The definition of a stage is stored in XML (eXtended Markup Language). The use of XML allows for a very flexible definition of a stage -- we can define different materials, models, positions, speeds, scales, direction, textures and shaders for the various objects in the game. The objects consist of bunnies, walls, enemies, goals, gametiles, and bonus items. The XML allows us to easily extend our game to include multiple levels.
Using already existing libraries (libxml), we parse the XML tree into structs containing the various objects and their properties. Upon the construction of the stage, these structs are read and converted into their graphic counterparts. After which, the gameplay can begin.
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