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‘celstart’ is a simple application that is designed to fire up a game that uses CEL. If you use this application then you can write games using XML or python scripts without having to write a single line of C++ code.
‘celstart’ has a single argument which can be of the form:
After starting ‘celstart’ will first try to open the config and then it will give that config file to Crystal Space. So basically the config file is treated like a normal Crystal Space configuration file and thus can contain information about which plugins to load, the desired resolution, and many other options. In addition to that ‘celstart’ will understand the following additional configuration options:
Here is an example config file:
; We always need a dummy name after CelStart.MapFile. Even if we have only one map file. CelStart.MapFile.a = data/maingame.xml CelStart.MapFile.b = data/screenmanager.xml ; Use 'iCelBlLayer' for the default behaviour layer. Use another name for the others. CelStart.BehaviourLayer.iCelBlLayer = cel.behaviourlayer.python CelStart.BehaviourLayer.blxml = cel.behaviourlayer.xml ; Create one entity. CelStart.Entity.start = start CelStart.EntityBehaviourLayer.start = blxml CelStart.EntityBehaviour.start = start_behaviour ; Load config files from the 'config' dir (under map vfs). CelStart.ConfigDir.Behaviours = config ; Some CS stuff. Video.ScreenWidth = 1024 Video.ScreenHeight = 768 System.Plugins.iGraphics3D = crystalspace.graphics3d.opengl System.Plugins.iEngine = crystalspace.engine.3d ... |
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