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eAdventure Editor
Launching eAdventure editor in debug
eAdventure Editor supports a debug mode in which some additional things are added to make easier developers' life (e.g. in debug mode, UI tables draw their frontiers). To activate it, you must launch the main in EditorDesktop with debug as one of its args (passed as a String).
Opening a game project when the Desktop editor launches
You can tell the Editor to open a game directly at startup. To do so, you just need to pass its full path as an argument to the EditorDesktop main method.
The full path passed to EditorDesktop must point to the main folder of the game project (e.g. "/Users/A user/eadgames/game1/").
Note: Passing a game path to get it loaded is also compatible with the debug argument above described.
eAdventure - eUCM research group
- Setting up a Development Environment
- Contributing Guidelines
- Build Process
- Project structure
- Schema
-
Engine
- Files paths and FileResolver
- Binding Schema elements with Engine elements
- Managing the game view through Layers
- Game loop and scene management
- IO
- File Resolver
- Assets: Converting schema objects to engine objects
- Engine Objects
- Actors
- Effects
- Testing the engine
- Editor
- Remote communication
- Release Process
- Other documentation