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Changes between Version 32 and Version 33 of content/LevelHowTo


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Timestamp:
Feb 23, 2012, 5:03:11 PM (12 years ago)
Author:
jo
Comment:

some minor improvements

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  • content/LevelHowTo

    v32 v33  
    99
    1010== About XML ==
    11 XML is a description language that looks similar to HTML. We use tags to describe objects:
     11XML is a description language that looks similar to HTML. We use '''tags to describe objects''':
    1212{{{
    1313#!xml
     
    1717}}}
    1818                                                       
    19 A tag can contain several attributes. An attribute is the place where a value is set.
     19A '''<tag>''' can contain several '''attributes'''. An attribute is the place where '''a value is set'''.
    2020{{{
    2121#!xml
     
    2323<!-- Quite a lot of attributes. -->
    2424}}}
    25 The syntax is attribute=“value(s)“. If only one value is set, the quotation marks are not necessary.
     25The syntax is '''attribute=“value(s)“'''. If only one value is set, the quotation marks are not necessary.
    2626
    2727Tip: XML files do not have to be compiled. If you changed a level file (and didn't forget to save it), you simply have to reload the level to view the changes. If your level doesn't load have a look at the terminal by pressing [alt] + [tab].
    2828
    2929== What it's all about ==
    30 By describing a level via XML you actually add C++ objects to the level. Each tag starting with a capital letter refers to a class that contains a XMLPort function. In order to understand better what a certain tag is doing it is recommended to read the corresponding source files.
     30By describing a level via XML you actually '''add C++ objects''' to the level. Each tag starting with a capital letter refers to a class that contains a XMLPort function. In order to understand better what a certain tag is doing it is recommended to read the corresponding source files.
    3131Example: The <Light> tag shown before refers to the [http://www.orxonox.net/browser/code/trunk/src/orxonox/graphics/Light.h light class].
    3232
     
    4949>
    5050}}}
    51  3. Set the levels backgroud. The level's background is called skybox and is an image of what you can seen on the horizon. You can add an new skybox by changing the corresponding parameter:
     51 3. Set the level's backgroud (skybox). The skybox is an image of what you can seen on the horizon. You can add an new skybox by changing the corresponding parameter:
    5252{{{
    5353#!xml
     
    119119||spaceshipassff||"templates/spaceshipAssff.oxt"||default spaceship - equipped with rockets||
    120120||spaceshippirate||"templates/spaceshipPirate.oxt"|| ||
    121 ||spaceshipswallow||"templates/spaceshipSwallow.oxt"||fast||
     121||spaceshipswallow||"templates/spaceshipSwallow.oxt"||fast, nice design||
    122122||spaceshipHtwo||"templates/spaceshipH2.oxt"|| ||
    123123||spaceshipghost||"templates/spaceshipGhost.oxt"||stealth aircraft ||
     
    138138
    139139== [http://www.orxonox.net/doxygen/classorxonox_1_1_pickup_spawner.html Pickups]  ==
    140 Pickups give a player a tomporary bonus, if he is able to fly through the pickup. Bonuses are invisibility, health, boost,  shield, a drone, ...
     140Pickups give a player a temporary bonus when collecting it. Bonuses are invisibility, health, boost,  shield, a drone, ...
    141141 1. Include the pickups.
    142142{{{
     
    169169
    170170== Billboards ==
    171 Pickups are represented by billboards. Billboards are 2D images that are always facing the viewer. A 2D circle image seems to be a 3D sphere. Also the blinking lights on the assff wing are realized via billboards. Example of a static light sphere:
     171Pickups are represented by billboards. Billboards are 2D images that are always facing the viewer. A 2D circle image seems to be a 3D sphere. E.g. The blinking lights on the assff wing are realized via billboards. Example of a static light sphere:
    172172{{{
    173173#!xml
     
    203203 * load external skripts: for example the cuboid spacestation.
    204204{{{
     205<!-- First, the script has to be included. -->
    205206#!xml <?lua
    206207    dofile("includes/CuboidSpaceStation.lua")
    207208?>
    208 <!-- First, the skript has to be included. -->
    209209
    210210<!-- Usage: Creates a modular space station -->
     
    218218}}}
    219219
    220  *
     220 * Create a bunch of objects (depending on the index i). Whatever is placed within those lua tags will be created several times.
    221221{{{
    222222#!xml <?lua
     
    228228}}}
    229229
    230  *
     230 * Insert randomized values. By doing so your level's appearance is slightly changing whenever it is loaded.
    231231{{{
    232232#!xml