From 077ef4e283faa4765b921062c040d3bb797d795b Mon Sep 17 00:00:00 2001 From: moomoohk Date: Fri, 7 Feb 2014 01:38:54 +0200 Subject: [PATCH] Some more docs yo --- README.md | 16 +++++++++++++++- 1 file changed, 15 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 4e3ad07..80171a6 100644 --- a/README.md +++ b/README.md @@ -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. @@ -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: