From 6f2c87870081718731cccee678e1e89869826de2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Sl=C3=A1vek=20Banko?= Date: Mon, 17 Aug 2020 18:58:43 +0200 Subject: Initial import of version 0.3.2 from the source package. https://sourceforge.net/projects/kpacman/files/kpacman/0.3.2/kpacman-0.3.2.tar.gz MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Original package is licenced under GPL 2.0. Signed-off-by: Slávek Banko --- doc/en/kpacman-3.html | 564 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 564 insertions(+) create mode 100644 doc/en/kpacman-3.html (limited to 'doc/en/kpacman-3.html') diff --git a/doc/en/kpacman-3.html b/doc/en/kpacman-3.html new file mode 100644 index 0000000..aa5b6e2 --- /dev/null +++ b/doc/en/kpacman-3.html @@ -0,0 +1,564 @@ + + + + + + + The KPacman Handbook: Configuration + + +  + + + + + + +
KPacmanKPacman +
Version 0.3.2
+ +
+ + + + +
+ + +

+3. Configuration

+At this juncture all of KPacman's parameters cannot be configured graphically. +To change those parameters for an individual user you should edit the user's +KPacman configuration file (this file should be located at ~/.kde/share/config/kpacmanrc). +Alternatively, you can affect the default configuration of all users by +editing the global KPacman configuration file (this file should be located +at /opt/kde/share/config/kpacmanrc).  +

+3.1 Timings

+The parameters under the standardgroup heading [KDE Setup] 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.  +

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".  +
  + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyDescriptionDefault Value
SpeedMSDuration 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.20,
PacmanTicksNumber 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.3,
RemTicksNumber 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.1,
DangerousTicksNumber 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.3,
HarmlessTicksNumber 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.7,6,,5,,4,
HarmlessDurationTicksNumber 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.375,,,300,,250,200,150,
HarmlessWarningTicksNumber 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.135,
ArrestTicksNumber of cycles until the next move of the monsters when they are +in prision.6,
ArrestDurationTicksNumber 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.200,,,150,
FruitAppearsTicksNumber 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.1000,,1500,2000,2500,  +
3000,3500,4000,
FruitDurationTicksNumber 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.500,,,400,350,300,,250,  +
200,150,
FruitScoreDurationTicksNumber of cycles for which the score for eating a fruit is displayed +after a fruit is eaten.150,
MonsterScoreDurationMSNumber of milliseconds for which the score for eating a monster is +displayed after a monster is eaten.1000
PlayerDurationMSNumber of milliseconds for displaying "PLAYER ONE" at the start of +the game. At the moment only one player is supported.3000
ReadyDurationMSNumber of milliseconds for displaying "READY!" at the start of the +game.2000
GameOverDurationMSNumber of milliseconds for displaying "GAME OVER" at the end of the +game.3000
AfterPauseMSNumber of milliseconds until play is resumed after cancelling a "Pause".1000
DyingPreAnimationMSNumber of milliseconds for which the monsters dance after catching +the pacman.1000
DyingAnimationMSNumber 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.100
DyingPostAnimationMSNumber 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).500
IntroAnimationMSNumber of milliseconds between the scenes of the introduction.800
IntroPostAnimationMSNumber of milliseconds between the introduction and the beginning of +the demonstration.1000
LevelUpPreAnimationMSNumber of milliseconds between completing a level and the beginning +of the animation for the next level.2000
LevelUpAnimationMSNumber of milliseconds for which the animation for changing levels +is displayed.2000
MonsterIQThe intelligence of the monster (currently not fully implemented).  +Increasing the value makes the monsters more clever and decreasing the +value makes them dumber.0,170,180,170,180,  +
170,180,
LevelsNumber of different levels (without the demonstration).  If you +increase this value be sure all the parameters for that level are defined +above!13
HallOfFameMSThe hall of fame is displayed this amount of milliseconds.7000
CursorBlinkMSNumber 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.250
+ +

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.  +

+3.2 Points (Scoring)

+Scoring during the game is controlled by the following key/value-pairs +in the standardgroup [KDE Setup] (see the section Timings +for information on how to interpret comma-separated values):  +
  + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyDescriptionDefault
PointScoreNumber of points awarded for eating a small point.10
SwitchScoreNumber of points awarded for eating a switch (the large points that +convert the monsters from hunters to the hunted!)50
FruitScoreNumber of points awarded for eating a fruit.100,300,500,,700,, +
1000,,2000,,3000,,5000,
MonsterScoreNumber 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.200,400,800,1600
ExtraLifeScoreNumber of points needed to earn another pacman life. 10000
+ +

+3.3 Graphic schemes

+The graphics schemes are controlled by the following two key/value-pairs +of the standardgroup [KDE Setup]:  +
  + + + + + + + + + + + + + + + + + + + + + + + + +
KeyDescriptionExample
SchemeCountNumber of defined schemes. For every scheme a separate group with the +name [Scheme n] exists. n stands for a number between 0 and SchemeCount-1.3
SchemeSelected scheme. Possible values are between 0 and SchemeCount-1 (this +value can also be set using the game's menu).0
+ +

Each graphic scheme is defined in a seperate scheme-group using the +group designation [Scheme N], where N is the number of +the scheme being defined.  Each scheme-group may have the following +keys:  +
  + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyDescriptionExample
FontFilename of the xbm-font. Names without an absolute path (a leading +"/" or "~") are relative to $KDEDIR/share/apps/kpacman/fonts.  +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 KPacman using a bitmap-editor.font.xbm
FontFirstCharDefines the numeric value of the first character in the bitfont.14
FontLastCharThe 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.95
PixmapDirectoryDirectory in which the pixmap-files for the figures are located.  +Direcotry names without an absolute path (a leading "/" or "~") are relative +to $KDEDIR/share/apps/kpacman/pics. 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.tiny
DescriptionThe 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).MIDWAY MFG.CO. (&tiny)
+ +

+3.4 Miscellaneous

+  + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyDescriptionExample
LevelPositionDefines 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 0.0,1,2,3,,4,,5,,6,7,
HighscoreFilePathSpecifies the path (directory and filename) to the "highscore"-file. +If only a directory (".../") is given, the default-filename ("highscore") +will be used./tmp/kpacman.highscore
+ +
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