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Bindings
Bindings are set in bindings.json.
The format for this file is:
[package_schema_1, package_engine_1],
[SchemaClass1, EngineClass1],
[SchemaClass2, EngineClass2],
...
[package_schema_2, package_engine_2],
[SchemaClass3, EngineClass3],Example:
[es.eucm.ead.schema.actors, es.eucm.ead.engine.actors],
[SceneElement, SceneElementActor]This produce a binding event (transmitted to all BindingListeners registered in BindingLoader) relating schema class es.eucm.ead.schema.actors.SceneElement with engine class es.eucm.ead.engine.actors.SceneElementActor, and the alias "scenelement". Alias are always the name of the class in lowercase.
In bindings, the engine part is optional. If the engine part is not specified, the binding event (method BindingListener#bind(String alias, Class schemaClass, Class engineClass) is only called with the alias and the class. Example:
[es.eucm.ead.schema.behaviors],
[Behavior]This produces a binding event relating the schema class es.eucm.ead.schema.behaviors.Behavior to the alias "behavior".
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