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Gridarta — API Documentation

You are reading the Gridarta API Documentation.

See: Description

Packages 
Package Description
net.sf.gridarta
Base package of all Gridarta classes.
net.sf.gridarta.action  
net.sf.gridarta.action.exportmap
Classes which implement the ExportMapAsImageAction action.
net.sf.gridarta.actions  
net.sf.gridarta.commands  
net.sf.gridarta.gui.autovalidator  
net.sf.gridarta.gui.copybuffer  
net.sf.gridarta.gui.data  
net.sf.gridarta.gui.delayedmapmodel  
net.sf.gridarta.gui.dialog.bookmarks  
net.sf.gridarta.gui.dialog.browsearchetypes  
net.sf.gridarta.gui.dialog.errorview  
net.sf.gridarta.gui.dialog.exportmap
The dialog for exporting maps as image files.
net.sf.gridarta.gui.dialog.find  
net.sf.gridarta.gui.dialog.findarchetypes  
net.sf.gridarta.gui.dialog.gameobjectattributes  
net.sf.gridarta.gui.dialog.goexit  
net.sf.gridarta.gui.dialog.golocation  
net.sf.gridarta.gui.dialog.gomap  
net.sf.gridarta.gui.dialog.help
The online help system for the Gridarta editor.
net.sf.gridarta.gui.dialog.mapproperties  
net.sf.gridarta.gui.dialog.newmap  
net.sf.gridarta.gui.dialog.plugin  
net.sf.gridarta.gui.dialog.plugin.parameter  
net.sf.gridarta.gui.dialog.plugin.parameter.archetype  
net.sf.gridarta.gui.dialog.plugin.parameter.map  
net.sf.gridarta.gui.dialog.prefs
The preferences ui modules.
net.sf.gridarta.gui.dialog.replace  
net.sf.gridarta.gui.dialog.shortcuts  
net.sf.gridarta.gui.dialog.shrinkmapsize  
net.sf.gridarta.gui.exitconnector  
net.sf.gridarta.gui.filter
Classes for Filters.
net.sf.gridarta.gui.mainwindow  
net.sf.gridarta.gui.map
Base classes for rendering maps.
net.sf.gridarta.gui.map.event  
net.sf.gridarta.gui.map.mapactions  
net.sf.gridarta.gui.map.maptilepane  
net.sf.gridarta.gui.map.mapview  
net.sf.gridarta.gui.map.renderer  
net.sf.gridarta.gui.map.viewaction  
net.sf.gridarta.gui.mapcursor  
net.sf.gridarta.gui.mapdesktop  
net.sf.gridarta.gui.mapfiles  
net.sf.gridarta.gui.mapimagecache  
net.sf.gridarta.gui.mapmenu  
net.sf.gridarta.gui.mapuserlistener  
net.sf.gridarta.gui.misc  
net.sf.gridarta.gui.panel.archetypechooser
Reading and writing of Atrinik maps.
net.sf.gridarta.gui.panel.connectionview
Implements views of links between GameObjects or groups or GameObjects on a map.
net.sf.gridarta.gui.panel.gameobjectattributes  
net.sf.gridarta.gui.panel.gameobjecttexteditor  
net.sf.gridarta.gui.panel.objectchoicedisplay  
net.sf.gridarta.gui.panel.objectchooser  
net.sf.gridarta.gui.panel.pickmapchooser
Classes implementing the pickmap chooser.
net.sf.gridarta.gui.panel.selectedsquare
Displays the contents of the currently selected map square.
net.sf.gridarta.gui.panel.tools
Handles tools for manipulating maps.
net.sf.gridarta.gui.scripts  
net.sf.gridarta.gui.spells  
net.sf.gridarta.gui.treasurelist  
net.sf.gridarta.gui.undo
UI parts of the implementation of an Undo / Redo in Gridarta.
net.sf.gridarta.gui.utils  
net.sf.gridarta.gui.utils.borderpanel  
net.sf.gridarta.gui.utils.tabbedpanel  
net.sf.gridarta.gui.utils.tristate
Implements TristateCheckBox, a JCheckBox variant that supports three states: deselected, indeterminate, selected.
net.sf.gridarta.mainactions  
net.sf.gridarta.maincontrol  
net.sf.gridarta.model.anim
Gridarta can handle frame information of animations and allow the selection of an animation using a tree.
net.sf.gridarta.model.archetype  
net.sf.gridarta.model.archetypechooser  
net.sf.gridarta.model.archetypeset  
net.sf.gridarta.model.archetypetype
Defines types of GameObjects with corresponding attributes.
net.sf.gridarta.model.artifact  
net.sf.gridarta.model.autojoin  
net.sf.gridarta.model.baseobject  
net.sf.gridarta.model.collectable
Implements the collection process that combines individual files into collected files which are read by the game servers at runtime.
net.sf.gridarta.model.configsource  
net.sf.gridarta.model.connectionview  
net.sf.gridarta.model.data
Classes for handling data that is organized in a tree.
net.sf.gridarta.model.direction  
net.sf.gridarta.model.errorview  
net.sf.gridarta.model.exitconnector  
net.sf.gridarta.model.face
The face is the appearance of an object.
net.sf.gridarta.model.filter  
net.sf.gridarta.model.floodfill  
net.sf.gridarta.model.gameobject
GameObjects are the objects based on Archetypes found on maps.
net.sf.gridarta.model.index  
net.sf.gridarta.model.io
Reading and writing of maps, handling of paths.
net.sf.gridarta.model.maparchobject  
net.sf.gridarta.model.mapcontrol  
net.sf.gridarta.model.mapcursor  
net.sf.gridarta.model.mapgrid  
net.sf.gridarta.model.maplocation  
net.sf.gridarta.model.mapmanager  
net.sf.gridarta.model.mapmodel  
net.sf.gridarta.model.mapviewsettings  
net.sf.gridarta.model.match
Classes related to matching GameObjects, so called GameObjectMatchers.
net.sf.gridarta.model.pickmapsettings  
net.sf.gridarta.model.resource  
net.sf.gridarta.model.scripts
Common types for event archetypes.
net.sf.gridarta.model.select  
net.sf.gridarta.model.settings  
net.sf.gridarta.model.smoothface  
net.sf.gridarta.model.spells  
net.sf.gridarta.model.tiles  
net.sf.gridarta.model.treasurelist  
net.sf.gridarta.model.undo
Implementation of Undo / Redo for Gridarta.
net.sf.gridarta.model.validation
This package contains the framework for validating maps.
net.sf.gridarta.model.validation.checks
This package contains the checks for validating maps.
net.sf.gridarta.model.validation.errors  
net.sf.gridarta.plugin  
net.sf.gridarta.plugin.parameter  
net.sf.gridarta.preferences  
net.sf.gridarta.project  
net.sf.gridarta.textedit.scripteditor
Classes for the script editor used within the editor to create and modify Python and Lua scripts.
net.sf.gridarta.textedit.textarea
This package contains the other part of the script editor.
net.sf.gridarta.textedit.textarea.actions  
net.sf.gridarta.textedit.textarea.tokenmarker  
net.sf.gridarta.updater  
net.sf.gridarta.utils  
net.sf.gridarta.utils.xml  
net.sf.gridarta.var.atrinik
Main package of Gridarta4Atrinik, contains all classes specific to the Atrinik version of the Gridarta map editor.
net.sf.gridarta.var.atrinik.actions  
net.sf.gridarta.var.atrinik.gui.map.renderer
Renders maps.
net.sf.gridarta.var.atrinik.gui.mappropertiesdialog  
net.sf.gridarta.var.atrinik.gui.scripts
Graphical User Interface to choose archetypes.
net.sf.gridarta.var.atrinik.maincontrol  
net.sf.gridarta.var.atrinik.model.archetype  
net.sf.gridarta.var.atrinik.model.collectable  
net.sf.gridarta.var.atrinik.model.gameobject
Handles the Atrinik variants of GameObjects and Archetypes.
net.sf.gridarta.var.atrinik.model.io
Script related Atrinik specific classes.
net.sf.gridarta.var.atrinik.model.maparchobject  
net.sf.gridarta.var.atrinik.model.mapcontrol  
net.sf.gridarta.var.atrinik.model.scripts  
net.sf.gridarta.var.atrinik.model.settings  
net.sf.gridarta.var.atrinik.resource  
net.sf.gridarta.var.crossfire
Main package of Gridarta4Crossfire, contains all classes specific to the Crossfire version of the Gridarta map editor.
net.sf.gridarta.var.crossfire.gui.map.renderer
Renders maps.
net.sf.gridarta.var.crossfire.gui.mappropertiesdialog  
net.sf.gridarta.var.crossfire.gui.scripts
Script related Crossfire specific classes.
net.sf.gridarta.var.crossfire.maincontrol  
net.sf.gridarta.var.crossfire.model.archetype  
net.sf.gridarta.var.crossfire.model.collectable  
net.sf.gridarta.var.crossfire.model.gameobject
Handles the Crossfire variants of GameObjects and Archetypes.
net.sf.gridarta.var.crossfire.model.io
Reading and writing of Crossfire maps.
net.sf.gridarta.var.crossfire.model.maparchobject  
net.sf.gridarta.var.crossfire.model.mapcontrol  
net.sf.gridarta.var.crossfire.model.scripts  
net.sf.gridarta.var.crossfire.model.settings  
net.sf.gridarta.var.crossfire.model.validation.checks  
net.sf.gridarta.var.crossfire.model.validation.errors  
net.sf.gridarta.var.crossfire.resource  
net.sf.gridarta.var.daimonin
Main package of Gridarta4Daimonin, contains all classes specific to the Daimonin version of the Gridarta map editor.
net.sf.gridarta.var.daimonin.gui.map.renderer
Renders maps.
net.sf.gridarta.var.daimonin.gui.mappropertiesdialog  
net.sf.gridarta.var.daimonin.gui.scripts
Script related Daimonin specific classes.
net.sf.gridarta.var.daimonin.maincontrol  
net.sf.gridarta.var.daimonin.model.archetype  
net.sf.gridarta.var.daimonin.model.collectable  
net.sf.gridarta.var.daimonin.model.gameobject
Handles the Daimonin variants of GameObjects and Archetypes.
net.sf.gridarta.var.daimonin.model.io
Reading and writing of Daimonin maps.
net.sf.gridarta.var.daimonin.model.maparchobject  
net.sf.gridarta.var.daimonin.model.mapcontrol  
net.sf.gridarta.var.daimonin.model.scripts  
net.sf.gridarta.var.daimonin.model.settings  
net.sf.gridarta.var.daimonin.resource  

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 by AnimationObject and AnimationObjects.

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 whole arch/ 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 named arch/artifacts. Currently, Artifacts are under migration. After the migration is finished, Artifacts are special "applyable" Archetypes. You'd select a Game Object and apply an Artifact on it, which would copy all Artifact attributes over the Game Object attributes.

The class that implements Archetypes is Archetype. The class that parses text for modifying ArchObjects is ArchetypeParser. The class that holds all default Archetypes, including those for default Artifacts, is ArchetypeSet.

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.
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