Skip to content

Commit

Permalink
Some more docs yo
Browse files Browse the repository at this point in the history
  • Loading branch information
moomoohk committed Feb 6, 2014
1 parent 747f865 commit 077ef4e
Showing 1 changed file with 15 additions and 1 deletion.
16 changes: 15 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -61,7 +61,7 @@ The engine is split up into two parts:

The two main components of the engine are the `Grid`s and the `GrameObject`s. Every instance of both of those components will automatically get a unique ID number associated with them by the `GrameManager` when they're created. The IDs are created successively. The ID successions for `Grid`s and `GrameObject`s are independent (meaning you can have a `Grid` object with ID:1 and a `GrameObject` object with ID:1).

####GrameManager
###GrameManager

The `GrameManager` class contains the central engine clock as well as the `GrameObject` and `Base` list. It also keeps tracks of user input so you don't have to.

Expand Down Expand Up @@ -203,6 +203,20 @@ monster.addAI(new SimpleChaseAI());

The `EntityGenerator` interface lets you create `Entity` generation classes. These are useful when you'd like to procedurally generate them. Grame comes with one implementation of it. The `DefaultRandomGen` will randomly generate names based on some basic language heuristics and types by picking a random spot in an array containing "human", "orc" and "elf".

The `Entity` AI system makes creating player `GrameObject`s really easy:

```java
ent.makePlayer(1, true, g.ID);
```

###Wall

`Wall`s are what you'd expect them to be. They are collidable, static `GrameObject`s.

```java
Wall w1 = new Wall(); //Default wall color is Color.black
Wall w2 = new Wall(Color.green);
```


I should probably include a picture of a sheep:
Expand Down

0 comments on commit 077ef4e

Please sign in to comment.