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Using xml for Kill da Ducks

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07 Jul 2013

Kill da Ducks

Today I had some fun adding a new way of reading animations for the engine of my game Kill da Ducks.

Before I used ini files which were enough but I just wanted more flexible config files so I switched to xml files.

I went from this:

INI file

[bak1.png]
h = 64
w = 64
x = 0
y = 0

[s_block_strip4_0.png]
h = 8
w = 8
x = 64
y = 0

[s_block_strip4_1.png]
h = 8
w = 8
x = 0
y = 64

[s_block_strip4_2.png]
h = 8
w = 8
x = 72
y = 0

[s_block_strip4_3.png]
h = 8
w = 8
x = 64
y = 8

[s_box]
h = 8
w = 8
x = 8
y = 64

[s_box_trunk.png]
h = 4
w = 4
x = 0
y = 72

To this:

XML file

<animations texture="pack_test.png" key="mini">
    <sprite name="bak1" originx="32.000000" originy="32.000000">
        <frame left="0.000000" top="0.000000" width="64" height="64"/>
    </sprite>
    <sprite name="s_block" originx="4.000000" originy="4.000000">
        <frame left="64.000000" top="0.000000" width="8" height="8"/>
        <frame left="0.000000" top="64.000000" width="8" height="8"/>
        <frame left="72.000000" top="0.000000" width="8" height="8"/>
        <frame left="64.000000" top="8.000000" width="8" height="8"/>
    </sprite>
    <sprite name="s_box" originx="4.000000" originy="4.000000">
        <frame left="8.000000" top="64.000000" width="8" height="8"/>
    </sprite>
    <sprite name="s_box_trunk" originx="2.000000" originy="2.000000">
        <frame left="64.000000" top="40.000000" width="4" height="4"/>
    </sprite>
</animations>

New features

Which is absolutely better :D. I also added new functionnalities:

  • Texture file inside the xml file
  • Pack name inside the xml file
  • Non animated/Animated sprites in the same format
  • Different origins for each frame with a default origind defined inside <sprite>
  • The same for the frames intervals

At the same time I updated my txpack in order to generate a nice xml from a directory!


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