You are reading the Gridarta API Documentation. Gridarta is a Java program to create and modify maps for the MMORPGs Atrinik, Crossfire, and Daimonin.
UI Classes
The most important UI class is MainView
. It is the main window, creates the main layout and holds all
actions.
Map visualization is done by MapView
, which renders the map, and MapView
, which is a JInternalFrame
wrapping
MapViewBasic
.
Data Model
Each archetype is an instance of Archetype
.
Gridarta Terminology Glossary
- Animation
-
An Animation is a list of faces that defines the appearance of an
Archetype in cases the appearance can change. The number of Facings in
an Animation defines how many different sub-animations the animation
contains. Such a sub-animation is for instance used to show the
Archetype from different perspectives, depending on the direction
(facing) of the Archetype. The number of Frames in an Animation defines
the number of different faces used to display the Archetypes' appearance
for a Facing. The Animations are not played by the Editor,
It is possible to have an animation which holds different facings but
only 1 frame per facing. Such animations are used to create "turnable"
objects, that can face in different directions.
It is possible to have an animation without a specified number of
facings. Such an object is animated but does not change its appearance
depending on the perspective.
There are 2 ways for defining an animation. An animation can be
anonymously defined inside a default arch; such animations inherit the
name from the defining arch. Or an animation can be defined in a
separate file in the
arch/
folder. Animations are NamedObjects, override Faces, they are implemented byAnimationObject
andAnimationObjects
. - Archetype
-
An Archetype represents a single object including its description. There
are two kinds of Archetypes, an instantiated Archetype called Game
Object and the default Archetypes. Depending on the start mode of the
editor, the default Archetypes are all loaded either from a file named
arch/archetypes
or by scanning the wholearch/
directory tree for.arc
-files. Game Objects are objects in maps and each of them refers to a default Archetype it is derived from. Each Game Object only stores the information that differs from its default Archetype. Additionally, an Archetype can be a so called Artifact. Artifacts are always read from a file namedarch/artifacts
. Currently, Artifacts are under migration. After the migration is finished, Artifacts are special "applyable" Archetypes. You'd select an Game Object and apply an Artifact on it, which would copy all Artifact attributes over the Game Object attributes. The class that implements Archetypes isArchetype
. The class that parses text for modifying ArchObjects isArchetypeParser
. The class that holds all default Archetypes, including those for default Artifacts, isArchetypeSet
. - Artifact
- See Archetype
- Face
-
The Face is the appearance of an Archetype. A Face is defined by a
String that uniquely defines the appearance and is used to reference a
corresponding graphic image, usually a PNG file. The
ArchetypeSet
contains a collection of all available faces. Animations override Faces. - Map
-
A Map is a 2-dimensional Matrix of Map Squares. X and Y define a grid
representing a world surface. At those grid positions, Map Squares with
Game Objects can be found and make up the world, its surface, obstacles,
items etc..
The Map itself is defined by a Map Arch Object. The class storing the
Map is
MapModel
. - (Map )Square
- A Map Square is a Map matrix element. A Map Square holds zero or more Game Objects that describe the world in the map at the Map Square's x and y position.