readme polishing

master
Ondřej Hruška 11 years ago
parent f65ff53237
commit bf8db03553
  1. 37
      README.md

@ -36,43 +36,43 @@ TODO: Better docs and demo
Basically, all you have to do is make an instance of `App`, with a backend of choice (only LWJGL now). Basically, all you have to do is make an instance of `App`, with a backend of choice (only LWJGL now).
It's all about init tasks Easy customization with Init Tasks
------------------------- ----------------------------------
You then add some `InitTask`s to the `App`, maybe some plugins, and `start()` it. You then add some `InitTask`-s to the `App`, maybe some plugins, and `start()` it.
This can be done in the constructor, or somewhere else, that doesn't really matter. This can be done in the constructor, or somewhere else, that doesn't really matter.
All of the game configuration is done using the `InitTask`s. There is a bunch of init tasks already added, each task has a name and a list of tasks it depends upon. It also has a priority, which affects order (but dependencies must already be loaded). All of the game configuration is done using the init tasks. There is a bunch of init tasks already added, each task has a name and a list of tasks it depends upon. It also has a priority, which affects order (but dependencies must already be loaded).
You can add task to setup `WorkDir`, to define config file locations and contents, to set up window size, to load resources and so on. You can add task to setup working directory, to define config file locations and contents, to set up window size, to load resources and so on.
Not really, it's all about EventBus Driven by Events
----------------------------------- ----------------
Once init tasks are initialized, the next phase comes. The `MainLoop` will be executed, providing delta timing to the whole game. Once init tasks are initialized, the next phase comes. The `MainLoop` will be executed, providing delta timing to the whole game.
This is done via an `EventBus` system, the core of the whole engine. Everything is done using Events. Well, almost. This is done via an `EventBus`, the core of the whole engine. Everything is done using Events. Well, almost.
- Delta timing is via events. Stuff done with events:
- Shutdown is done via event.
- Resource loading is via events
- All game logic can be done via events
- User input is via events
- ...
So yeah, lot of stuff. - Delta timing
- Shutdown
- Resource loading
- User input
- Layout change notification
- Anything else you add
The GUI The GUI
------- -------
The MainLoop renders something called "main renderable", or UI. What you put there is really up to you, but typically it's a `SreenRegistry` with some `Screen`s in it. The `MainLoop` renders something called "main renderable", or UI. What you put there is really up to you, but typically it's a `SreenRegistry` with some `Screen`s in it.
The UI receives timing events, user input events etc, and can react to them. The UI receives timing events, user input events etc, and can react to them.
There is a little library of UI layouts and components that can be used, or you may make your own with no big hassle. There is a little **library of UI layouts and components** that can be used, or you may make your own with no big hassle.
Make use of MightyUtils! Make use of MightyUtils!
@ -80,7 +80,8 @@ Make use of MightyUtils!
There is a HUGE amount of cool utils in the MightyUtils library. One of them is even the EventBus itself. There is a HUGE amount of cool utils in the MightyUtils library. One of them is even the EventBus itself.
There is a magnificent **math library** with **dynamic constraints**, the base of the GUI system. There is even a custom "serialization" system called **ION**. There is a cool **math library** with **dynamic constraints**, the base of the GUI system.
There is even a custom serialization system called **ION**.
**Check it out!** **Check it out!**

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