-
Notifications
You must be signed in to change notification settings - Fork 2
Quick Start
Here you will learn how get setup with Stellar to start creating your game!
The GameManager holds everything necessary for your game. Things like the window, drawing, and the stack
. The stack
is a list of GameStates
which hold methods for updating and drawing your game, we'll learn more about that later.
To start, initialize a new GameManager with these parameters.
GameManager manager = new GameManager(windowTitle, windowWidth, windowHeight, myPreferences, myDrawType, TICK_RATE);
Here is an example with my parameters.
GameManager manager = new GameManager("GameTest", 800, 600, WindowPreferences.defaultTemplate(), GameWindow.DrawType.WINDOW, 60);
windowTitle
: This is the title of the window.
windowWidth
, windowHeight
: These parameters indicate the dimensions of the game window.
myPreferences
: These are settings to define your window, to keep the default settings use: WindowPreferences.defaultTemplate()
.
myDrawType
: This is the drawing method to use. Available options are: WINDOW
, PANEL
.
Drawing directly to the window allows for triple-buffering, but the whole window is considered the canvas (including title and side bars.)
The advantages of using a panel is its the most preferred way of drawing and does not interfere with the side/title bars.
TICK_RATE
: This is how fast to run the game-loop.
As mentioned before GameStates
are the base of your game and include methods to update/draw whatever is needed.
To create a new GameState
simply implement the GameState
interface.
public class TestState implements GameState {
Make sure to implement its methods, and that's it!
Next, we can push the TestState
we created. When you push a new GameState
it will be added to a list allowing it to be invoked for tick/drawing updates.
manager.push(new TestState());
Finally, we can start the game.
manager.start();