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authorMichele Calgaro <michele.calgaro@yahoo.it>2020-09-05 01:09:44 +0900
committerMichele Calgaro <michele.calgaro@yahoo.it>2020-09-05 01:22:13 +0900
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downloadtdepacman-37aaa67152936f4fefff22d559c03e943a86ae69.tar.gz
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Renamed kpacman -> tdepacman.
Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
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+<!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">
+&nbsp;
+<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>).&nbsp;
+<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.&nbsp; Keys ending in
+"MS" (e.g., "DyingAnimationMS") have their values expressed in milliseconds,
+whereas Keys ending in "Ticks" have their values expressed in cycles.&nbsp;
+<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.&nbsp; 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".&nbsp;
+<br>&nbsp;
+<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.&nbsp; 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.&nbsp; 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).&nbsp; 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.&nbsp; 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.&nbsp; 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.&nbsp; 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".&nbsp; 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).&nbsp; 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.&nbsp; 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,&nbsp;
+<br>3000,3500,4000,</td>
+</tr>
+
+<tr>
+<td>FruitDurationTicks</td>
+
+<td>Number of cyles for which fruit remains.&nbsp; 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,&nbsp;
+<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).&nbsp;
+Increasing the value makes the monsters more clever and decreasing the
+value makes them dumber.</td>
+
+<td>0,170,180,170,180,&nbsp;
+<br>170,180,</td>
+</tr>
+
+<tr>
+<td>Levels</td>
+
+<td>Number of different levels (without the demonstration).&nbsp; 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.&nbsp; 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.&nbsp;
+<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):&nbsp;
+<br>&nbsp;
+<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.&nbsp; 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.&nbsp;</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>:&nbsp;
+<br>&nbsp;
+<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.&nbsp; Each scheme-group may have the following
+keys:&nbsp;
+<br>&nbsp;
+<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>$TDEDIR/share/apps/tdepacman/fonts</tt>.&nbsp;
+The structure of the fontfile will be explained in one of the next releases,
+but you should be able to figure it out by opening one of the fontfiles
+included with TDEPacman using a bitmap-editor.</td>
+
+<td>font.xbm</td>
+</tr>
+
+<tr>
+<td>FontFirstChar</td>
+
+<td>Defines the numeric value of the first character in the bitfont.</td>
+
+<td>14</td>
+</tr>
+
+<tr>
+<td>FontLastChar</td>
+
+<td>The last character in the bitfont, is giving here by its numeric code.
+If you extent the fonts by adding the lowercase characters, this value
+must be changed.</td>
+
+<td>95</td>
+</tr>
+
+<tr>
+<td>PixmapDirectory</td>
+
+<td>Directory in which the pixmap-files for the figures are located.&nbsp;
+Direcotry names without an absolute path (a leading "/" or "~") are relative
+to <tt>$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 '&amp;'-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. (&amp;tiny)</td>
+</tr>
+</table>
+
+<h3>
+<a NAME="ss3.4"></a>3.4 Miscellaneous</h3>
+&nbsp;
+<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>&nbsp;
+<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>