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Trying to port into applet format, using latest GoldenT engine.
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stevygee committed Mar 4, 2012
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1 change: 1 addition & 0 deletions Golden T Game Engine/bin/buildjar.bat
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"C:\Program Files (x86)\Java\jdk1.6.0_20\bin\jar" cf goldenT.jar com
6 changes: 6 additions & 0 deletions goldenT/.classpath
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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" path="src"/>
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-1.6"/>
<classpathentry kind="output" path="bin"/>
</classpath>
17 changes: 17 additions & 0 deletions goldenT/.project
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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>goldenT</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>
1 change: 1 addition & 0 deletions goldenT/bin/buildjar.bat
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"C:\Program Files (x86)\Java\jdk1.6.0_20\bin\jar" cf goldenT.jar com
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13 changes: 13 additions & 0 deletions goldenT/bin/com/golden/gamedev/engine/audio/package.html
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<p>Audio engine implementation.</p>

@see com.golden.gamedev.engine.BaseAudioRenderer
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13 changes: 13 additions & 0 deletions goldenT/bin/com/golden/gamedev/engine/graphics/package.html
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<p>Graphics engine implementation.</p>

@see com.golden.gamedev.engine.BaseGraphics
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13 changes: 13 additions & 0 deletions goldenT/bin/com/golden/gamedev/engine/input/package.html
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<p>Input engine implementation.</p>

@see com.golden.gamedev.engine.BaseInput
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44 changes: 44 additions & 0 deletions goldenT/bin/com/golden/gamedev/engine/package.html
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<p>Provides the base engines that interfacing GTGE users to hardware level abstraction. This package is the real "game engine" that interfacing between game and hardware-machine.</p>

<p>This package consists of :
<ul>
<li>Graphics Engine ({@link com.golden.gamedev.engine.BaseGraphics}), the engine that handle graphics hardware rendering to the screen.</li>
<li>Input Engine ({@link com.golden.gamedev.engine.BaseInput}), polling keyboard, mouse, etc, input device.</li>
<li>Timer Engine ({@link com.golden.gamedev.engine.BaseTimer}) to synchronize game frame rate.</li>
<li>Audio Engine ({@link com.golden.gamedev.engine.BaseAudioRenderer}), a simple abstraction to use audio hardware.</li>
<li>I/O Engine ({@link com.golden.gamedev.engine.BaseIO}) provides the input and output of file system or data stream.</li>
<li>Image Engine ({@link com.golden.gamedev.engine.BaseLoader}), the engine that handle image loading in the game.</li>
</ul>
</p>

<!--
<h2>Package Specification</h2>
<ul>
<li><a href="">##### REFER TO ANY OTHER THIRD PARTY LIBRARIES HERE #####</a></li>
</ul>
-->

<!-- For tutorials, examples, guides, and tool documentation, please see : -->
<h2>Related Documentation</h2>

<p>For how-to-use the engines tutorials, please see :
<ul>
<li>Tutorial 6: <em>"Revealing the Engines Ability"</em> - <a href="../../../../tutorials/tutorial6.html" title="this option is enabled if only you read this API documentation right from downloaded GTGE Complete Pack">Offline Tutorial</a> | <a href="http://www.goldenstudios.or.id/forum/showthread.php?tid=53">Online Tutorial</a></li>
</ul>
</p>

@see com.golden.gamedev.engine.graphics
@see com.golden.gamedev.engine.input
@see com.golden.gamedev.engine.timer
@see com.golden.gamedev.engine.audio
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13 changes: 13 additions & 0 deletions goldenT/bin/com/golden/gamedev/engine/timer/package.html
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<p>Timer engine implementation.</p>

@see com.golden.gamedev.engine.BaseTimer
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</html>
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11 changes: 11 additions & 0 deletions goldenT/bin/com/golden/gamedev/funbox/package.html
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<p>Provides miscellanous classes to enhance the game creation.</p>
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<p>Advanced background abstraction, this package gives a flexible way to create advanced background specific to your game.</p>

@see com.golden.gamedev.object.background.TileBackground
@see com.golden.gamedev.object.background.IsometricBackground
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13 changes: 13 additions & 0 deletions goldenT/bin/com/golden/gamedev/object/background/package.html
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<p>Background implementation.</p>

@see com.golden.gamedev.object.Background
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13 changes: 13 additions & 0 deletions goldenT/bin/com/golden/gamedev/object/collision/package.html
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<p>Collision implementation.</p>

@see com.golden.gamedev.object.CollisionManager
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14 changes: 14 additions & 0 deletions goldenT/bin/com/golden/gamedev/object/font/package.html
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<p>Game font implementation.</p>

@see com.golden.gamedev.object.GameFont
@see com.golden.gamedev.object.GameFontManager
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38 changes: 38 additions & 0 deletions goldenT/bin/com/golden/gamedev/object/package.html
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<p>This package is the heart of the game, containing objects visible in the game, such as sprite class, background class, etc. This package is GTGE answers to game sprite management.</p>

<p>This package consists of :
<ul>
<li>{@link com.golden.gamedev.object.Sprite} class, in GTGE terminology, all graphical objects in the game that have its own behaviour.</li>
<li>{@link com.golden.gamedev.object.Background} class, can be imagine as the place where the sprite lived.</li>
<li>{@link com.golden.gamedev.object.SpriteGroup} class is a class to manage many sprites easily by grouping a group of same behaviour sprites.</li>
<li>{@link com.golden.gamedev.object.PlayField} class, where all the objects (sprites and background) stored and managed.</li>
<li>{@link com.golden.gamedev.object.CollisionManager} class to manage collision between the sprites.</li>
</ul>
</p>

<p>GTGE provides a complete sprite handling, from updating and showing the sprite itself to the screen (with animation or still), placing the sprites in various background types (eg: tiling background, parallax background, etc), and detecting the collision between the sprites in clean way.</p>

<p>This package is GTGE approach for managing objects in game, however you do not have to force yourself to use this package, you even may, not use this package at all. With only the core package ({@link com.golden.gamedev} package) you are able to make a game, it has already provide all things needed for making a game.<br />
Use this package if only your game really need to use sprite, background, collision, etc.</p>

<!-- For tutorials, examples, guides, and tool documentation, please see : -->
<h2>Related Documentation</h2>

<p>For tutorials, examples, please see :
<ul>
<li>Tutorial 7: <em>"Sprite and Background"</em> - <a href="../../../../tutorials/tutorial7.html" title="this option is enabled if only you read this API documentation right from downloaded GTGE Complete Pack">Offline Tutorial</a> | <a href="http://www.goldenstudios.or.id/forum/showthread.php?tid=54">Online Tutorial</a></li>
</ul>
</p>

@see com.golden.gamedev.object.Sprite
@see com.golden.gamedev.object.Background
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13 changes: 13 additions & 0 deletions goldenT/bin/com/golden/gamedev/object/sprite/package.html
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<p>Sprite implementation.</p>

@see com.golden.gamedev.object.Sprite
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54 changes: 54 additions & 0 deletions goldenT/bin/com/golden/gamedev/package.html
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<p>The core package of Golden T Game Engine (GTGE) Frame Work<br />
<b>(this package is where you should start first)</b>.</p>

<p>This package consists of :
<ul>
<li>The {@link com.golden.gamedev.Game} class (base class) that initializing the basic game frame work.</li>
<li>The {@link com.golden.gamedev.GameLoader} class that handle <code>Game</code> class initialization.</li>
<li>The {@link com.golden.gamedev.GameEngine} class that able to handle multiple <code>Game</code> class object, in order to separate game logic into separate entities.</li>
<li>The {@link com.golden.gamedev.GameObject} class, the entity used by <code>GameEngine</code> class (replacing the <code>Game</code> class functionality).</li>
</ul>
</p>

<p>All the game engines have been setup within this package : the rendering to the screen, polling user input (keyboard/mouse), timing in the game, loading images, playing sounds, etc, thus only with this package you can straight making a game! <br />
You could start design the game and use the engines to make up the game from scratch, you could load a bunch of images and show it to the screen, move the images based on user input, playing music in the game, etc, all things needed for making a game has been provided by this package.</p>

<p>However you might want to check GTGE solution to sprite management in {@link com.golden.gamedev.object} package. <br />
GTGE provides a sprite management in clean way : handling many sprites (object in the game) with easily, detecting collisions of one against another sprite without much effort, and you can use up various background types in the game (eg: tile background, parallax background, etc). <br />
With GTGE sprite management, your game development would be much easier!</p>

<p><u>How to use this package</u> :<br />
Start from subclassing <code>Game</code> class and make your game in it, then load/initialize the class using <code>GameLoader</code> class.<br />
After the game is getting bigger and the game logic is urgently need to be in separated entities (eg: separating title menu from the game play), use <code>GameEngine</code> class with its companion class, the <code>GameObject</code> class.</p>

<!--
<h2>Package Specification</h2>
<ul>
<li><a href="">##### REFER TO ANY OTHER THIRD PARTY LIBRARIES HERE #####</a></li>
</ul>
-->

<!-- For tutorials, examples, guides, and tool documentation, please see : -->
<h2>Related Documentation</h2>

<p>For tutorials, please see :
<ul>
<li>Tutorial 4: <em>"Starting New Game"</em> - <a href="../../../../tutorials/tutorial4.html" title="this option is enabled if only you read this API documentation right from downloaded GTGE Complete Pack">Offline Tutorial</a> | <a href="http://www.goldenstudios.or.id/forum/showthread.php?tid=51 ">Online Tutorial</a></li>
</ul>
</p>

@see com.golden.gamedev.Game
@see com.golden.gamedev.GameLoader
@see com.golden.gamedev.engine
@see com.golden.gamedev.object
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<p>Provides important utility classes, such as utility for array, file, image, etc.</p>

<p>Utility class is a class that consists a collection of static methods. A static method can be called directly without the need of creating the instance of the class. Thus all methods in this package can be used directly.</p>

<p>For example to use image utility (ImageUtil class) :
<pre>
BufferedImage src;

// rotate the src image 90°, clockwise
// directly call ImageUtil rotate method
BufferedImage rotatedImage = ImageUtil.rotate(src, 90);
</pre>
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