Config attributes
Files
Level Info
Tags
Level info<level>
Level info represents a single level in the game.
Example configurations:
<level id="0" type="PHASES">
<phase type="ALL_KILLED">
<moon lengthRange="2-3" startAt="0.2" delay="0" quantity="2"/>
<asteroid lengthRange="2-3" startAt="0.5" delay="3" quantity="3" ttr="5"/>
</phase>
<phase type="ALL_KILLED">
<moon lengthRange="2-3" startAt="0.2" delay="0" quantity="3"/>
<moon lengthRange="2-3" startAt="0.5" delay="3" quantity="3"/>
</phase>
</level>
Attributes:
id
: unique id for the level.
type
: This shows the level progression.We get to know it from the Type enum in LevelInfo, with options PHASES
and AI_ENDLESS
.
Defines types of levels:
AI_ENDLESS
: A mode where gameplay continues indefinitely.
PHASES
: A mode divided into phases, each with specific spawn events and end conditions.
Example
<level id="0" type="PHASES">
<!-- phase config goes here -->
</level>
Phase<phase>
phase defines a phase in the level where certain conditions are there asteroids aspawning is set like from where enemy should come , at what speed , quantity etc.
Attributes:
-
type
: defines how the phase should end
possible values:
:nameBOSS_KILLEDName Ends when the boss is defeated.
ALL_KILLED
: Ends when all enemies are defeated.
TIME
: Ends after a set time.
-
duration
: forourTIME
phase,type,fordefineseg.how"warmup"longorthe"barrage".phase should run
Spawn<moon>
Specifies the spawning of our asteroid.moon..
Attributes:
lengthRange
: size range for asteroid, e.g., "2-3"
delay
: Delay before the spawn .
quantity
: Number of asteroids to spawn. (optional) if not defined, infinite astroids spawns
ttr: Time to reach, representing how long the spawn should stay active.
startAt
: value (0 to 1) determining when the spawn should start.
stopAt
: value (0 to 1) determining when the spawn should stop.
boss
: Specifies if the spawn is a boss enemy (true for boss, false if no boss).
EndCondition<asteroid>
Determinessame whenattributes aas phasemoon endswith basedaddition onof specific conditions.
Attributes:
type:The condition type for ending the phase. it includes:
BOSS_KILLED: Ends when the boss is defeated.
ALL_KILLED: Ends when all enemies are defeated.
TIME: Ends after a set time.following:
: delayttrtimeTime delayto beforereach, representing how long the phase ends after the end condition is met.
Type Enum (Enum in LevelInfo):
Defines types of levels:
AI_ENDLESS: A mode where gameplay continues indefinitely.
PHASES: A mode divided into phases, each with specific spawn eventsshould andstay end conditions.active.
Example configurations:
<level id="0" type="PHASES">
<phase name="barrage">
<spawn lengthRange="2-3" delay="1" quantity="5" ttr="5" stopAt="0.5"/>
<spawn lengthRange="4-6" delay="2" quantity="2" />
<endCondition type="ALL_KILLED">
</phase>
<phase name="survive">
<spawn lengthRange="2-9" delay="2" />
<endCondition type="TIME" delay="20">
</phase>
<phase name="boss">
<spawn lengthRange="10-15" delay="0" boss="true" quantity="1"/>
<spawn lengthRange="2-3" delay="3" />
<endCondition type="BOSS_KILLED">
</phase>
</level>
Planet Info
Planet.xml Attributes
id
: The unique identifier for the planet. This is an integer that tells about each planet.
starsNeeded
: The number of stars required to unlock this planet.
name
: The name of the planet, defines what the planet is called in the game.
levelRange
: The range of levels associated with this planet. For example, levelRange="0-1" means this planet includes levels 0 and 1
Example:
<planet id="0" starsNeeded="30" name="Mathilde" levelRange="0-1" />
<planet id="1" starsNeeded="30" name="Mathilde" levelRange="2-3" />
<planet id="2" starsNeeded="30" name="Mathilde" levelRange="4-5" />
<planet id="3" starsNeeded="30" name="Mathilde" levelRange="6" />
Planet_info.gd Attributes:
id
: Stores the planet’s unique id, matching the id attribute in the XML.
starsNeeded
: Stores the minimum stars required to unlock the planet. Loaded from the starsNeeded attribute in the XML.
name_
: Stores the name of the planet, which is used to display in the game. Loaded from the name attribute.
levelRange
: Stores the range of levels associated with the planet. This is parsed from the levelRange attribute in the XML.