diff --git a/doxygen_crawl.html b/doxygen_crawl.html index e98115d..d7537e7 100644 --- a/doxygen_crawl.html +++ b/doxygen_crawl.html @@ -252,8 +252,8 @@ - - + + @@ -261,22 +261,24 @@ + + - + - - + + diff --git a/index.html b/index.html index 36766aa..30f5139 100644 --- a/index.html +++ b/index.html @@ -127,14 +127,14 @@ $(function(){initNavTree('index.html',''); initResizable(true); });

Alternatively you could also just look at the code in the templates include and src folders and look at the example implementations there. The best place to start is GameImplementation.h and GameImplementation.cpp. All .cpp files have an associated .h file, please always start in the .h file with the same name as the .cpp file, otherwise you might get confused at some of the inline explanations provided in the files.

Note
When navigating this documentation click on hyperlinks if you ever feel like information is missing (there is usually more information available in the detailed view only visible if you click it or scroll far enough)

The base functionality can be split into a few major sections:

-

+

Setup and Config

  1. Quickstart guide for setting up the library
  2. Configuring game settings
  3. Building a map using Tiled and tmx and loading it
-

+

Implementation of Features

  1. Entities and Components
  2. diff --git a/md_docs_2md-pages_2entitiesAndComponents.html b/md_docs_2md-pages_2entitiesAndComponents.html index 9200019..c18ab5f 100644 --- a/md_docs_2md-pages_2entitiesAndComponents.html +++ b/md_docs_2md-pages_2entitiesAndComponents.html @@ -125,44 +125,58 @@ $(function(){initNavTree('md_docs_2md-pages_2entitiesAndComponents.html',''); in

    Entities

    -

    In the scope of this library entities essentially function like empty containers that you can add components or properties to. So an entity can be whatever you want it to be, give it a texture, make it pickupable, give it collision or all of the above and more. Manager contains functions responsible for the creation and editing of entities:

    +

    In the scope of this library entities essentially function like empty containers that you can add components or properties to. So an entity can be whatever you want it to be, give it a texture, make it pickupable, give it collision or all of the above and more. Relevant functions for the creation and editing of Entities and Components:

    +

    +Manager

    + +

    +Entity

    +

    If you are ever lost when looking for related functionality via search or side bar remember it is all neatly organized on this page for better readability and a better overview

    -

    +

    Components

    The following components are currently available for you to use in your entities (the associated managers/handlers are also linked):


    -

    +

    Transform Component

    The Transform Component manages the position and movement of an Entity. Multiple overloaded constructors exist depending on whether or not the entity is stationary

    +
    Important
    If an Entity is supposed to be able to move the data entry "speed" has to be added and set to a positive int!

    -

    +

    Sprite Component

    Textures and Animations can be added via this component.

    Important
    A Transform Component is first needed before adding a Texture as the coordinates from the transform component are needed to tell the game where to render the texture

    -

    +

    Data Component

    Custom Data such as Stats can be added to an Entity and accessed using this Component.

    -
    Important
    If an Entity is supposed to be able to move the stat "speed" has to be added and set to a positive int!
    -
    -

    -Collider Component

    -

    see also Collision Handler

    -

    Adds collision functionality to an Entity. It is used to stop entities with a PLAYER group label from running through tiles that were given the "collision" tag in the Tiled editor (see Tiled section) or the COLLIDERS group label in the code.

    -

    Also enables "picking up" other entities via Pickup Component.


    -Interaction Component

    -

    see also InteractionEventdataStruct

    -

    Adding this component to an entity tells it to react to triggered Interactions e.g. by button press. For this a custom lambda or function pointer is passed to determine what exactly should happen once an entities ineraction was triggered.

    -
    Note
    This component is only used to assign a functionality to an entity to be triggered when it is interacted with, to actually map a button to do something such as trigger an interaction refer to Input Management and Eventhandling
    +Collider Component +

    see also Collision Handler

    +

    Adds collision functionality to an Entity. It is used to stop entities with a PLAYER group label from running through tiles that were given the "collision" tag in the Tiled editor (see Tiled section) or the COLLIDERS group label in the code.

    +

    Also enables "picking up" other entities via Pickup Component.


    +Interaction Component

    +

    see also InteractionEventdataStruct

    +

    Adding this component to an entity tells it to react to triggered Interactions for example by button press. For this a custom lambda or function pointer is passed to determine what exactly should happen once an entities ineraction was triggered.

    +
    Note
    You want certain buttons to do something? You're in the wrong place, see Input Management This component is only used to assign a functionality to an entity to be triggered when it is interacted with, to actually map a button to do something such as trigger an interaction refer to Input Management and Eventhandling
    +
    +

    Pickup Component

    see also Pickup Manager

    Entities with pickup components will disappear once another collision having entity with the Group Label "Player" intersects with it and executes the custom functionality given to it via constructor.


    -

    +

    Stat Effects Component

    Temporary stateffects can be added using this component. Using the time and function passed it will execute whatever is in the function after the given time. It is used to e.g. reset stats after raising them in order to allow for temporary stat raises

    diff --git a/md_docs_2md-pages_2eventhandling.html b/md_docs_2md-pages_2eventhandling.html index 5066dc9..3234c18 100644 --- a/md_docs_2md-pages_2eventhandling.html +++ b/md_docs_2md-pages_2eventhandling.html @@ -122,7 +122,7 @@ $(function(){initNavTree('md_docs_2md-pages_2eventhandling.html',''); initResiza
    Interactions
    -

    +

    In order to make an entity react to interactions it needs to include an implementation of InteractionListener such as the InteractionComponent. Using its constructor you can add a lambda/function pointer containing what you want to happen once an interaction with this entity happens.

    diff --git a/md_docs_2md-pages_2inputhandling.html b/md_docs_2md-pages_2inputhandling.html index ec259c9..b62e873 100644 --- a/md_docs_2md-pages_2inputhandling.html +++ b/md_docs_2md-pages_2inputhandling.html @@ -122,7 +122,7 @@ $(function(){initNavTree('md_docs_2md-pages_2inputhandling.html',''); initResiza
    Input Management
    -

    +

    Using the function registerAction() Keys (both key press and key release) can be mapped to do certain actions such as moving an entity. Example code can be found within the template under Controls.h and Controls.cpp.

    Tip: If you want to apply any Inputs to a specific entity e.g. movement, simply pass the entity as a parameter in the initControls() function

    diff --git a/md_docs_2md-pages_2quickstart.html b/md_docs_2md-pages_2quickstart.html index 5983781..5782bb2 100644 --- a/md_docs_2md-pages_2quickstart.html +++ b/md_docs_2md-pages_2quickstart.html @@ -122,9 +122,9 @@ $(function(){initNavTree('md_docs_2md-pages_2quickstart.html',''); initResizable
    Quickstart guide for setting up the library
    -

    +

    This guide's purpose is to get developers from 0 to being able to create their game in the quickest and most uncomplicated way possible. Therefore it will only go over the bare minimum to get everything up and running for implementation guides check out the other sections on the welcome page.

    -

    +

    Installations and tools

    Go to the github repository and download the setup file for your OS (windows and linux supported). This file needs to be executed in the folder you want to start your project in which will start the initial setup. While you can also manually download all of the necessary tools, this setup file acts as a central automated executable to streamline and expedite the non-game development aspect of this process which is why it is highly recommended. The tools downloaded are:

    • mingw(win)/gcc(linux)
    • diff --git a/md_docs_2md-pages_2tilemaps.html b/md_docs_2md-pages_2tilemaps.html index e69e03b..52ed72c 100644 --- a/md_docs_2md-pages_2tilemaps.html +++ b/md_docs_2md-pages_2tilemaps.html @@ -122,15 +122,15 @@ $(function(){initNavTree('md_docs_2md-pages_2tilemaps.html',''); initResizable(t
      Building a map using Tiled and tmx and loading it
    -

    +

    In order to create a map for your game the library has .tmx format support. In order to get .tmx files you use the associated tile editor "Tiled" which gets automatically downloaded when executing the VEGO libraries setup file (the installer is provided the installation itself must be finalized by the user). This section will walk you step by step through the creation of your first map/background using Tiled.

    see also: the official Tiled documentation

    -

    +

    Getting started

    After opening Tiled, select "New Map", a custom size measured in tiles and as tile size select 32x32 as this is the size the library currently supports. Also choose the size of your canvas, it is recommended you choose the same size as the one you defined in the games config (default is 25w x 20h, measured in tiles, to get the pixel size just multiply by 32 as that is the tilesize the library uses)

    -

    +

    Create a New Tileset

    1. In the editor, go to the lower-right corner and select "New Tileset".
    2. @@ -140,10 +140,10 @@ Create a New Tileset
    3. Leave the rest of the settings on default

    -

    +

    Draw Your Environment

    Once imported, you can select tiles from the tileset and use them to build your environment.

    -

    +

    Understand Layers in Tiled

    Tiled allows you to use multiple layers for organizing your map.

    You need to give your Layers seperate z-Indices to decide their rendering order, the lower the number the earlier it gets rendered. In order to do this:

      @@ -159,7 +159,7 @@ Understand Layers in Tiled

    Important: Tiles that should have collision must be placed on a separate layer as custom properties are per layer not per tile.

    -

    +

    Set Up Collision

    To add collision to a layer:

      @@ -175,13 +175,13 @@ Set Up Collision

    Any tile placed on this layer will now automatically have collision—meaning moving entities cannot pass through them.

    -

    +

    Saving your work

    After completeing your map, save it in the asset folder of the library (or any place really the asset folder just exists as a recommendation to easily find all of your maps and textures)

    -

    +

    Loading your work into the game

    The map gets loaded into the game in GameImplementation.cpp, simply add the path of the map .tmx file to the Map constructor

    diff --git a/navtreedata.js b/navtreedata.js index 557a9cc..38ae095 100644 --- a/navtreedata.js +++ b/navtreedata.js @@ -28,21 +28,24 @@ var NAVTREE = [ "Welcome to the VEGO library documentation", "index.html", null ], [ "Configuring the game", "md_docs_2md-pages_2config.html", null ], [ "Entities and Components", "md_docs_2md-pages_2entitiesAndComponents.html", [ - [ "Entities", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md3", null ], - [ "Components", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md4", [ - [ "Transform Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md6", null ], - [ "Sprite Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md8", null ], - [ "Data Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md10", null ], - [ "Collider Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md12", null ], - [ "Interaction Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md14", null ], - [ "Pickup Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md16", null ], - [ "Stat Effects Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md18", null ] + [ "Entities", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md3", [ + [ "Manager", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md4", null ], + [ "Entity", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md5", null ] + ] ], + [ "Components", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md6", [ + [ "Transform Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md8", null ], + [ "Sprite Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md10", null ], + [ "Data Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md12", null ], + [ "Collider Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md14", null ], + [ "Interaction Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md16", null ], + [ "Pickup Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md18", null ], + [ "Stat Effects Component", "md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md20", null ] ] ] ] ], [ "Interactions", "md_docs_2md-pages_2eventhandling.html", null ], [ "Input Management", "md_docs_2md-pages_2inputhandling.html", null ], [ "Quickstart guide for setting up the library", "md_docs_2md-pages_2quickstart.html", [ - 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