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24 lines
1.9 KiB
24 lines
1.9 KiB
# PixelEngine
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A small pixel-based game / rendering engine made in Java highly influenced and similar to the olcPixelGameEngine.
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Usage:
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Main engine file is in `JavaProjectTemplate.java`. If you choose to rename this file you should probably have your IDE refactor it so all references change accordingly. Better to just leave it as-is.
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You will also have to update the `sig` script with the new `PROJECT_NAME` value.
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# Window
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Window Width, Height, and the title can all be customized.
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# Drawing
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You will find all possible drawing features under the `game` Panel object that is initialized for you. Draw commands all start with `Draw`. The example program contains quite a few of the possible draw commands available.
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## Sprites
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Sprites can be placed in the `sprites` folder and referenced accordingly. Instantiating a new `Sprite` class or `AnimatedSprite` class with the name will auto-load it in. Animated Sprites need their base width and height defined, the engine will figure out the animation frames for the rest of the image. `DrawAnimatedSprite` functions request what index of the animation to draw, you feed that yourself. Only horizontal animation strips are supported by default.
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# Input
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Mouse input is handled from the `Mouse` static instance. Can poll for `Held`,`Pressed`, and `Released` status of the mouse.
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Keyboard input is handled much the same way with the `Key` static instance. Also has `Held`,`Pressed`, and `Released` statuses per key. Keycodes come from the Java Swing `KeyEvent` class (ex.`KeyEvent.VK_UP`).
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# Building
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I include some compile scripts, but you are free to use your own. `./sig` lists all possible commands, `./sig build` builds and tries to run the compiled Java classes. `./sig jar` will output a jar. `./sig zip` will piece together the sprites folder, bin folder, and a run script (for Linux) to run a finished java jar, which provides an easy way to "export" the game. |