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Skins
Ángel Serrano edited this page Dec 4, 2013
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Skins define the appearance of the eAdventure editor interface (named "themes" in other applications), and are entirely based in libgdx Skins.
The default skins are located in assets/skins folder, and the raw sources resources to generate skins are loacted in assets/skins-raw.
To update skins and process resources in assets/skins-raw to transform it in a functional Skin in assets/skins, you can execute the following maven task:
mvn install -pl :build-tools -Pgenerate-skin
In code, you can access to the current editor Skin via:
EAdEngine.assets.getSkin();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