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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

Defining the XML file for a level


We could just as easily have used a single XML file that gives us information on the enemy's path as well as the waves that will comprise the level. However, since we already have some experience on Tiled, we will use it to create the enemy path and use our XML file to store details about the waves for a given level.

As such, the XML file for a typical level contains information about waves in which enemies will attack the field and will look like this:

<Level cash="150">
  <Wave spawn_delay="2" enemy_list="0,0,0,0,0,0,0,0" />
  <Wave spawn_delay="3" enemy_list="1,0,1,0,1,0,1,0" />
  <Wave spawn_delay="1.5" enemy_list="0,0,1,0,0,1,0,0,1" />
  .
  .
  .
</Level>

The root element of the document titled Level contains an attribute to describe how much cash the player starts out with. We then have a number of Wave tags, each describing a single wave. Each Wave tag contains two attributes: spawn_delay and enemy_list. The spawn_delay...

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