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EricsonWillians

Coding a Map Parser

6 posts in this topic

I find myself now in the necessity of creating maps for my game. The very concept of "levels" or "arenas" or "maps" is a concept that almost automatically evokes the necessity of some kind of parser. I want a game not with just one simple "default level", but a game with 10 or 20 or 50 levels, and I want to be able to customize them quickly without having to mess up the source code. 

 

So that's it, the solution is obvious: Let's write a parser!

 

Oh.. wait.. But I never did that before. "How do I do that?" That's the question!

The game I'm developing is a platform game and my whole engine is based on a quite complex grid system, so, naturally, it shall be quite natural to try something like this in a .map(txt) file:

{0,0,0,0,0..............}

 

So, I'm going to philosophize on the subject to develop my parser, but I would like to know your experience with it, no matter if you wrote a simple grid-link text representation or a whole language with its own syntax. Anything shall be useful and interesting :).

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I feel that it's safe to assume his game is 3D, based on his response to the 'Tiled' map editor.

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Helllo.

 

for my maps I have a head structure that holds things like the size and general things about the map

then after that data is written to file I store a type and size then a data chunck of size.

remember you don't need to save all things some stuff can be recreated at run time.

like I don't save every cell in the map only ones that differ from default.

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