The way the interfaces are organized is that each will have a UI component that expresses the [Actors](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html) that will appear on screen. It will also have a table that is used for the stylizing the display and interacting with the display.
The way the interfaces are organized is that each will have a UI component that expresses the [Actors](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html) that will appear on screen. It will also have a table that is used for the stylizing the display and interacting with the display.
### Package Structure
### Package Structure
The package title defines the purpose, usually abbreviated and it is stored within the _GameClient.src.view.PACKAGE_NAME_
The package title defines the purpose, usually abbreviated and it is stored within the _GameClient.src.main.java.view.PACKAGE_NAME_
## Overlaying Screen Class
## Overlaying Screen Class
Overlaying Screen is an abstract class used to created screens that pop up on top the game to display some information. These screens are colorized based on the color scheme for the crew that the payer is in.
Overlaying Screen is an abstract class used to created screens that pop up on top the game to display some information. These screens are colorized based on the color scheme for the crew that the payer is in.
1.**Container**
1.**Container**
The overlaying screen contains a LibGDX Table that holds an overlaying table, or multiples overlaying tables. To add an overlaying table to the container use:
The overlaying screen contains a LibGDX Table that holds an overlaying table, or multiples overlaying tables. To add an overlaying table to the container use:
Label l = new Label("text", SkinPicker.getSkinPicker().getCrewSkin());
Label l = new Label("text", SkinPicker.getSkinPicker().getCrewSkin());
```
```
...
@@ -162,7 +162,7 @@ Label l = new Label("text", SkinPicker.getSkinPicker().getCrewSkin());
...
@@ -162,7 +162,7 @@ Label l = new Label("text", SkinPicker.getSkinPicker().getCrewSkin());
_Button_
_Button_
A button is a clickable element which can be used to do actions such as invoking a method, toggling a boolean, or altering a field.
A button is a clickable element which can be used to do actions such as invoking a method, toggling a boolean, or altering a field.
```java
```java
Button button = new Button();
Button button = new Button();
```
```
...
@@ -175,7 +175,7 @@ Button button = new Button();
...
@@ -175,7 +175,7 @@ Button button = new Button();
_Skin_
_Skin_
A skin is the look and feel of your interface. Our system uses a standard one for these and to access it we use the singleton _SkinPicker_ to grab a skin based off of our crew colors.
A skin is the look and feel of your interface. Our system uses a standard one for these and to access it we use the singleton _SkinPicker_ to grab a skin based off of our crew colors.
_Positioning_
_Positioning_
...
@@ -183,7 +183,7 @@ Button button = new Button();
...
@@ -183,7 +183,7 @@ Button button = new Button();
There are a few functions that return the element so we can use multiple styles in one line of code.
There are a few functions that return the element so we can use multiple styles in one line of code.
Outside information was taken in from [LibGDX Documentation](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/package-summary.html)
Outside information was taken in from [LibGDX Documentation](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/package-summary.html)