br>
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It has all the features of libgdx built-in so you can easily,start creating games with it.<br>
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Tools like Font Editor, Particle Editor, Texture Packer, SceneEditor, MapEditor, ActorEditor, ImagingTools are already built into it.
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It also has a powerful Game Framework based on libGDX inbuilt which allows the game coder to concentrate on the logic of the game and not bother about setting up assets or configuration.<br>
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Automatic Asset Loading including Atlas, TextureRegions, BitmapFonts, Music, Sound.<br>
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It has the libGdx(v0.9.9) inside it so you don't need to download the libGdx at all, when exporting your game to jar for desktop it automatically loads these libraries into it. </p>
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<p>(Will update this project to latest libgdx since I might get some time to work on this again and fix those issues)</p>
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<blockquote>
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<p><strong>Disclaimer</strong> This is not an official libdgx project so don't ask them for bug fixes </p>
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</blockquote>
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<p><a href="https://github.com/pyros2097/GdxStudio/wiki">See the Wiki for more details</a> </p>
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<h2>
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<a id="features" class="anchor" href="#features" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Features</h2>
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<p><strong>1. Automatic Build System</strong><br>
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Uses an Batch Builder system based on eclipse, so on the fly building so you can instantly
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run or debug your application. Using the famous Eclipse Java Compiler(ECJ).<br>
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<strong>2. Automatic File Saving</strong><br>
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All Files are automatically save when you switch tabs or change views. No more wasting time pressing
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CTRL+S or clicking the save button (inspired by Xcode).<br>
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<strong>3. Source Editor</strong><br>
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An eclipse like editor which supports code completion, batch compiling and compile errors as you type.<br>
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<strong>4. Scene Editor</strong><br>
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Completely design your game scenes with effects using the scene editor and access these components
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in the source editor and add your logic code. Your scenes are saved in scene.json file is automatically loaded.<br>
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<strong>5. Map Editor</strong><br>
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All your game maps can be designed using it. This supports 3 map layers and 3 object layers.
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You can drag and drop your custom actors/objects onto the map. There is no fixed size for a map.
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Each tile can be anything you want it to be.<br>
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<strong>6. Actor Editor</strong><br>
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You can create custom actors/objects which consist of the basic widgets like images, sprites etc.
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And you can drag and drop these into your game scenes and maps. Makes it easier instead of doing it by code.<br>
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<strong>7. Export</strong><br>
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All the libgdx libraries and class files are directly exported to your package.
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Your game can be exported to jar for Desktop, apk for android and ipa for iOS<br>
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<strong>8. Platform Independent</strong><br>
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Write Once Deploy Everywhere. You only need to write you game logic for one platform, cross building
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for different platforms and exporting is done automatically.(android and ios not done)<br>
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<strong>9. Dynamic Compilation</strong><br>
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You can edit your scenes and add logic to your game and at the same time see the outcome in the studio.
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Your source files are automatically compiled and loaded into the class loader and displayed in the studio.
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So your don't need to follow the monotonous approach compile->build->run exe. This saves a lot of time. </p>
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<h2>
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<a id="using" class="anchor" href="#using" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Using</h2>
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<div class="highlight highlight-source-java"><pre> <span class="pl-c">//This is our first Scene and it shows the libgdx logo until all the assets are loaded </span>
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<span class="pl-c">//then it automatically switches to the Menu scene</span>
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<span class="pl-k">public</span> <span class="pl-k">class</span> <span class="pl-en">Splash</span> <span class="pl-k">extends</span> <span class="pl-e">Scene</span> {
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<span class="pl-k">public</span> <span class="pl-en">Splash</span>() {
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splashDuration <span class="pl-k">=</span> <span class="pl-c1">5f</span>; <span class="pl-c">// This will make my splash scene to wait 5 seconds after assets are all loaded</span>
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<span class="pl-k">final</span> <span class="pl-smi">Texture</span> bg1 <span class="pl-k">=</span> <span class="pl-k">new</span> <span class="pl-smi">Texture</span>(<span class="pl-s"><span class="pl-pds">"</span>splash/libgdx.png<span class="pl-pds">"</span></span>);
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<span class="pl-k">final</span> <span class="pl-smi">Image</span> imgbg1 <span class="pl-k">=</span> <span class="pl-k">new</span> <span class="pl-smi">Image</span>(bg1);
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imgbg1<span class="pl-k">.</span>setFillParent(<span class="pl-c1">true</span>);
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addActor(imgbg1);
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<span class="pl-c">//This is Scene gets called once the assets are loaded</span>
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<span class="pl-k">public</span> <span class="pl-k">class</span> <span class="pl-en">Menu</span> <span class="pl-k">extends</span> <span class="pl-e">Scene</span> {
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<span class="pl-k">public</span> <span class="pl-en">Menu</span>() {
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<span class="pl-c">//create some actors</span>
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<span class="pl-c">// if you used sink studio and create a scene like Menu.json then</span>
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<span class="pl-c">// it will automatically call load("Menu") it will populate your scene after parsing the json file</span>
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<span class="pl-c">//you can access these objects like this</span>
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<span class="pl-smi">TextButton</span> btn <span class="pl-k">=</span> (<span class="pl-smi">TextButton</span>) findActor(<span class="pl-s"><span class="pl-pds">"</span>TextButton1<span class="pl-pds">"</span></span>);
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<span class="pl-smi">Image</span> img <span class="pl-k">=</span> (<span class="pl-smi">Image</span>) findActor(<span class="pl-s"><span class="pl-pds">"</span>Image5<span class="pl-pds">"</span></span>);
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<span class="pl-c">// these actors are loaded from the json file and are give names which allows</span>
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<span class="pl-c">// easy access to them</span>
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}
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}</pre></div>
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<a id="todo" class="anchor" href="#todo" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Todo</h2>
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<ol>
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<li>MapEditor</li>
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<li>ActorEditor</li>
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<li>Automatic Updates</li>
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<li>Make a signals/slots method for connecting actors with events (maybe make an interpreter)</li>
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</ol>
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<h2>
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<a id="credits" class="anchor" href="#credits" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Credits</h2>
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<p>Thanks to all these awesome frameworks<br>
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<a href="http://libgdx.badlogicgames.com">Libgdx</a><br>
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<a href="http://weblookandfeel.com">WebLookAndFeel</a><br>
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<a href="http://fifesoft.com/rsyntaxtextarea">RSyntaxTextArea</a><br>
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<a href="https://github.com/pyros2097/WebLookAndFeelLite">WebLookAndFeelLite</a><br>
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<a href="https://github.com/pyros2097/Scene3d">Scene3d</a><br>
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<a href="https://github.com/pyros2097/Sink">Sink</a><br>
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<a href="http://download.eclipse.org/eclipse/downloads/">EclipseCompiler</a><br>
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<a href="http://www.antlr.org/">ANTLR</a><br>
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<a href="http://proguard.sourceforge.net">ProGuard</a> </p>
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<a id="screenshots" class="anchor" href="#screenshots" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Screenshots</h2>
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<p><img src="https://github.com/pyros2097/GdxStudio/raw/master/shots/shot2.png">
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<img src="https://github.com/pyros2097/GdxStudio/raw/master/shots/shot3.png">
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<img src="https://github.com/pyros2097/GdxStudio/raw/master/shots/shot4.png">
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<img src="https://github.com/pyros2097/GdxStudio/raw/master/shots/shot5.png">
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<img src="https://github.com/pyros2097/GdxStudio/raw/master/shots/shot6.png"></p>
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<a id="scene" class="anchor" href="#scene" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Scene</h2>
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<pre><code><p>
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It consists of a single Stage2d, Stage3d, Camera2d, and Camera3d which are all initialized based on the config file.
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The root of the stage can be accessed in a statically {@link Scene#getRoot()} and methods related to camera like moveTo, moveBy,
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are also accessed the same way.<br>
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It has extra things like stateTime, gameUptime, pauseState<br>
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It has automatic asset unloading and disposing and you can use {@link #exit()} to quit your game safely
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Note: Your TMX maps have to be unloaded manually as they can be huge resources needing to be freed early.
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It has static methods which can be used for panning the camera using mouse, keyboard, drag.. etc.
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It can also automatically follow a actor by using followActor(Actor actor)<br>
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This class will register all your scenes based on your scene.json file and then you can switch you scenes by using {@link #setScene}
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method with the sceneClassName.<br>
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All your assets are loaded in the background(asynchronously) in the first scene and then automatically
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the next scene in the list is set.
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You can stop the stage from switching to the next scene by setting Asset.loadAsynchronous = false in your first scene but then
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you have to load all the assets by using the blocking call Asset.loadBlocking()
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If you want to display your splash screen for more time after the assets have loaded then you can change
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Stage.splashDuration to the amount of time you want you splash screen to show. By default the splash screen's
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lifetime is finished once the assets are loaded and then the next scene is set.
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</p>
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</code></pre>
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<a id="camera" class="anchor" href="#camera" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Camera</h2>
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<div class="highlight highlight-source-java"><pre><span class="pl-c">/*</span>
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<span class="pl-c"> * This is to set the offsets of camera position when following the actor</span>
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<span class="pl-c"> * When the camera follows the actor its (x,y) position is set to actor's (x,y) position</span>
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<span class="pl-c"> * based on followSpeed. The offsets are used to position the camera in such a way that the actor</span>
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<span class="pl-c"> * doesn't need to be at the center of the camera always</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-smi">Rectangle</span> followOffset;
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">boolean</span> usePan;
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">boolean</span> useDrag;
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<span class="pl-c">/*</span>
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<span class="pl-c"> * This sets the boundary of the camera till what position can it move or pan in the</span>
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<span class="pl-c"> * directions left, right, top, down. This is to prevent is from panning overboard the game area.</span>
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<span class="pl-c"> * Usually the bounds of the camera is like a rectangle. This must be calculated carefully</span>
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<span class="pl-c"> * as the camera's position is based on its center.</span>
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<span class="pl-c">*/</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-smi">Rectangle</span> bounds;
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<span class="pl-c">/*</span>
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<span class="pl-c"> * Moves the camera to x,y over a time duration</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">void</span> moveTo(<span class="pl-k">float</span> x, <span class="pl-k">float</span> y, <span class="pl-k">float</span> duration);
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<span class="pl-c">/*</span>
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<span class="pl-c"> * Moves the camera by amountX, amountY over a time duration</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">void</span> moveBy (<span class="pl-k">float</span> amountX, <span class="pl-k">float</span> amountY, <span class="pl-k">float</span> duration);
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<span class="pl-c"> * Moves the camera by amountX, amountY over a time duration and interpolation interp</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">void</span> moveBy (<span class="pl-k">float</span> amountX, <span class="pl-k">float</span> amountY, <span class="pl-k">float</span> dur, <span class="pl-smi">Interpolation</span> interp);
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<span class="pl-c">/*</span>
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<span class="pl-c"> * This makes the camera follow the actor once and only once. Once the camera reaches its</span>
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<span class="pl-c"> * target, it stops following the actor.</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">void</span> followActor(<span class="pl-smi">Actor</span> actor);
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<span class="pl-c">/*</span>
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<span class="pl-c"> * This makes the camera follow the actor continuously, even after the camera reaches its</span>
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<span class="pl-c"> * target, it keeps following the if the actor changes its position.</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">void</span> followActorContinuously(<span class="pl-smi">Actor</span> actor);
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<span class="pl-c">/*</span>
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<span class="pl-c"> * Sets the speed at which the camera follows the actor. By default it moves 1px for a duration of 1f</span>
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<span class="pl-c"> * so its speed is 1px/f. So reduce the duration to increase its speed.</span>
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<span class="pl-c"> * ex: setPanSpeed(0.5) will change its speed to 2px/f</span>
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<span class="pl-c"> * Here: f can/maybe also indicate seconds</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">void</span> setFollowSpeed(<span class="pl-k">float</span> duration);
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<span class="pl-c">/*</span>
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<span class="pl-c"> * Sets the speed at which the camera pans. By default it moves 1px for a duration a 1f</span>
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<span class="pl-c"> * so its speed is 1px/f. So reduce the duration to increase its speed.</span>
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<span class="pl-c"> * ex: setPanSpeed(0.5) will change its speed to 2px/f</span>
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<span class="pl-c"> * Here: f can/maybe also indicate seconds </span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">void</span> setPanSpeed(<span class="pl-k">float</span> duration);
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<span class="pl-c">/* If you want to make any elements/actors to move along with the camera </span>
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<span class="pl-c"> * like HUD's add them using this method */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">void</span> addHud(<span class="pl-smi">Actor</span> actor);
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<span class="pl-c">/* If you want to any elements/actors which was a Hud the use this */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">void</span> removeHud(<span class="pl-smi">Actor</span> actor);
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<span class="pl-c">/*</span>
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<span class="pl-c"> * Clears all hud's registerd with the camera</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">void</span> clearAllHud();
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<span class="pl-c">/*</span>
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<span class="pl-c"> * Returns the x postion of the camera</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">float</span> getX();
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<span class="pl-c">/*</span>
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<span class="pl-c"> * Returns the y postion of the camera</span>
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<span class="pl-c"> */</span>
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<span class="pl-k">public</span> <span class="pl-k">static</span> <span class="pl-k">float</span> getY(); </pre></div>
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<h2>
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<a id="asset" class="anchor" href="#asset" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Asset</h2>
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<p><b>#Important </b> <br>
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All asset files must be lowercase only.. otherwise it causes problems with android <br>
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Automatic Asset Loading the directory Structure should be like this <br>
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This class automatically loads all the assets in the prescribed folders into the appropriate
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class types. All This can be accessed using an neat api.</p>
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<p>icon.png --- your game icon to be displayed on the window<br>
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atlas/ --- all your Texture Atlas files .atlas and .png go here<br>
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font/ --- all your BitmapFont files .fnt and .png go here<br>
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music/ --- all your Music files .mp3 go here<br>
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sound/ --- all your Music files .mp3 go here<br>
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particle/ --- all your Particle files .part go here<br>
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map/ --- all your TMX map files along with tilesets go here<br>
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pack/ --- all your image files which are to be packed are to be stored here<br>
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so that they are automatically packed by the texture packer and stored in
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the atlas folder</p>
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<p>All the assets are read from their particular folders and an asset.json file is created with
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the filenames:
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ex: asset.json<br>
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{
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"font": "arial.fnt, font1",
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"atlas": "image.atlas",
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"sound": "click.mp3,gg.mp3",
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"music": "title.mp3,"bg.mp3",
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}</p>
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<div class="highlight highlight-source-java"><pre><span class="pl-c">//All assets are accessed this way, To load TextureRegion</span>
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<span class="pl-smi">TextureRegion</span> cat <span class="pl-k">=</span> <span class="pl-smi">Asset</span><span class="pl-k">.</span>tex(<span class="pl-s"><span class="pl-pds">"</span>cat<span class="pl-pds">"</span></span>);
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<span class="pl-c">//To load Animation</span>
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<span class="pl-smi">Animation</span> catAnim <span class="pl-k">=</span> <span class="pl-smi">Asset</span><span class="pl-k">.</span>anim(<span class="pl-s"><span class="pl-pds">"</span>cat<span class="pl-pds">"</span></span>);
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<span class="pl-smi">BitmapFont</span> font1 <span class="pl-k">=</span> <span class="pl-smi">Asset</span><span class="pl-k">.</span>font(<span class="pl-s"><span class="pl-pds">"</span>font1<span class="pl-pds">"</span></span>);
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<span class="pl-c">//The music and sound files are automatically cached and can be played by invoking:</span>
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<span class="pl-smi">Asset</span><span class="pl-k">.</span>musicPlay(<span class="pl-s"><span class="pl-pds">"</span>musicname<span class="pl-pds">"</span></span>);
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<span class="pl-smi">Asset</span><span class="pl-k">.</span>soundPlay(<span class="pl-s"><span class="pl-pds">"</span>soundname<span class="pl-pds">"</span></span>);
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<span class="pl-c">//The asset functions will return null for Font, TextureRegion and Animation if the asset cannot be found</span></pre></div>
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<p><a href="https://bitdeli.com/free" title="Bitdeli Badge"><img src="https://d2weczhvl823v0.cloudfront.net/pyros2097/gdxstudio/trend.png" alt="Bitdeli Badge"></a></p>
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<footer class="site-footer">
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<span class="site-footer-owner"><a href="https://github.com/pyros2097/GdxStudio">Gdxstudio</a> is maintained by <a href="https://github.com/pyros2097">pyros2097</a>.</span>
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