Installing JavaMon ================== Prerequisites ------------- Before you can use JavaMon, you will need at least version 1.8 of Java (available `here `_). My preferred IDE for JavaMon development is `Eclipse `_. If you want to deploy your app to Android, you have two options (in either case, you will need the Android SDK): 1. **Install ADT in Eclipse.** These tools are `no longer officially supported `_ but should still work fine. You can still download the ADT by following the instructions at this `StackOverflow post `_. 2. **Use Android Studio or IntelliJ instead of Eclipse.** `This post `_ offers an idea of how to set things up. Because I don't use Android Studio or IntelliJ, *all IDE-specific documentation will be given for Eclipse.* Note that once you get both Desktop and Android deployment working, it won't matter which IDE you use (or even if you use an IDE at all). .. todo:: profiling options Downloading JavaMon ------------------- You can download JavaMon from: .. todo:: download link There are four very important folders: * *android*—contains the Android launcher and any Android-specific code bindings. * *core*—the center for almost all JavaMon source code. Developers will spend most of their time working in this directory. * *desktop*—the launcher for desktops. * *ios*—contains files for deploying to iOS. These are the projects you will want to import into your IDE. Installing and Running the Project ---------------------------------- You can import JavaMon directly into most IDEs that support Gradle. In Eclipse this is as simple as ``File -> Import... -> Gradle (STS) Project``. You might need to install Gradle in your IDE first. Another easy way to install the project is to follow the `LibGDX setup guide `_. Simply name your project "JavaMon", make sure the *Freetype* extension is checked, and generate/import your project. You can then copy the JavaMon source files directly into the generated project. Eclipse users MUST select the ``Advanced -> Eclipse`` option if using this method. You will need to use the version of LibGDX provided in the Github repository. JavaMon makes several edits to LibGDX source code; you MUST add the JAR to the correct location... .. todo:: github link, ... Once you've imported the project, it's time to run it! Make sure you can run ``DesktopLauncher.java`` in the desktop project. You should also try a test export for Android. In Eclipse, all you have to do is right-click the Android project in your Package Explorer, then select ``Android Tools -> Export Signed Application Package``. Follow the prompts to generate a APK file. If you can run this file on an Android phone (or the Android emulator), you're good to go! .. todo:: Android emulator check (slow performance) To run on iOS, you will need RoboVM. .. todo:: test and document how to use RoboVM Development Cycle ----------------- Whether you're just creating a game or making more extensive edits to JavaMon, **most testing can be done on your desktop**. Don't forget to test your game occasionally on mobile to make sure everything works. Game designers should look at the :doc:`game` for guides on common game elements including dialogue, mapping, and quest design. Source developers should look instead at the :doc:`developers` for information on best practices and the general API structure.