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In AGAST 1.08f and subsequent versions, the compiler generates a file called "Game.xml" in addition to the "Game.data" and "Resource.data" files. Game.xml provides a map of the source code elements (scenes, objects, events, scripts, vars and strings) in your game. If you'd like to write utilities that deal with AGAST source code, you may be able to use Game.xml to save a lot of work.
Open tags in Game.xml come in three forms. The first is used for scenes, and contains only the string name of the scene:
<scene name="tree">
The second is used for objects, scripts, vars, and strings, and contains both the string name of the element as well as the file name, row and column that the element is defined in:
<object name="Door" file="House\House.s" row="42" col="8">
The first word of the tag depends on what type of element is being referenced ("object", "script", "var", or "string").
Events use a third type of tag, which contains string names for all objects referenced by the event, as well as the event type:
&;t;event file="House\House.s" row="107" col="1" target1="Lookat" target2="Door" type="OBJECT_ON_OBJECT">
The following types of events are included in Game.xml:
- INIT_OBJECT
- START
- ENTER
- CLICK
- DEFAULT_CLICK
- OBJECT_ON_OBJECT
- DEFAULT_ON_OBJECT
- ANIMATE_OBJECT
- PAINT_OBJECT
- DEFAULT_ON_UNKNOWN
- DEFAULT_ON_DEFAULT
- PRESS
- MOUSEOVER_OBJECT
- MOUSEOFF_OBJECT
Game.xml is grouped hierarchically, in the following manner:
-
Scene
- Object
- Event
- Script
- Var
- String
- Global Object
- Global Event
ss
- Global Script
- Global Var
- Global String
*Note: Events of type OBJECT_ON_OBJECT are listed twice, under both of the objects they refer to.
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