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diff --git a/doc/kgoldrunner/index.docbook b/doc/kgoldrunner/index.docbook new file mode 100644 index 00000000..b420d16d --- /dev/null +++ b/doc/kgoldrunner/index.docbook @@ -0,0 +1,1674 @@ +<?xml version="1.0" ?> +<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.1.2-Based Variant V1.0//EN" "dtd/kdex.dtd" [ + <!ENTITY kgoldrunner "<application>KGoldrunner</application>"> + <!ENTITY kappname "&kgoldrunner;"> + <!ENTITY package "kdegames"> + <!ENTITY % addindex "IGNORE"> + <!ENTITY % English "INCLUDE" > <!-- change language only here --> +]> + +<book lang="&language;"> + +<bookinfo> +<title>The &kgoldrunner; Handbook</title> +<authorgroup> +<author> +<firstname>Ian</firstname> +<surname>Wadham</surname> +<affiliation><address><email>ianw@netspace.net.au</email></address></affiliation> +</author> +<author> +<firstname>Marco</firstname> +<surname>Krüger</surname> + +</author> +<!-- TRANS:ROLES_OF_TRANSLATORS --> +</authorgroup> + +<copyright> +<year>2003</year> +<holder>Ian Wadham</holder><holder>Marco Krüger</holder> +</copyright> + +<legalnotice>&FDLNotice;</legalnotice> + +<date>2005-12-10</date> +<releaseinfo>2.0</releaseinfo> + +<abstract> +<para> +<inlinemediaobject><imageobject> +<imagedata fileref="kgoldrunner.png" format="PNG"/> +</imageobject></inlinemediaobject> +&kgoldrunner;, a game of action and puzzle solving. Run through +the maze, dodge your enemies, collect all the gold and climb up to the +next level.</para> +</abstract> + +<keywordset> +<keyword>KDE</keyword> +<keyword>KGoldrunner</keyword> +</keywordset> +</bookinfo> + +<chapter id="playing-kgoldrunner"> +<title>Playing &kgoldrunner;</title> + +<sect1 id="introduction"> +<title>Introduction</title> + +<para>&kgoldrunner; is an action game where the hero +<inlinemediaobject><imageobject> +<imagedata fileref="hero.png" format="PNG"/> +</imageobject></inlinemediaobject> +runs through a maze and dodges enemies +<inlinemediaobject><imageobject> +<imagedata fileref="enemy.png" format="PNG"/> +</imageobject></inlinemediaobject> +</para> + +<para>You must guide the hero with the mouse or keyboard and collect +all the gold nuggets, then you can climb up into the next level. Your +enemies are also after the gold. Worse still, they are after you! They +will kill you if they catch you!</para> + +<para>The problem is you have no weapon to kill +<emphasis>them</emphasis>. All you can do is run away, dig holes in +the floor to trap them or lure them into some area where they cannot +hurt you. After a short time a trapped enemy climbs out of his hole, +but if it closes before that, he will die and reappear somewhere else. +</para> + +<para>If you have never played before, try the <quote>Tutorial</quote> +game, which teaches you the rules and basic skills. Then try the +<quote>Initiation</quote> game. Experts might enjoy the +<quote>Challenge</quote> or <quote>Vengeance of Peter W</quote> games, +but the <quote>Initiation</quote> game has 100 levels and some are +very difficult. It is a good game for achieving a High Score.</para> + +<para> As you move to more advanced levels, you will find that +&kgoldrunner; combines action, strategy, tactics and puzzle +solving — all in one game. Good luck!</para> + +</sect1> + +<sect1 id="typical-game"> +<title>A Typical Game</title> + +<para>Below is a typical game in progress. The hero (green) is at +level 4 in the Advanced Tutorial game. The window's status bar shows +how many lives he has left and how many points he has scored. It also +shows that there is a hint available for this level (as there always +is in tutorial games) and that the action is stopped (while taking +this snapshot), but can be continued by pressing <keycap>P</keycap> or +<keycap>Esc</keycap>.</para> + +<para>The hero started at the top left, dug a hole and dropped into a +line of false bricks and gold where you can now see him falling. The +enemy above him will fall into the hole, then climb out and be trapped +up there till the end of the level. He could cause the hero some +problems then, because that is where the hidden ladders appear when +all the gold is gone. The hero has to use them to get to the next +level.</para> + +<screenshot> +<screeninfo>&kgoldrunner; typical game</screeninfo> +<mediaobject> +<imageobject><imagedata fileref="tute008.png" format="PNG"/></imageobject> +<textobject><phrase>&kgoldrunner; typical game</phrase></textobject> +</mediaobject> +</screenshot> + +<para>The enemy on the right is falling and carrying some gold. +Notice his gold outline. The third enemy is about to come down a ladder to +chase the hero. He will have to dodge both enemies when he reaches +the floor ... This level also shows diggable bricks and undiggable +concrete and has lots of traps (false bricks), which look just like +ordinary bricks.</para> + +</sect1> + +<sect1 id="how-to-play"> +<title>How To Play</title> + +<sect2> +<title>Starting the Game</title> + +<para>When the &kgoldrunner; window appears, click on the name of one +of the games in the list displayed, then click on the <guibutton>Start +Game</guibutton> button. Level 1 of the game you selected will appear +and the mouse pointer will be over the hero. You start play by moving +the mouse, clicking the mouse or pressing any key that can control the +hero (⪚ <keycap>Space</keycap>), but avoid using +<keycap>Q</keycap>, <keycap>S</keycap>, <keycap>P</keycap> or &Esc; at +this stage. You start each level in the same way.</para> + +<para>You have five lives at the start and gain a bonus life for each +level completed.</para> + +</sect2> + +<sect2 id="mouse-control"> +<title>Moving Around</title> + +<para>By default you control the hero (green) with the mouse, but you +can also control him with the keyboard (<link +linkend="keyboard-control">see below</link>). He moves towards +wherever you place the mouse pointer. He cannot move as fast as you +can move the mouse, but he will try hard to catch up. If the mouse +pointer is above or below his level, he will always go up or down when +there is a ladder available or a place to fall into. Otherwise he will +move horizontally until he is above, below or right at the mouse +pointer. You can make him follow simple paths (like _ | L or U), but +be careful not to get too many twists and turns ahead of him.</para> + +<para>You can move left or right over bricks, concrete, ladders or +bars and up or down over ladders. If you are on an empty square or a +gold nugget and there is no brick, concrete, ladder or bar to hold you +up, gravity takes over and you fall. You can also fall by moving down +from a bar or the bottom of a ladder, so keep the mouse pointer up +there if you want to hold on.</para> + +</sect2> + +<sect2 id="keyboard-control"> +<title>Keyboard Control</title> + +<para>If you prefer, you can use the keyboard to control the hero. The +default keys are the arrow keys and <keycap>I</keycap>, +<keycap>J</keycap>, <keycap>K</keycap> and <keycap>L</keycap> (in +honor of the original Apple II game), with the keys +<keycap>Z</keycap> and <keycap>C</keycap> or <keycap>U</keycap> and +<keycap>O</keycap> for digging. You can play one-handed by using +<keycap>U</keycap>, <keycap>I</keycap>, <keycap>O</keycap>, +<keycap>J</keycap>, <keycap>K</keycap>, <keycap>L</keycap> and +<keycap>Space</keycap> (on a <quote>QWERTY</quote> keyboard) or +two-handed by using the arrow keys, <keycap>Space</keycap>, +<keycap>Z</keycap> and <keycap>C</keycap>. You can also choose other +keys, on the <guimenu>Settings</guimenu> menu, if you have the &kde; +desktop version of &kgoldrunner;.</para> + +<para>You enter keyboard mode by pressing one of the keys that can +control the hero or by selecting <guimenuitem>Keyboard +Controls Hero</guimenuitem> on the <guimenu>Settings</guimenu> +menu.</para> + +<para>The movement keys (<keycap>I</keycap>, <keycap>J</keycap>, +<keycap>K</keycap>, <keycap>L</keycap> or arrows) start the hero +moving up, down, left or right. He continues moving in that direction, +if he can, until you press another movement key or +<keycap>Space</keycap> to stop. In mouse mode, he stops automatically +when he gets to the mouse pointer.</para> + +<para>A word of warning: using the keyboard is much harder, in the +long run, than using the mouse. Think of the mouse as a +joystick.</para> + +</sect2> + +<sect2 id="pausing"> +<title>Taking a Break</title> + +<para>You can stop the game at any time by pressing a Pause key +(either <keycap>P</keycap> or &Esc;). You can resume by pressing the +<keycap>P</keycap> or &Esc; key again. There is also a +<guimenuitem>Pause</guimenuitem> option in the <guimenu>Game</guimenu> +menu, but the problem is to get up there without moving the hero and +getting into trouble.</para> + +<tip><para>When you want to use the &kgoldrunner; menu or do +some work in another window, always press a Pause key and stop the +game. Otherwise the hero will go on following the mouse pointer and +might get into trouble.</para></tip> + +</sect2> + +<sect2 id="winning"> +<title>Winning a Level</title> + +<para>The object of the game is to collect all the gold, by moving or +falling onto it. When there is none left, you must move to the top of +the playing area to get to the next level. Often, as you collect the +last piece of gold, hidden ladders will appear and you can use them to +climb to the top. </para> + +</sect2> + +<sect2 id="false-bricks"> +<title>Beware of False Bricks</title> + +<para>False bricks, otherwise known as fall-through bricks or traps, +are the other hidden feature of the game. They look just like ordinary +bricks, but if you run over one you fall. This can be bad if there is +an enemy or a pit down there, or good if there is some gold.</para> + +</sect2> + +<sect2 id="enemies"> +<title>Enemies</title> + +<para>Enemies move in very much the same way as the hero. The main +difference is when they fall into a hole the hero has dug (see <link +linkend="rules-of-digging">Rules of Digging</link> below). They will +pick up gold either always or at random, depending on the game +settings, and will drop gold at random on brick, concrete or the top +of a ladder. An enemy who is carrying gold has a gold outline. You +must get the gold away from him before you can finish the +level.</para> + +<para>If an enemy touches you or you move down onto one, you die and +must start the level again, if you have any lives left. However, it is +possible to walk or stand on an enemy's head and you can ride an enemy +down when he is falling. Some advanced levels require such a +move.</para> + +</sect2> + +<sect2 id="losing-a-level"> +<title>Losing a Level</title> + +<para>As explained above, you can lose a level and a life by touching +an enemy. You can also lose by getting caught in a dug brick when it +closes. Otherwise you can commit suicide by pressing key +<keycap>Q</keycap> or using the menu item +<menuchoice><guimenu>Game</guimenu><guimenuitem>Kill +Hero</guimenuitem></menuchoice>. Why would you want to do that? Well, +sometimes you can get trapped in a place from which you cannot +escape. You will stay imprisoned for ever unless you commit +suicide!</para> + +</sect2> + +<sect2 id="importance-of-digging"> +<title>The Importance of Digging</title> + +<para>Digging is one of the most powerful tactics you have. To dig a +hole in a brick to the left or right, just click the +<mousebutton>Left</mousebutton> or <mousebutton>Right</mousebutton> +mouse button, or use one of the digging keys (defaults +<keycap>Z</keycap>, <keycap>C</keycap>, <keycap>U</keycap>, +<keycap>O</keycap>.)</para> + +<para>You can dodge an oncoming enemy by digging a hole, waiting for +him to fall in and then running quickly over his head. At the same +time you can collect any gold he was carrying. Usually you can dig two +holes to capture and run over two enemies who are close together, but +this rarely works if the enemies are separated or there are more than +two of them.</para> + +<para>You can kill enemies by digging enough holes in their path. It +usually takes two or more holes to kill one enemy and up to eight or +more holes to kill four or five. When enemies die, they reappear +immediately, either where they started the level or near the top of +the playing area, depending on whether the game follows +<quote>&kgoldrunner;</quote> or <quote>Traditional</quote> rules and +settings (see <link linkend="choice-of-rules">Choice of Rules</link>).</para> + +</sect2> + +<sect2 id="rules-of-digging"> +<title>The Rules of Digging</title> + +<para>You click the <mousebutton>Left</mousebutton> or +<mousebutton>Right</mousebutton> mouse button, to dig a hole to the +left or right, or use the <keycap>Z</keycap>, <keycap>C</keycap>, +<keycap>U</keycap> or <keycap>O</keycap> keys. Only bricks can be dug, +not anything else. The hole will appear in the floor on one side or +the other (&ie; below and to the left or right of the hero). You can +be running, standing or falling when you dig. There must be an empty +space or hole above the brick (&ie; no digging under a ladder, bar, +gold, brick, concrete, false brick or enemy).</para> + +<para>The hero can move in any direction through dug holes, including +falling right through a hole to escape an enemy. After a short time, +dug holes close up, so you must use them quickly. Plan your digging in +advance. There is no time to stop and think while you dig.</para> + +<para>Enemies are always captured if they fall into a dug hole and +will always climb UP to get out of it. Their time in the hole is less +than the time the hole stays open, so to kill enemies you usually have +to dig several holes in quick succession. Enemies always give up gold +as they fall into a hole, so you can quickly run onto the enemy's head +and grab the gold before he climbs out.</para> + +<para>Enemies will never fall down through a hole from above, but +depending on the game rules and <guimenu>Settings</guimenu>, they can +run horizontally into a dug hole and not be captured and can fall from +there or run into another hole or run out of the hole. Several levels +that follow <quote>Traditional</quote> rules depend on an enemy being +able to run through a hole.</para> + +</sect2> + +<sect2 id="winning-and-losing-the-game"> +<title>Winning and Losing the Game</title> + +<para>You win by completing the last level in the game. You lose when +your last life is gone. Either way, if you have achieved one of the +ten highest scores for that game, you can record your achievement in +the <quote>KGoldrunner Hall of Fame</quote></para> + +</sect2> +</sect1> + +<sect1 id="scoring"> +<title>Scoring</title> + +<itemizedlist> +<listitem> +<para>Start with 5 lives.</para> +</listitem> +<listitem> +<para>Lose a life and repeat a level when the hero dies</para> +</listitem> +<listitem> +<para>Gain a life when you complete a level</para> +</listitem> +<listitem> +<para>75 points for trapping an enemy</para> +</listitem> +<listitem> +<para>75 points for killing an enemy</para> +</listitem> +<listitem> +<para>250 points for collecting gold</para> +</listitem> +<listitem> +<para>1500 points for completing a level</para> +</listitem> +</itemizedlist> + +</sect1> + +<sect1 id="choice-of-rules"> +<title>Choice of Rules</title> + +<para>Most of the rules of &kgoldrunner; are covered in the section +<link linkend="how-to-play">How to Play</link>, however there are two +major rule settings that affect the style of play: known as +<quote>Traditional</quote> and <quote>&kgoldrunner;</quote>. It is +important to know which settings are in force when you are playing a +game. Many <quote>Traditional</quote> levels are impossible with +<quote>&kgoldrunner;</quote> settings. Most +<quote>&kgoldrunner;</quote> levels are easier with +<quote>Traditional</quote> settings, but the +<quote>Traditional</quote> games are no pushover. To make life easier, +&kgoldrunner; automatically chooses the correct settings for a game +when you go into it, but you can can change them if you wish. </para> + +<para>The main difference between <quote>Traditional</quote> and +<quote>&kgoldrunner;</quote> settings is the method by which the +enemies choose a path to the hero.</para> + +<itemizedlist> +<listitem> +<para>In the <quote>Traditional</quote> search method, enemies look +for vertical paths (ladders and falls) and they try to stay above the +hero or at the same height. They go below him only as a last +resort. The enemies make no attempt to chase the hero in the +horizontal direction until they are at the same height and can find a +horizontal path. This leads to situations where you can +<quote>control</quote> enemies who are far away from you and make them +work for you or at least keep out of your hair.</para> +</listitem> +<listitem> +<para>The <quote>&kgoldrunner;</quote> method searches alternately for +horizontal and vertical paths, which tends to keep the enemies over +your side of the playing area and at about the same height (&ie; they +are more aggressive and not so easy to manipulate). That leads to a +more action-packed game, but with less opportunity for strategy and +puzzle-solving.</para> +</listitem> +</itemizedlist> + +<para>The other differences are listed below:</para> + +<itemizedlist> +<listitem> +<para>In <quote>&kgoldrunner;</quote> play the enemies and hero always +move at the same speed and bricks always take the same time to +close. In <quote>Traditional</quote> play the game speed depends on +the number of enemies in a level. The more enemies, the slower they +run. The hero also becomes slower, but not so noticeably.</para> +</listitem> +<listitem> +<para>In <quote>Traditional</quote> play, enemies always collect gold +nuggets when they run into them. In <quote>&kgoldrunner;</quote> play +it is a random choice. The enemies drop nuggets after a random time in +both types of play.</para> +</listitem> +<listitem> +<para>Enemies can run horizontally through holes in +<quote>Traditional</quote> play but not in +<quote>&kgoldrunner;</quote> play. The trick in several +<quote>Traditional</quote> levels depends on releasing an enemy from +behind a brick wall. When you dig away the bricks, he runs out through +the hole.</para> +</listitem> +<listitem> +<para>When enemies die in <quote>&kgoldrunner;</quote> play, they go +back to where they started the level. In <quote>Traditional</quote> +play, they reappear at a random place near the top of the playing +area. This makes a big difference, especially in levels where you have +to get enemies to fetch nuggets down for you, but also because the +enemies keep falling down onto you as fast as you can kill +them.</para> +</listitem> +</itemizedlist> + +</sect1> +</chapter> + +<chapter id="level-selection-dialog"> +<title>The Level Selection Dialog</title> + +<sect1 id="level-selection-dialog-box"> +<title>Using the Level Selection Dialog Box</title> + +<screenshot> +<screeninfo>The Level Selection dialog</screeninfo> +<mediaobject> +<imageobject> +<imagedata fileref="select.png" format="PNG" /> +</imageobject> +<textobject> +<phrase>The Level Selection dialog</phrase> +</textobject> +</mediaobject> +</screenshot> + +<para>This box appears when the game starts and also when you select +options from the <guimenu>Game</guimenu> or <guimenu>Editor</guimenu> +menus. You use it to choose a game and a level to play, edit, save, +move or delete. The main button at the bottom is the +<guibutton>OK</guibutton>" button. Its label changes according to what +you are doing: in this case choosing a game and level to edit.</para> + +<sect2 id="selecting-a-game"> +<title>Selecting a Game</title> + +<para>There are several <quote>System</quote> games that come with the +&kgoldrunner; release and they appear at the top of the list box. If +you have composed games and levels yourself, they appear below the +<quote>System</quote> games. To select one of the games in the list, +just click on its name.</para> + +<para>When you select a game, the dialog automatically shows what rule +settings apply (see <link linkend="choice-of-rules">Choice of Rules</link>) +and how many levels there are. The <guibutton>More Info...</guibutton> +button shows you further information about the game.</para> + +</sect2> + +<sect2 id="selecting-a-level"> +<title>Selecting a Level</title> + +<para>When you are starting a game, the level is fixed at +<quote>001</quote>. In other cases, such as this example, you can +choose a level. The default selection will be something reasonable, +such as the last level you played or edited.</para> + +<para>You can select a level either by typing it in or by moving the +slider. The arrows at the end increase or decrease the number by +one. Also you can drag the slider with the left mouse button held down +and change the number rapidly or you can change it by 10 if you click +in the space to the left or right of the slider. </para> + +<para>As the level number changes, a preview of the level appears in the +small preview window and the level's name (if it has one) appears +below the slider. </para> + +</sect2> + +<sect2 id="completing-selection"> +<title>Completing your Selection</title> + +<para>When you have chosen a game and a level, just click the main +button at the bottom to proceed with your edit or play.</para> + +<para>Until you do that, nothing changes, so you can always click +<guibutton>Cancel</guibutton> and go back to what you were doing +earlier. Note that the game action is frozen while this dialog box +appears, so you can continue playing where you left off if you choose +<guibutton>Cancel</guibutton>.</para> + +</sect2> + +<sect2 id="saving-changes"> +<title>Saving Changes</title> + +<para>If you select an action on the <guimenu>Game</guimenu> or +<guimenu>Editor</guimenu> menu and you were previously editing and had +not saved your changes, you will get a message asking you to save, +abandon or continue your work. The level selection dialog box for the +new action will not appear until you have made a decision about your +previous work.</para> + +</sect2> + +<sect2 id="any-level"> +<title>Playing or Editing <quote>Any</quote> Level</title> + +<para>Note that the menus allow you to select and play or edit +<quote>any</quote> level. If you start a game after level 1, that is +OK, you will just not get such a high score. Dedicated players often +prefer to play high-numbered levels for fun, rather than go for a high +score, or they might like to <quote>train</quote> on higher levels +before attempting a high score.</para> + +<para>If you select a System level for editing, that is OK too, but +you must save it in one of your own games: not back in the System +game. If it is a very difficult level, you might want to change it so +that you don't go back to the start of the level every time you +die.</para> + +<para>To see what this means, try the <quote>Challenge</quote> game, +level 16, <quote>The Three Musketeers</quote>. That level has about +ten difficult puzzles in it. When you have solved puzzle 1, you don't +want to keep repeating it while you work on puzzle 2. The secret is to +make an editable copy, then keep updating it and changing the hero's +starting point, until you have solved all the puzzles. Then you can +attempt the real thing.</para> + +</sect2> +</sect1> +</chapter> + +<chapter id="menu-reference"> +<title>The Menu Reference</title> + +<sect1 id="menu-overview"> +<title>Overview of Menus</title> + +<variablelist> +<varlistentry> +<term><link linkend="game-menu"><guimenu>Game</guimenu></link></term> +<listitem> +<para>This menu contains options affecting game play, such as starting +and finishing games, saving games, loading saved games, showing high +scores and getting a hint (if available). The +<guimenu>Game</guimenu> Menu also contains the +<guimenuitem>Quit</guimenuitem> option. You can also +quit by clicking the <guiicon>X</guiicon> at the top right of the +&kgoldrunner; window.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><link +linkend="editor-menu"><guimenu>Editor</guimenu></link></term> +<listitem> +<para>This menu has everything you need to create your own games and +levels and maintain them, including features to help you re-order levels +or move them between games or to delete them when no longer needed. When +you reorganize your levels, the level numbers in your game remain +consecutive (no gaps) and the levels are automatically +renumbered.</para> +<para>When you are using the Game Editor a graphical toolbar with tool +tip text appears under the menu bar. See the <link +linkend="game-editor">Game Editor</link> for more details of how to +create and edit &kgoldrunner; levels.</para> </listitem> +</varlistentry> + +<varlistentry> +<term><link +linkend="landscapes-menu"><guimenu>Landscapes</guimenu></link></term> +<listitem> +<para>This menu offers you a choice of landscapes (actually color +schemes) in which to play. All the landscapes have keyboard shortcuts, +so you can actually change the landscape as the game is playing. Try +<keycap>Shift+A</keycap>, to switch to the nostalgic Apple II landscape.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><link +linkend="settings-menu"><guimenu>Settings</guimenu></link></term> +<listitem> +<para>This menu has four groups of settings: the choice of mouse or +keyboard control, the game-speed options, the choice of of +<quote>&kgoldrunner;</quote> or <quote>Traditional</quote> playing rules +(see <link linkend="choice-of-rules">Choice of Rules</link>) and +lastly the options to increase or decrease the size of the playing area. +The current selections are checked. The settings are automatically +selected when you start playing, but you can use this menu to vary them +if you wish. </para> +<para>On the &kde; desktop version of &kgoldrunner;, there is also an +option to re-assign keyboard shortcuts and hero-control keys. </para> +</listitem> +</varlistentry> + +<varlistentry> +<term><link linkend="help-menu"><guimenu>Help</guimenu></link></term> +<listitem> +<para>The <guimenu>Help</guimenu> menu contains an option +to get a hint (if available), access to the +&kgoldrunner; Handbook (this document), <guimenuitem>About +&kgoldrunner;</guimenuitem> and <guimenuitem>About &kde;</guimenuitem> (or +<guimenuitem>About Qt</guimenuitem> Toolkit). </para> +<para>In the &kde; desktop version, there is also an option to report a +Bug or Wishlist item.</para> +<para>If you would like to make a suggestion or you have some new levels +to contribute, the current author's email address is in the +<guimenuitem>About &kgoldrunner;</guimenuitem> menu item.</para> +</listitem> +</varlistentry> +</variablelist> + +</sect1> + +<sect1 id="game-menu"> +<title>The <guimenu>Game</guimenu> Menu</title> + +<variablelist> +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Ctrl;<keycap>N</keycap></keycombo></shortcut> +<guimenu>Game</guimenu><guimenuitem>New Game...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows the level selection dialog box, where you choose a game +(which will start at level 1).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Ctrl;<keycap>O</keycap></keycombo></shortcut> +<guimenu>Game</guimenu><guimenuitem>Load Saved Game...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Brings up a table of previously saved games, sorted with the +latest first. Each line lists the game, level, number of lives, score, +day of week, date and time. If you select a line and click the +<guibutton>OK</guibutton> button, that game starts at the beginning of +that level, with the lives and score you saved.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Game</guimenu><guimenuitem>Play Any Level...</guimenuitem> +</menuchoice> +</term> +<listitem><para>Shows the level selection dialog box, where you choose +a game and a level to play.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Game</guimenu><guimenuitem>Play Next Level...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows the level selection dialog box with the game +and level set to one more than previously. You can then choose to play +that level or another.</para></listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice><shortcut><keycap>S</keycap></shortcut> +<guimenu>Game</guimenu><guimenuitem>Save Game...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Saves the current game, level, lives and +score. The option will only save the position and score as at the start +of the current level. You can save when you are mid-way through a +level, but &kgoldrunner; will still save the position (and score) as it +was at the start of the level. You will receive a warning message about +that. Before using this option, you must press a Pause key +(<keycap>P</keycap> or &Esc;) to freeze the game as you move the mouse, +but it is much easier to use the <keycap>S</keycap> key as a +short-cut.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut> +<guimenu>Game</guimenu><guimenuitem>Save Edits...</guimenuitem> +</menuchoice> +</term> +<listitem><para>This option is enabled only if you have been using +the Game Editor. It brings up the level selection dialog box and lets +you choose a level number and game in which to save your work. Its +action is exactly the same as the <guimenuitem>Save +Edits</guimenuitem> option on the <guimenu>Editor</guimenu> menu and +the <guiicon>disk</guiicon> icon on the Editor toolbar.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycap>P or &Esc;</keycap></shortcut> +<guimenu>Game</guimenu><guimenuitem>Pause</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Stops or restarts the game action.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Ctrl;<keycap>H</keycap></keycombo></shortcut> +<guimenu>Game</guimenu><guimenuitem>Show Highscores</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows a table of up to ten high scores for the currently selected +game. Each line shows the player's rank and name, the level reached, +the score achieved, the day of the week and the date.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Game</guimenu><guimenuitem>Get Hint</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>If the current level has a hint, this option pops it up. The +option is <quote>grayed out</quote> if there is no hint. The status bar +also has a section to show you whether there is a hint for the current +level. It is customary for championship and tutorial games to have a hint +on every level.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice><shortcut><keycap>Q</keycap></shortcut> +<guimenu>Game</guimenu><guimenuitem>Kill Hero</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Kills the hero when he is in a position from which he cannot +escape.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Ctrl;<keycap>Q</keycap></keycombo></shortcut> +<guimenu>Game</guimenu><guimenuitem>Quit</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Terminates &kgoldrunner; immediately. If a game is in +progress, it disappears forever (unless you have just saved it) and +there is no check for a high score. If you were editing a level, you +are given an opportunity to save your work.</para> +</listitem> +</varlistentry> + +</variablelist> + +</sect1> + +<sect1 id="editor-menu"> +<title>The <guimenu>Editor</guimenu> Menu</title> + +<variablelist> +<varlistentry> +<term><menuchoice> +<guimenu>Editor</guimenu><guimenuitem>Create Level</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows the Editor toolbar and a blank playing area +on which you can draw a new level. When done, use +<guimenuitem>Save Edits</guimenuitem> to assign the new level to a game +and level number.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Editor</guimenu><guimenuitem>Edit Any Level...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows the level selection dialog box, where +you choose a game and level to edit. You can choose a System game and +level, but you get a warning that you can only save the edited level +in one of your own games.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Editor</guimenu><guimenuitem>Edit Next Level...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows the level selection dialog box with the game +and level set to one more than current. You can then choose to edit +that level or another.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut> +<guimenu>Editor</guimenu><guimenuitem>Save Edits...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows the level selection dialog box with +appropriate default settings for saving a new or edited level. You can +change the game and level number and achieve a <quote>Save As...</quote> +effect. This dialog box has a special button, <guibutton>Edit Level Name and +Hint</guibutton>, which shows a dialog box where you can add an optional +name and hint to your level.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Editor</guimenu><guimenuitem>Move Level...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>This is a two-part operation. Before using <guimenuitem>Move +Level</guimenuitem>, you must load a level to be moved by selecting it +for play or edit. The <guimenuitem>Move Level</guimenuitem> option +then shows the level selection dialog box, where you choose a new place +for the loaded level. You can change both the game and the level +number to move a level to another game or you can just change the level +number to re-order levels within a game. You cannot move a System +level.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Editor</guimenu><guimenuitem>Delete Level...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows the level selection dialog box, where you choose a level +to delete. You cannot delete a System level.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Editor</guimenu><guimenuitem>Create Game...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>You need to use this option before you start +creating your own &kgoldrunner; levels. It shows a dialog box where you +can enter the name of a new game, a 1-5 character prefix for +level-file names, the default rules for your game +(<quote>&kgoldrunner;</quote> or <quote>Traditional</quote>) and an +optional description or comment about the game.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Editor</guimenu><guimenuitem>Edit Game Info...</guimenuitem> +</menuchoice> +</term> +<listitem> +<para>Shows the level selection dialog box, where +you choose a game to be edited, then shows the game information in a +dialog box where you can edit the name, rules and description, but +not the file name prefix, in case you have saved some levels. That +is because the prefix is used in level-file names internally.</para> +</listitem> +</varlistentry> + +</variablelist> + +</sect1> + +<sect1 id="landscapes-menu"> +<title>The <guimenu>Landscapes</guimenu> Menu</title> + +<variablelist> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Shift;<keycap>G</keycap></keycombo></shortcut> +<guimenu>Landscapes</guimenu><guimenuitem>&kgoldrunner;</guimenuitem> +</menuchoice></term> +<listitem> +<para>Gives you the default &kgoldrunner; landscape, with +red bricks and wooden ladders.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Shift;<keycap>A</keycap></keycombo></shortcut> +<guimenu>Landscapes</guimenu><guimenuitem>Apple II</guimenuitem> +</menuchoice></term> +<listitem> +<para>Gives you a nostalgic look at the original Apple II game, as it +was when you plugged your Apple II into your TV set — otherwise you had +a monochrome monitor.</para> + +<para>Actually, the hero was white, the enemies had white +pants and orange (flesh-tint) tops and the gold was white boxes with orange +panels. The whole effect was fuzzier (a sort of hardware anti-aliasing), +which made the bricks look almost three-dimensional — difficult to +recreate on today's pin-sharp monitors.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Shift;<keycap>I</keycap></keycombo></shortcut> +<guimenu>Landscapes</guimenu><guimenuitem>Ice Cave</guimenuitem> +</menuchoice></term> +<listitem> +<para>For fans of the movie <quote>Superman</quote> or the +James Bond movie <quote>Die Another Day</quote> — or you can +use it on a hot day.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Shift;<keycap>M</keycap></keycombo></shortcut> +<guimenu>Landscapes</guimenu><guimenuitem>Midnight</guimenuitem> +</menuchoice></term> +<listitem> +<para>For real &kgoldrunner; addicts, on those late-night sessions.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycombo action="simul">&Shift;<keycap>K</keycap></keycombo></shortcut> +<guimenu>Landscapes</guimenu><guimenuitem>&kde; Kool</guimenuitem> +</menuchoice></term> +<listitem> +<para>Inspired by the icon colors on the &kde; desktop.</para> +</listitem> +</varlistentry> + +</variablelist> + +</sect1> + +<sect1 id="settings-menu"> +<title>The <guimenu>Settings</guimenu> Menu</title> + +<variablelist> +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Mouse Controls Hero</guimenuitem> +</menuchoice></term> +<listitem> +<para>Sets mouse control of the hero +(see <link linkend="mouse-control">Moving Around</link>).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Keyboard Controls Hero</guimenuitem> +</menuchoice></term> +<listitem> +<para>Sets keyboard control of the hero +(see <link linkend="keyboard-control">Keyboard Control</link>).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Normal Speed</guimenuitem> +</menuchoice></term> +<listitem> +<para>Sets normal game speed (12 units).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Beginner Speed</guimenuitem> +</menuchoice></term> +<listitem> +<para>Sets beginner game speed (6 units, half of normal speed).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Champion Speed</guimenuitem> +</menuchoice></term> +<listitem> +<para>Sets champion game speed (18 units, 1.5 times normal speed).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice><shortcut><keycap>+</keycap></shortcut> +<guimenu>Settings</guimenu><guimenuitem>Increase Speed </guimenuitem> +</menuchoice></term> +<listitem> +<para>Increases the game speed by one unit, up to a maximum of 24 +units (twice normal speed). You can use the <keycap>+</keycap> key +as a shortcut.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<shortcut><keycap>-</keycap></shortcut> +<guimenu>Settings</guimenu><guimenuitem>Decrease Speed</guimenuitem> +</menuchoice></term> +<listitem> +<para>Decreases the game speed by one unit, down to a minimum of 3 +units (a quarter of normal speed). You can use the <keycap>-</keycap> key +as a shortcut.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Traditional Rules</guimenuitem> +</menuchoice></term> +<listitem> +<para>Sets Traditional default playing rules +(see <link linkend="choice-of-rules">Choice of Rules</link>).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>&kgoldrunner; Rules</guimenuitem> +</menuchoice></term> +<listitem> +<para>Sets &kgoldrunner; default playing rules +(see <link linkend="choice-of-rules">Choice of Rules</link>).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Larger Playing Area</guimenuitem> +</menuchoice></term> +<listitem> +<para>When &kgoldrunner; starts, it chooses the size of the playing area +(in pixels), based on your screen's resolution (e.g. 1024x768). This +option allows you to expand the playing area, up to a maximum, and +enlarge all the corresponding graphics.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Smaller Playing Area</guimenuitem> +</menuchoice></term> +<listitem> +<para>When &kgoldrunner; starts, it chooses the size of the playing area +(in pixels), based on your screen's resolution (e.g. 1024x768). This +option allows you to reduce the size of the playing area, down to a minimum, +and shrink all the corresponding graphics.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><menuchoice> +<guimenu>Settings</guimenu><guimenuitem>Configure Shortcuts...</guimenuitem> +</menuchoice></term> +<listitem> +<para>In the &kde; version only, this item allows you to change the keyboard +assignments (⪚ for keyboard control of the hero) or to assign your own +shortcut keys for menu items.</para> +</listitem> +</varlistentry> + +</variablelist> +</sect1> + +<sect1 id="help-menu"> +<title>The <guimenu>Help</guimenu> Menu</title> + +<para>In addition to the standard items listed below, &kgoldrunner; has +the following special entry:</para> + +<variablelist> + +<varlistentry> +<term><menuchoice> +<guimenu>Help</guimenu><guimenuitem>Get Hint</guimenuitem></menuchoice></term> +<listitem> +<para>If the current level has a hint, this option pops it up. The +option is <quote>grayed out</quote> if there is no hint. The status bar +also has a section to show you whether there is a hint for the current +level. It is customary for championship and tutorial games to have a hint +on every level.</para> +</listitem> +</varlistentry> + +</variablelist> + +<para>The following are standard items:</para> + +&help.menu.documentation; + +</sect1> + +</chapter> + +<chapter id="game-editor"> +<title>The Game Editor</title> + +<sect1 id="editor-start"> +<title>Getting Started with the Editor</title> + +<sect2 id="creating-a-game"> +<title>Creating a Game</title> + +<para>Before you create or edit a &kgoldrunner; level, you must create +a game in which to save it. Use <guimenuitem>Create Game</guimenuitem> +on the <guimenu>Editor</guimenu> menu. If you +forget, you will be reminded. </para> + +<para>The most important decisions to make when creating a game are to +choose the rules you are going to follow (<quote>Traditional</quote> +or <quote>&kgoldrunner;</quote>, see <link +linkend="choice-of-rules">Choice of Rules</link>) and to choose a +unique 1-5 character file name prefix for your game and levels. You +also need a name and description for your game, but those can easily +be changed later.</para> + +<para>The prefix is used internally by &kgoldrunner; to identify level +files, high score files and saved games. You can use your initials as +a prefix provided they are not the same as a &kgoldrunner; prefix. So +far, the prefixes <quote>level</quote>, <quote>plws</quote>, +<quote>wad</quote>, <quote>plwv</quote>, <quote>tute</quote> and +<quote>tutea</quote> have been used and <quote>trad</quote> and +<quote>chmp</quote> are reserved for future use. </para> + +<para>The four-letter <quote>tute</quote> prefix is reserved for +tutorial games, which show the game description and hints on levels as +they play. If you compose your own Tutorial game you could use the +prefix <quote>tutex</quote>, to make it run as a tutorial but not get +its files confused with those of the basic Tutorial or Advanced Tutorial +(prefixes <quote>tute</quote> and <quote>tutea</quote>). </para> + +</sect2> + +<sect2 id="creating-a-level"> +<title>Creating a Level</title> + +<para>When you have a game set up, use <guimenuitem>Create +Level</guimenuitem> on the <guimenu>Editor</guimenu> menu to start +creating a level. It provides you with a blank playing area of 28x20 +squares, with the hero at the top left. You can put the hero somewhere +else if you prefer and you do not have to use the whole 28x20 +area. Lots of interesting levels use smaller areas. </para> + +<para>The minimum requirement for a level to be playable is to have a +hero, a gold nugget he can get to and a visible or hidden ladder +leading to the top of the playing area. You do not have to have +enemies, bars or even bricks. There are many challenging levels that +have no enemies or no bricks.</para> + +</sect2> +</sect1> + +<sect1 id="editing-and-testing"> +<title>Editing and Testing</title> + +<sect2 id="editing-a-level"> +<title>Editing a Level</title> + +<para>Use <guimenuitem>Edit Any Level</guimenuitem> or +<guimenuitem>Edit Next Level</guimenuitem> on the +<guimenu>Editor</guimenu> menu to start editing an existing level or use +<guimenuitem>Create Level</guimenuitem> to start editing a new level.</para> + +<para>If you choose +a System level, you are warned that you will have to save it in one of +your own games. Otherwise, the default is to save the level back where +it came from, but you can vary that.</para> + +</sect2> + +<sect2 id="painting-objects"> +<title>Painting Objects in a Level</title> + +<para>The picture below shows the menubar and the edit toolbar, which +appears when you first choose <guimenuitem>Create +Level</guimenuitem>, <guimenuitem>Edit Any Level</guimenuitem> or +<guimenuitem>Edit Next Level</guimenuitem> from the +<guimenu>Editor</guimenu> menu and so change from Play to Edit +mode. It disappears when you go back to Play mode. Note also that, in +Edit mode, false bricks and hidden ladders are made visible in the +playing area.</para> + +<para>The three icons on the left of the edit toolbar have the same +actions as the menu options <guimenuitem>Create Level</guimenuitem>, +<guimenuitem>Edit Any Level</guimenuitem> and <guimenuitem>Save +Edits</guimenuitem>. The other eleven icons are for editing and +painting objects in your level. </para> + + +<para>From left to right the other eleven icons are <guiicon>Edit Name/Hint +</guiicon> (light bulb), <guiicon>Empty space</guiicon> (background), +<guiicon>Hero</guiicon>, +<guiicon>Enemy</guiicon>, <guiicon>Brick (can dig)</guiicon>, +<guiicon>Concrete (cannot dig)</guiicon>, <guiicon>Trap +(can fall through)</guiicon>, <guiicon>Ladder</guiicon>, +<guiicon>Hidden ladder</guiicon>, <guiicon>Pole (or bar)</guiicon> and +<guiicon>Gold nugget</guiicon>.</para> + +<screenshot> +<screeninfo>Editing a level</screeninfo> +<mediaobject> +<imageobject> +<imagedata fileref="editbar.png" format="PNG" /> +</imageobject> +<textobject><phrase>Editing a level</phrase></textobject> +</mediaobject> +</screenshot> + +<para>The <guiicon>Edit Name/Hint</guiicon> icon pops up a dialog in which +you can create or edit your level's name and hint. Both are optional, +but they are essential for tutorial levels and it is usual to provide +them with very difficult levels (see the <quote>Vengeance of Peter +W</quote> game).</para> + +<para>When you click on one of the other 10 icons, the mouse becomes a +<quote>brush</quote> that paints that icon. Initially the brush is set +to <quote>brick</quote>.</para> + +<para>You paint either by pointing and clicking the &LMB;, to place a +single object in a square, or by holding the &LMB; down and dragging +the mouse, to fill a line or area, such as a long ladder, a large +block of bricks or a concrete floor. Painting stops wherever you +release the mouse button. If you make a mistake, you can use the +<guiicon>Empty space</guiicon> icon to erase it.</para> + +<para>The hero icon works differently, because there can be only one +hero. When you paint the hero, he moves from his previous position to +wherever you release the mouse button.</para> + +</sect2> + +<sect2 id="saving-your-work"> +<title>Saving Your Work</title> + +<para>When you have finished painting, save your work using the +<guiicon>disk</guiicon> icon or <guimenuitem>Save Edits</guimenuitem> +in the <guimenu>Editor</guimenu> menu or <guimenuitem>Save +Edits</guimenuitem> in the <guimenu>Game</guimenu> menu. You must +always save into your own games, never into the System games.</para> + +<para>If you are creating a level, you use the Level Selection Dialog +to assign it to a game and level number. You use the same dialog if +you have been editing a level, but the default is to save it where it +came from. You can change the game and level, to get a <quote>Save +as...</quote> effect. If you have been editing a System level you must +save it as a copy in one of your own games.</para> + +</sect2> + +<sect2 id="adding-name-and-hint"> +<title>Adding a Level Name and Hint</title> + +<para>On the Save version of the Level Selection Dialog box is a +button marked <guibutton>Edit Level Name & Hint</guibutton>. You can use +this to put the finishing touches on your level by adding a name and +hint. Both are optional, but they are essential for tutorial levels +and it is usual to provide them with very difficult levels (see the +<quote>Vengeance of Peter W</quote> game). Of course you can also use +the <guiicon>Edit Name/Hint</guiicon> icon, at any time, to add or edit a +name and hint. </para> + +</sect2> + +<sect2 id="testing-a-level"> +<title>Testing a Level</title> + +<para>After saving an edited level, you can test it by using +<guimenuitem>Play Any Level</guimenuitem> in the +<guimenu>Game</guimenu> menu. By default the game and level number are +remembered and you can get straight into the level with just a few +clicks. If you then want to edit some more, the same is true when you +use <guimenuitem>Edit Any Level</guimenuitem> again. </para> + +</sect2> +</sect1> + +<sect1 id="reorganizing-games"> +<title>Reorganizing Games and Levels</title> + +<sect2 id="moving-a-level"> +<title>Moving a Level</title> + +<para>You can use <guimenuitem>Move Level</guimenuitem> on the +<guimenu>Editor</guimenu> menu to re-order or re-number the levels in +a game or to move a level from one game to another. <guimenuitem>Move +Level</guimenuitem> is a two-part operation. You must first load a +level by selecting it for editing or play, then when you use +<guimenuitem>Move Level</guimenuitem>, the Level Selection Dialog box +appears and you can select the new level number and game (as +required).</para> + +<para>Moves leave no gaps in the sequence of level numbers in a +game. For example, if you move level 10 of game A to level 3 of game +B, levels 11 and above in game A are re-numbered down by one (to close +the gap) and levels 3 and above in game B are re-numbered up by one +(to make room for the newcomer).</para> + +</sect2> + +<sect2 id="deleting-a-level"> +<title>Deleting a Level</title> + +<para>You can use <guimenuitem>Delete Level</guimenuitem> on the +<guimenu>Editor</guimenu> menu to remove an unwanted level. The other +levels are re-numbered so as to close the gap in the sequence. </para> + +</sect2> +</sect1> + +</chapter> + +<chapter id="questions-answers-and-tips"> +<title>Questions, Answers, and Tips</title> + +<sect1 id="hints-overview"> +<title>Overview</title> + +<para>This chapter presents some general hints for playing &kgoldrunner;, +as opposed to the specific hints you will find on the levels in tutorial and +championship games (see <link linkend="help-menu">The Help Menu</link>). +The hints are grouped as follows:</para> + +<itemizedlist> + +<listitem> +<para><link linkend="hints-dealing-with-enemies"> +Dealing with Enemies</link></para> +</listitem> + +<listitem> +<para><link linkend="hints-digging-puzzles"> +Digging Puzzles</link></para> +</listitem> + +<listitem> +<para><link linkend="hints-tricks-with-gold"> +Tricks with Gold</link></para> +</listitem> + +<listitem> +<para><link linkend="hints-solving-difficult-levels"> +Solving Difficult Levels</link></para> +</listitem> + +</itemizedlist> +</sect1> + +<sect1 id="hints-dealing-with-enemies"> +<title>Dealing with Enemies</title> + +<itemizedlist> +<listitem> +<para>You can always trap a single oncoming enemy in one hole, get his +gold and run on over him without killing him. It is often a good idea +to dig behind you and delay him further, but that might kill him. In +some levels it is not a good idea to kill enemies.</para> +</listitem> +<listitem> +<para>You can usually trap two oncoming enemies in two holes, get +their gold and run on over them, but this is dangerous if the enemies +are separated by two or three spaces. Sometimes two holes kill one of +the enemies and the other escapes and sometimes both escape.</para> +</listitem> +<listitem> +<para>It is nearly always impossible to trap three oncoming enemies +and run on over them. You will have to kill them, dig and drop through +the floor or simply run away.</para> +</listitem> +<listitem> +<para>Try to get all the enemies running together in one group. That +way you will not get surrounded and you can do such fun things as +collect gold while they run along behind you.</para> +</listitem> +<listitem> +<para>Sometimes you can kill an enemy with two holes, but it often +takes three to nine holes to kill one to five enemies.</para> +</listitem> +<listitem> +<para>It is possible to kill an enemy with one hole if he is far +enough away when you dig it.</para> +</listitem> +<listitem> +<para>In the <quote>Traditional</quote> game, you can trap an enemy +permanently in a pit of brick or concrete. Stand near the edge of the +pit on the opposite side to the enemy. As he approaches the pit, move +down one square (to the level of the floor of the pit) and the enemy +will usually run into the pit.</para> +</listitem> +<listitem> +<para>In some levels in the <quote>Traditional</quote> game, you can +force an enemy to climb a ladder ahead of you if you stand somewhere +above the bottom of the ladder.</para> +</listitem> +</itemizedlist> + +</sect1> + +<sect1 id="hints-digging-puzzles"> +<title>Digging Puzzles</title> + +<itemizedlist> +<listitem> +<para>To dig through more than one layer of bricks, start by digging +as many bricks as there are layers, jump in, dig one brick less and so +on.</para> +</listitem> +<listitem> +<para>If you dig next to a ladder or a succession of bars, you can dig +down through any number of layers and up to five or six bricks +horizontally. Just return to the ladder or bars after digging each +layer, then move down one square, run out and dig the next +layer.</para> +</listitem> +<listitem> +<para>If a digging puzzle looks impossible, consider that there might +be some false bricks in it. Maybe the bottom layer is false or maybe +you can stand in a false brick and dig next to it.</para> +</listitem> +<listitem> +<para>Think about the order in which you will collect the gold. If you +pick the right order, the digging might be easier.</para> +</listitem> +<listitem> +<para>Some levels require you to dig away a brick walll, run in, +collect some gold and run out again before the bricks close up and +trap you.</para> +</listitem> +</itemizedlist> + +</sect1> + +<sect1 id="hints-tricks-with-gold"> +<title>Tricks with Gold</title> + +<itemizedlist> +<listitem> +<para>If you cannot get to a piece of gold, think about getting an +enemy to go there and get it. Even think about using an enemy's head +as a bridge to get across a pit or precipice.</para> +</listitem> +<listitem> +<para>In some levels there is a nugget that must be collected last of +all, because you will need the hidden ladders to get away from that +position.</para> +</listitem> +<listitem> +<para>In some situations an enemy can be killed without giving up the +gold he is carrying. The gold becomes a <quote>lost +nugget</quote>. You score no points for making an enemy lose a nugget, +but at least you can finish the level.</para> +</listitem> +<listitem> +<para>If there is nowhere to dig, keep the enemies running over +concrete and the tops of ladders and so make them release their gold +at random.</para> +</listitem> +</itemizedlist> + +</sect1> + +<sect1 id="hints-solving-difficult-levels"> +<title>Solving Difficult Levels</title> + +<itemizedlist> +<listitem> +<para>Try changing the speed settings to Beginner or even +lower.</para> +</listitem> +<listitem> +<para>Use the Editor feature to <quote>peek</quote> at where the false +bricks and hidden ladders are.</para> +</listitem> +<listitem> +<para>Use the Editor feature to save the level in one of your own +games, then you can edit it so that you do not always have to start at +the beginning when you die. This allows you to develop the solution in +easier stages.</para> +</listitem> +<listitem> +<para>In digging puzzles, look for false bricks you can fall into and +thus have one less brick to dig. Or consider using an enemy to go +ahead of you, so that you can stand on his head and dig.</para> +</listitem> +<listitem> +<para>Look for a theme or trick in the level, such as riding down on +an enemy's head, trapping all the enemies in a pit, luring the enemies +to a corner where they will stay and not chase you, luring the enemies +into pits you must cross to get to some gold, getting the enemies to +fetch gold for you or finding spots where you can stand and make an +enemy move to where you want him.</para> +</listitem> +</itemizedlist> +</sect1> + +<!-- This is the place for a FAQ section, if required. +<sect1 id="hints-faq"> +<title>FAQ</title> + +<qandaset id="faq"> + +<qandaentry> +<question> +<para>Question 1</para> +</question> +<answer> +<para>The answer</para> +</answer> +</qandaentry> + +</qandaset> +</sect1> +--> + +</chapter> + +<chapter id="credits-and-licenses"> +<title>Credits and Licenses</title> + +<para>&kgoldrunner; copyright 2003 Ian Wadham and Marco Krüger.</para> + +<para>&kgoldrunner; is inspired by an early computer game called +<trademark>Lode Runner</trademark> which was written in the USA +by <trademark class="copyright">Doug Smith</trademark> and first released +in 1983 by <trademark class="copyright">Broderbund Software</trademark>. It +appeared originally on the Apple II and Commodore 64 computers, which was +where the Wadham family and Marco Krüger got hooked. It was a major +best-seller in its day and is one of the all-time great computer games.</para> + +<para>You can find out more about <trademark>Lode Runner</trademark> and +the various versions that have come out since 1983, on the +website <ulink url="http://entropymine.com/jason/lr">Jason's Lode Runner +Archive</ulink> (http://entropymine.com/jason/lr/). +That site also has the story of the game's original development, in the file +<ulink url="http://entropymine.com/jason/lr/misc/ldhist.html"> +misc/ldhist.html</ulink>.</para> + +<para>&kgoldrunner; is an attempt to preserve the spirit of the original +classic game on a platform that will be portable and will last more than +a few years. It is available as free software in source code form. Copies +of the original game are unobtainable now and the machines it ran on are +going into museums.</para> + +<para>Marco Krüger developed &kgoldrunner; as far as v0.3, out of +nostalgia for the original Commodore 64 game. Ian Wadham added +several features and levels and created the current version. Ian's +elder son Peter composed the 100 levels in the "Initiation" game and +the 20 tricky levels in "Vengeance of Peter W". The other levels +were composed by Ian, Peter, Marco Krüger and friends and Ian's other +children, Simon and Genevieve.</para> + +<!-- TRANS:CREDIT_FOR_TRANSLATORS --> +&underFDL; +&underGPL; + +</chapter> + +<appendix id="installation"> +<title>Installation</title> + +<sect1 id="how-to-obtain-kgoldrunner"> +<title>How to Obtain &kgoldrunner;</title> +&install.intro.documentation; +</sect1> + +<sect1 id="compilation-and-installation"> +<title>Compilation and Installation</title> +&install.compile.documentation; +</sect1> + +</appendix> + +<appendix id="porting-kgoldrunner"> +<title>Porting &kgoldrunner; to Other Platforms</title> + +<para>&kgoldrunner; is written in C++, using &Linux; and the free-software +version of the portable &Qt; object and &GUI; library. The current version +can be compiled and run either with &kde; 3 and &Qt; 3 or with &Qt; 3 alone.</para> + +<para>The &Qt;-only version of &kgoldrunner; is intended to be almost +independent of &Linux; and the &kde; desktop. That means it should be +fairly easy to port to other operating systems, such as &Windows; +and Macintosh, because the &Qt; library and C++ language are portable +to other operating systems and the &kgoldrunner; source code is +available as free software.</para> + +<para>If you would like to port &kgoldrunner;, please email +Ian Wadham at <emphasis>ianw@netspace.net.au</emphasis>, to obtain +the latest version of the &Qt;-only code and the Technical Details +document. Of course, you must have your own C++ development +setup on your target machine. Also, the &Qt; library is +<emphasis>not</emphasis> free software on &Windows; and Macintosh, +so you will need to have access to a system with a paid +&Qt; Development licence.</para> + +</appendix> + +</book> + +<!-- +Local Variables: +mode: sgml +sgml-omittag: nil +sgml-shorttag: t +sgml-general-insert-case: lower +End: +--> |