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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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