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author | Michele Calgaro <michele.calgaro@yahoo.it> | 2020-09-05 01:09:44 +0900 |
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committer | Michele Calgaro <michele.calgaro@yahoo.it> | 2020-09-05 01:22:13 +0900 |
commit | 37aaa67152936f4fefff22d559c03e943a86ae69 (patch) | |
tree | ffffcd595eecef631bc1fc38922c63060aa175ea /doc/en/tdepacman-3.html | |
parent | ac81a3c3e8d1a61fc2ff39da89c7c2ea290d5e34 (diff) | |
download | tdepacman-37aaa67152936f4fefff22d559c03e943a86ae69.tar.gz tdepacman-37aaa67152936f4fefff22d559c03e943a86ae69.zip |
Renamed kpacman -> tdepacman.
Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
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diff --git a/doc/en/tdepacman-3.html b/doc/en/tdepacman-3.html new file mode 100644 index 0000000..065fd05 --- /dev/null +++ b/doc/en/tdepacman-3.html @@ -0,0 +1,564 @@ +<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="content-type" content="text/html; charset=iso-8859-1"> + <meta name="keywords" content="TDEPacman"> + <meta name="description" content="Documentation for TDEPacman"> + <title>The TDEPacman Handbook: Configuration</title> +</head> +<body text="#000000" bgcolor="#FFFFFF" link="#8E2727" vlink="#8E2727"> + +<table BORDER=0 CELLSPACING=2 > +<tr> +<td><img SRC="tdepacman.gif" ALT="TDEPacman" BORDER=0 align=TEXTTOP></td> + +<td><b><font size=+2>TDEPacman</font></b> +<br><font size=-1>Version 0.3.2</font></td> +</tr> +</table> + +<hr ALIGN=LEFT NOSHADE WIDTH="600"> +<table WIDTH="600" > +<tr> +<td> +<div align=right><a href="tdepacman-4.html">Next</a> <a href="tdepacman-2.html">Previous</a> <a href="index.html#toc1">Table of Contents</a></div> + +<h3> +<a NAME="s3"></a>3. Configuration</h3> +At this juncture all of TDEPacman's parameters cannot be configured graphically. +To change those parameters for an individual user you should edit the user's +TDEPacman configuration file (this file should be located at <tt>~/.trinity/share/config/tdepacmanrc</tt>). +Alternatively, you can affect the default configuration of all users by +editing the global TDEPacman configuration file (this file should be located +at <tt>/opt/trinity/share/config/tdepacmanrc</tt>). +<h3> +<a NAME="ss3.1"></a>3.1 Timings</h3> +The parameters under the standardgroup heading <tt>[TDE Setup]</tt> listed +in the table below control the timing of the game. Keys ending in +"MS" (e.g., "DyingAnimationMS") have their values expressed in milliseconds, +whereas Keys ending in "Ticks" have their values expressed in cycles. +<p>Some values below are expressed as a comma-separated list of numbers, +each of which corresponds to a different level. Keys which have a default +value of more than one number or of a number followed by a comma may be +set for each level. The first number in a list is used for the demonstration +level, and the following numbers are for the interactive game levels (the +second value is used for level 1, the third for level 2 and so on). The +maximum number of levels is defined by the value of the key "Levels". +<br> +<table BORDER WIDTH="100%" NOSAVE > +<tr> +<td>Key</td> + +<td>Description</td> + +<td>Default Value</td> +</tr> + +<tr> +<td>SpeedMS</td> + +<td>Duration of a single cycle (a "Tick"), in milliseconds. All other timings +in the game are multiples of the single cycle duration. Decreasing +the value speeds up the game and increasing the value slows down the game.</td> + +<td>20,</td> +</tr> + +<tr> +<td>PacmanTicks</td> + +<td>Number of cycles until the next move of the pacman. Increasing +the value makes the pacman move slower and decreasing the value makes the +pacman move faster.</td> + +<td>3,</td> +</tr> + +<tr> +<td>RemTicks</td> + +<td>Number of cycles for a monster to return to prison after being eaten +by the pacman (the R.E.M. -- rapid eye movement -- phase). Increasing +the value increases the time until a eaten monster returns to prison and +decreasing the value decreases the time until a monster returns to prison.</td> + +<td>1,</td> +</tr> + +<tr> +<td>DangerousTicks</td> + +<td>Number of cycles until the next move of the monsters when they are +dangerous and will eat the pacman. Increasing the value makes the +monsters move slower and decreasing the value makes the monsters move faster.</td> + +<td>3,</td> +</tr> + +<tr> +<td>HarmlessTicks</td> + +<td>Number of cycles until the next move of the monsters when they are +harmless and can be eaten by the pacman. Increasing the value makes +the monsters move slower and decreasing the value makes the monsters move +faster.</td> + +<td>7,6,,5,,4,</td> +</tr> + +<tr> +<td>HarmlessDurationTicks</td> + +<td>Number of cycles during which the monsters remain harmless and can +be eaten by the pacman after the pacman eats a switch. Increasing +this value makes the monsters stay harmless longer and decreasing this +value makes the monsters return to being dangerous sooner.</td> + +<td>375,,,300,,250,200,150,</td> +</tr> + +<tr> +<td>HarmlessWarningTicks</td> + +<td>Number of cycles in which the user is warned of the upcoming end of +the harmless-phase by the monsters blinking. This value must be less at +each level than the corresponding "HarmlessDurationTicks". Increasing +this value increases the length of the warning and decreasing this value +shortens the length of the warning.</td> + +<td>135,</td> +</tr> + +<tr> +<td>ArrestTicks</td> + +<td>Number of cycles until the next move of the monsters when they are +in prision.</td> + +<td>6,</td> +</tr> + +<tr> +<td>ArrestDurationTicks</td> + +<td>Number of cycles in which monsters remain in prison after being eaten. +This value will be multiplied by the id of the monster eaten ( 0 for first +monster eaten after the pacman eats a switch, 1 for the second, and so +on), so that the first monster will be freed immediatly and the other monsters +have to wait longer (by way of exception the second monster is also freed +immediatly during the initial stage of the game). Increasing this +value increases the prison time of the monsters, and decreasing this value +frees the monsters sooner.</td> + +<td>200,,,150,</td> +</tr> + +<tr> +<td>FruitAppearsTicks</td> + +<td>Number of cycles between the appearence of fruit. Increasing +this value causes fruit to appear less frequently and decreasing this value +causes fruit to appear more frequently.</td> + +<td>1000,,1500,2000,2500, +<br>3000,3500,4000,</td> +</tr> + +<tr> +<td>FruitDurationTicks</td> + +<td>Number of cyles for which fruit remains. Increasing this value +causes the fruit to be available for consumption longer and decreasing +this value causes the fruit to disappear sooner.</td> + +<td>500,,,400,350,300,,250, +<br>200,150,</td> +</tr> + +<tr> +<td>FruitScoreDurationTicks</td> + +<td>Number of cycles for which the score for eating a fruit is displayed +after a fruit is eaten.</td> + +<td>150,</td> +</tr> + +<tr> +<td>MonsterScoreDurationMS</td> + +<td>Number of milliseconds for which the score for eating a monster is +displayed after a monster is eaten.</td> + +<td>1000</td> +</tr> + +<tr> +<td>PlayerDurationMS</td> + +<td>Number of milliseconds for displaying "PLAYER ONE" at the start of +the game. At the moment only one player is supported.</td> + +<td>3000</td> +</tr> + +<tr> +<td>ReadyDurationMS</td> + +<td>Number of milliseconds for displaying "READY!" at the start of the +game.</td> + +<td>2000</td> +</tr> + +<tr> +<td>GameOverDurationMS</td> + +<td>Number of milliseconds for displaying "GAME OVER" at the end of the +game.</td> + +<td>3000</td> +</tr> + +<tr> +<td>AfterPauseMS</td> + +<td>Number of milliseconds until play is resumed after cancelling a "Pause".</td> + +<td>1000</td> +</tr> + +<tr> +<td>DyingPreAnimationMS</td> + +<td>Number of milliseconds for which the monsters dance after catching +the pacman.</td> + +<td>1000</td> +</tr> + +<tr> +<td>DyingAnimationMS</td> + +<td>Number of milliseconds in which the scenes (other than the first and +last scenes) of the pacman's death are displayed after he is caught by +a monster.</td> + +<td>100</td> +</tr> + +<tr> +<td>DyingPostAnimationMS</td> + +<td>Number of milliseconds in which the first and last scenes of the pacman's +death are displayed after he is caught by a monster (this permits emphasis +of these scenes).</td> + +<td>500</td> +</tr> + +<tr> +<td>IntroAnimationMS</td> + +<td>Number of milliseconds between the scenes of the introduction.</td> + +<td>800</td> +</tr> + +<tr> +<td>IntroPostAnimationMS</td> + +<td>Number of milliseconds between the introduction and the beginning of +the demonstration.</td> + +<td>1000</td> +</tr> + +<tr> +<td>LevelUpPreAnimationMS</td> + +<td>Number of milliseconds between completing a level and the beginning +of the animation for the next level.</td> + +<td>2000</td> +</tr> + +<tr> +<td>LevelUpAnimationMS</td> + +<td>Number of milliseconds for which the animation for changing levels +is displayed.</td> + +<td>2000</td> +</tr> + +<tr> +<td>MonsterIQ</td> + +<td>The intelligence of the monster (currently not fully implemented). +Increasing the value makes the monsters more clever and decreasing the +value makes them dumber.</td> + +<td>0,170,180,170,180, +<br>170,180,</td> +</tr> + +<tr> +<td>Levels</td> + +<td>Number of different levels (without the demonstration). If you +increase this value be sure all the parameters for that level are defined +above!</td> + +<td>13</td> +</tr> + +<tr> +<td>HallOfFameMS</td> + +<td>The hall of fame is displayed this amount of milliseconds.</td> + +<td>7000</td> +</tr> + +<tr> +<td>CursorBlinkMS</td> + +<td>Number of milliseconds the cursor, used for editing your name in the +hall of fame, keeps his states (on or off). The repeating of keystrokes +for scrolling (Key_Up and Key_Down) also depends of this value.</td> + +<td>250</td> +</tr> +</table> + +<p>If there are insufficient values in a list for the number of levels +(including the demonstration level), or if there is an invalid or missing +(e.g., ",,") in the list, then the previous (valid) value is used for that +position. If no valid values are listed, the value will be 0. For +example "HarmlessTicks=7,6,,5,,4" is equivalent to "HarmlessTicks=7,6,6,5,5,4,4,4 +(if Levels=7)". That means 7 cycles for the demonstration, 6 cycles for +level 1 and so on. +<h3> +<a NAME="ss3.2"></a>3.2 Points (Scoring)</h3> +Scoring during the game is controlled by the following key/value-pairs +in the standardgroup <tt>[TDE Setup]</tt> (see the section <a href="#ss3.1">Timings</a> +for information on how to interpret comma-separated values): +<br> +<table BORDER WIDTH="100%" NOSAVE > +<tr NOSAVE> +<td NOSAVE>Key</td> + +<td>Description</td> + +<td>Default</td> +</tr> + +<tr> +<td>PointScore</td> + +<td>Number of points awarded for eating a small point.</td> + +<td>10</td> +</tr> + +<tr> +<td>SwitchScore</td> + +<td>Number of points awarded for eating a switch (the large points that +convert the monsters from hunters to the hunted!)</td> + +<td>50</td> +</tr> + +<tr> +<td>FruitScore</td> + +<td>Number of points awarded for eating a fruit.</td> + +<td>100,300,500,,700,, +<br>1000,,2000,,3000,,5000,</td> +</tr> + +<tr> +<td>MonsterScore</td> + +<td>Number of points awarded for eating a monster, with each point value +in the list being awarded for each successive monster eaten after eating +a switch (the values are reset if a new switch is eaten even if the prior +switch has not expired yet). Since there are four monsters you should include +four values. Using the default values specified at right, 200 points +are awarded for eating the first monster, 400 for the second monster, and +so on.</td> + +<td>200,400,800,1600</td> +</tr> + +<tr> +<td>ExtraLifeScore</td> + +<td>Number of points needed to earn another pacman life. </td> + +<td>10000</td> +</tr> +</table> + +<h3> +<a NAME="ss3.3"></a>3.3 Graphic schemes</h3> +The graphics schemes are controlled by the following two key/value-pairs +of the standardgroup <tt>[TDE Setup]</tt>: +<br> +<table BORDER WIDTH="100%" NOSAVE > +<tr NOSAVE> +<td NOSAVE>Key</td> + +<td>Description</td> + +<td>Example</td> +</tr> + +<tr> +<td>SchemeCount</td> + +<td>Number of defined schemes. For every scheme a separate group with the +name <i>[Scheme n] </i>exists. n stands for a number between 0 and SchemeCount-1.</td> + +<td>3</td> +</tr> + +<tr> +<td>Scheme</td> + +<td>Selected scheme. Possible values are between 0 and SchemeCount-1 (this +value can also be set using the game's menu).</td> + +<td>0</td> +</tr> +</table> + +<p>Each graphic scheme is defined in a seperate scheme-group using the +group designation <tt>[Scheme N]</tt>, where <tt>N</tt> is the number of +the scheme being defined. Each scheme-group may have the following +keys: +<br> +<table BORDER WIDTH="100%" NOSAVE > +<tr> +<td>Key</td> + +<td>Description</td> + +<td>Example</td> +</tr> + +<tr> +<td>Font</td> + +<td>Filename of the xbm-font. Names without an absolute path (a leading +"/" or "~") are relative to <tt>$TDEDIR/share/apps/tdepacman/fonts</tt>. +The structure of the fontfile will be explained in one of the next releases, +but you should be able to figure it out by opening one of the fontfiles +included with TDEPacman using a bitmap-editor.</td> + +<td>font.xbm</td> +</tr> + +<tr> +<td>FontFirstChar</td> + +<td>Defines the numeric value of the first character in the bitfont.</td> + +<td>14</td> +</tr> + +<tr> +<td>FontLastChar</td> + +<td>The last character in the bitfont, is giving here by its numeric code. +If you extent the fonts by adding the lowercase characters, this value +must be changed.</td> + +<td>95</td> +</tr> + +<tr> +<td>PixmapDirectory</td> + +<td>Directory in which the pixmap-files for the figures are located. +Direcotry names without an absolute path (a leading "/" or "~") are relative +to <tt>$TDEDIR/share/apps/tdepacman/pics</tt>. The names of the individual +xpm-files are fixed in the code at the moment (this will be changed) and +are ''down.xpm" for an arrow pointing down, "fruit.xpm" for the series +of fruit for the various levels, "lifes.xpm" for the image to display at +the bottom of the screen for each pacman life remaining, "point.xpm" for +the small points which the pacman eats, "switch.xpm" for the switch points, +"dying.xpm" for the sequence of images for a dying pacman, "left.xpm" for +an arrow pointing left, "monster.xpm" for the various monsters, including +their appearance during the "switch" and "warning" cycles, "prison.xpm" +for a series of images put together to draw the prison walls, "up.xpm" +for , "eyes.xpm" for the series of eyes for the monsters when they move +up, down, right and left, respectively, "level.xpm" for the row of fruit +at the bottom of the screen indicating the current level, "pacman.xpm" +for the series of pacman images (gobbling and normal x moving up, down, +left and right), "right.xpm for a right arrow, and "wall.xpm" for a series +of images put together to draw the non-prison walls.</td> + +<td>tiny</td> +</tr> + +<tr> +<td>Description</td> + +<td>The name of the scheme, which will be displayed in the menu "Select +Graphic Scheme". Use the '&'-character in front of a character in the +name to set the accelerator-key to that character (that means pressing +that key when the Select Graphic Scheme menu is down will select that scheme). +You may add a location tag to the key (e.g., Description[de] to indicate +that the description is in German).</td> + +<td>MIDWAY MFG.CO. (&tiny)</td> +</tr> +</table> + +<h3> +<a NAME="ss3.4"></a>3.4 Miscellaneous</h3> + +<table BORDER WIDTH="100%" NOSAVE > +<tr> +<td>Key</td> + +<td>Description</td> + +<td>Example</td> +</tr> + +<tr> +<td>LevelPosition</td> + +<td>Defines the position of the levelsymbols (fruits) on the statusline. +It is possible to show to different levels on the same position to save +room. The first position (rightmost) has the value 0.</td> + +<td>0,1,2,3,,4,,5,,6,7,</td> +</tr> + +<tr> +<td>HighscoreFilePath</td> + +<td>Specifies the path (directory and filename) to the "highscore"-file. +If only a directory (".../") is given, the default-filename ("highscore") +will be used.</td> + +<td>/tmp/tdepacman.highscore</td> +</tr> + +</table> + +<br> +<div align=right><a href="tdepacman-4.html">Next</a> <a href="tdepacman-2.html">Previous</a> <a href="index.html#toc1">Table of Contents</a> +<hr ALIGN=LEFT NOSHADE WIDTH="100%"></div> +</td> +</tr> +</table> + +</body> +</html> |