From 37aaa67152936f4fefff22d559c03e943a86ae69 Mon Sep 17 00:00:00 2001 From: Michele Calgaro Date: Sat, 5 Sep 2020 01:09:44 +0900 Subject: Renamed kpacman -> tdepacman. Signed-off-by: Michele Calgaro --- doc/en/CMakeLists.txt | 2 +- doc/en/index.docbook | 38 ++-- doc/en/index.html | 42 ++-- doc/en/kpacman-1.html | 274 ----------------------- doc/en/kpacman-2.html | 61 ------ doc/en/kpacman-3.html | 564 ------------------------------------------------ doc/en/kpacman-4.html | 55 ----- doc/en/kpacman.gif | Bin 481 -> 0 bytes doc/en/tdepacman-1.html | 274 +++++++++++++++++++++++ doc/en/tdepacman-2.html | 61 ++++++ doc/en/tdepacman-3.html | 564 ++++++++++++++++++++++++++++++++++++++++++++++++ doc/en/tdepacman-4.html | 55 +++++ doc/en/tdepacman.gif | Bin 0 -> 481 bytes 13 files changed, 995 insertions(+), 995 deletions(-) delete mode 100644 doc/en/kpacman-1.html delete mode 100644 doc/en/kpacman-2.html delete mode 100644 doc/en/kpacman-3.html delete mode 100644 doc/en/kpacman-4.html delete mode 100644 doc/en/kpacman.gif create mode 100644 doc/en/tdepacman-1.html create mode 100644 doc/en/tdepacman-2.html create mode 100644 doc/en/tdepacman-3.html create mode 100644 doc/en/tdepacman-4.html create mode 100644 doc/en/tdepacman.gif (limited to 'doc/en') diff --git a/doc/en/CMakeLists.txt b/doc/en/CMakeLists.txt index 192dddc..94201a1 100644 --- a/doc/en/CMakeLists.txt +++ b/doc/en/CMakeLists.txt @@ -1,7 +1,7 @@ file( GLOB _files RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} *.html ) install( - FILES ${_files} kpacman.gif screenshot.png + FILES ${_files} tdepacman.gif screenshot.png DESTINATION ${HTML_INSTALL_DIR}/en/${PROJECT_NAME} ) diff --git a/doc/en/index.docbook b/doc/en/index.docbook index d70e3b1..031072a 100644 --- a/doc/en/index.docbook +++ b/doc/en/index.docbook @@ -1,7 +1,7 @@ Kpacman'> - + TDEpacman'> + @@ -17,9 +17,9 @@ This template was designed by: David Rugge davidrugge@mindspring.com with lots of help from: Eric Bischoff ebisch@cybercable.tm.fr and Frederik Fouvry fouvry@sfs.nphil.uni-tuebingen.de -of the KDE DocBook team. +of the TDE DocBook team. -You may freely use this template for writing any sort of KDE documentation. +You may freely use this template for writing any sort of TDE documentation. If you have any changes or improvements, please let us know. In the future, we may want to change from SGML-based DocBook to XML-based @@ -41,7 +41,7 @@ thanks ;-). as Authors, publish date, the abstract, and Keywords --> -The Kpacman Handbook +The TDEpacman Handbook @@ -80,17 +80,17 @@ Do NOT change these in the translation. --> -&kpacman; is an application specially designed to do nothing you would +&tdepacman; is an application specially designed to do nothing you would ever want. -KDE +TDE tdeutils Kapp nothing @@ -106,7 +106,7 @@ document, and if there is no ID, the name of the generated HTML files will vary from time to time making it hard to manage for maintainers and for the CVS system. Any chapter labelled (OPTIONAL) may be left out at the author's discretion. Other chapters should not be left out in order to maintain a -consistent documentation style across all KDE apps. --> +consistent documentation style across all TDE apps. --> Introduction @@ -127,7 +127,7 @@ You can eat the big spot when needed and eat the ghosts when the color changes. -Using Kpacman +Using TDEpacman -The main Kpacman window +The main TDEpacman window @@ -210,7 +210,7 @@ or menu bars. --> -Developer's Guide to Kpacman +Developer's Guide to TDEpacman Credits and License @@ -273,7 +273,7 @@ Program copyright 1997 John Q. Hacker jqh@kde.org Contributors: -Kontqui the KDE Dragon konqui@kde.org +Kontqui the TDE Dragon konqui@kde.org Tux the Linux Penguin tux@linux.org @@ -305,12 +305,12 @@ Documentation copyright 1999 George N. Ugnacious gnu@kde.org Installation - -How to obtain Kpacman + +How to obtain TDEpacman -&kpacman; is part of the TDE project -https://mirror.git.trinitydesktop.org/gitea/TDE/kpacman. +&tdepacman; is part of the TDE project +https://mirror.git.trinitydesktop.org/gitea/TDE/tdepacman. @@ -341,7 +341,7 @@ on The TD or the ChangeLog file, or ... --> You can find a list of changes (not currently updated) at Changelog. +url="https://mirror.git.trinitydesktop.org/gitea/TDE/tdepacman/src/branch/master/ChangeLog">Changelog. diff --git a/doc/en/index.html b/doc/en/index.html index 16ab587..aabb2b7 100644 --- a/doc/en/index.html +++ b/doc/en/index.html @@ -2,17 +2,17 @@ - - - The KPacman Handbook + + + The TDEPacman Handbook   - + -
KPacmanTDEPacmanKPacman +TDEPacman
Version 0.3.2
@@ -21,59 +21,59 @@ diff --git a/doc/en/kpacman-1.html b/doc/en/kpacman-1.html deleted file mode 100644 index 702ba7e..0000000 --- a/doc/en/kpacman-1.html +++ /dev/null @@ -1,274 +0,0 @@ - - - - - - - The KPacman Handbook: Introduction - - -  -
-
Next Previous Table of Contents
+
Next Previous Table of Contents

-The KPacman Handbook

+The TDEPacman Handbook Jörg Thönnissen, <joe@dsite.de>
Version 0.3.2, June 30th, 2003

-


This Handbook describes KPacman Version 0.3.2  +
This Handbook describes TDEPacman Version 0.3.2 

-1. Introduction

+1. Introduction

-2. Installation

+2. Installation

-3. Configuration

+3. Configuration

-4. Copyright 

+4. Copyright  -
Next Previous Table of Contents
+
Next Previous Table of Contents

- - - - - -
KPacmanKPacman -
Version 0.3.2
- -
- - - - - - - - -
- - -

-1. Introduction

- -

-1.1 Changes 

- -

-Version 0.3.2 (30. June 2003)

- -
    -
  • Almost a real KDE3 application.
  • -
- -

-Version 0.3.1 (31. January 2002)

- -
    -
  • Prerelease for KDE2 (Documentation not fully adjusted).
  • - -
  • The "highscore"-file is no longer been created by the installation, but as soon as -the hall of fame has been entered. -The path (directory/filename) could be specified in the configfile. -If the systemwide "highscore"-file is not writable, a private file in the -home-directory of the user is used and a corresponding message is shown.
  • -
- -

-Version 0.3.0 (June 2000, not released)

- -
    -
  • Ms.Pacman mode implemented (mighty modification) !
  • - -
  • Automatic Pause/Continue in Back/Foreground, for Kevin Forge -(he has the idea for Ms.Pacman too) integrated. This options can be changed using -the menu.
  • - -
  • Portuguese translation by Sérgio Fernandes.
  • - -
  • Animation of the energizers und blinking of active player ("1UP") added.
  • - -
  • Flickering during editing the hall of fame by changing the focus -removed (FocusEvents).
  • - -
  • The mousecursor could be hidden/shown while over the playground, -thru the menubar.
  • - -
  • The boardlayout (map) could be placed in external textfiles and selected -thru the configfile (kpacmanrc) if needed.
  • - -
  • Duplicate pixmaps removed. Because all pixmapfiles could be specified -thru the configfile now, pixmaps could be placed in foreign (scheme)-directories -(EyesPixmapName=../tiny/eyes.xpm), or have different names -(e.g.: LevelPixmapName=fruit.xpm).
  • - -
  • After eating the last dot, the first pixmap of the last/current direction -is shown. The initial pixmap of the north/up-direction was displayed so far.
  • -
- -

-Version 0.2.6 (December 11th, 1999)

- -
    -
  • -Swedish translation of some text (unfortunately incomplete) by Johne.
  • - -
  • -By the use of special charaters (umlauts) in the swedish version, the whole -font-handling had to be rearranged.
  • - -
  • -The fonts contains (nearly) the full ISO-Latin1 characterset (no lowercase -characters).
  • - -
  • -Alignment functions built into the display routines.
  • - -
  • -No further use of xbm-fonts, therefore pbm-files were used as fonts (they -need less space, even they contains much more characters).
  • - -
  • -All textelements added to the localisation (i18n). So strings like "GAME -OVER" or "READY!" could be translated into any language.
  • - -
  • -The documentation and programm now contains my brandnew email-address.
  • -
- -

-Version 0.2.5 (June 20th, 1999)

- -
    -
  • -Displaying of the hall of fame changed, hopefully this fix some rare bugs. -Use lower/raise- instead of former used hide/show-functions to switch display.
  • - -
  • -The file used for HighScore storage, will be set to worldwriteable (chmod -666) during installation. Thru this "normal" users could store their highscores -permanently.
  • - -
  • -Levels entended upto 13 (LevelPixmaps, Score), by the higher scores, the -fonts (for displaying the scored points) had to be extended too. The scores -could be variable (in the range from 10 to 9000, only the leading digit -can be not 0. exception 1600 ) now. The pixmap for the score could be larger -than the actual figure itself.
  • - -
  • -Because there is not enough room to show 13 levelsymbols in the statusline, -the position of the symbol can be specified by the LevelPosition -value(s).
  • - -
  • -The default-Speed of the monsters kept constant althrough higher levels, -requested by Gerald Williams.
  • - -
  • -Update-routines (display) optimized.
  • - -
  • -The documentation and programm now contains my new email-address.
  • -
- -

-Version 0.2.4 (January 26th, 1999 - today linux v2.2 was released)

- -
    -
  • -Added the hall of fame to store the highscores. For this, the structure -of the bitfonts was extented to contain furthermore characters, the special-characters -(small scores during the game) moved to the control-character-region and -the fonthandling was enhanced (FontFirstChar and FontLastChar can be stored -in the Configfile).
  • - -
  • -The size of the labels in the "Change Keys..."-dialog were set manually, -cause the autoResize-function in the qt-libs didn't work correctly in all -versions.
  • - -
  • -The menuitems are more sensitive to the actual availiable functions (disabled/enabled -and checked).
  • - -
  • -Now, also in the "MIDWAY (large)"-scheme the smoother font-smooth.xbm font -is used by default.
  • - -
  • -The files for the internationalization moved to represent the new standard -locations.
  • -
- -

-Version 0.2.3a (January 15th, 1999)

- -
    -
  • -Keyboard-routines changed to be compatible with the KDE 1.1 libraries (compiles -with 1.0 and 1.1).
  • - -
  • -A small bug fixed in kpacman.cpp (CHECK_PTR( menuBar )).
  • -
- -

-Version 0.2.3 (September 12th, 1998)

- -
    -
  • -Slowed down the movement of the monsters in the prison, and fixed a bug -that kept the monsters moving slowly after the "harmless"-phase of the -monsters.
  • - -
  • -Added a new font "font-smooth" and smoothed the pixmap "wall.xpm" for the -Zacman-scheme.
  • - -
  • -Enhanced configuration of all timing-parameters using the configuration -file.
  • - -
  • -Changed Help-function (kapp->getHelpMenu) to reflect the KDE-Standard.
  • - -
  • -Improved the documentation (Many thanks to Andreas Pour).
  • -
- -

-Version 0.2.2 (August 24th, 1998)

- -
    -
  • -Localized the sources and added a German translation of the documentation.
  • - -
  • -Fixed bug so pixmaps and bitfonts could located correctly after using the -"Change keys..."-dialog.
  • - -
  • -Changed the location of the files (sources, pixmaps, docs etc.) to reflect -the recommeded structure of kapptemplate v0.1.
  • -
- -

-Version 0.2.1 (August 18th, 1998)

- -
    -
  • -Improved the timing (it's not perfect yet), and I hope Andreas Pour will -have more fun testing the next version.
  • - -
  • -Increased flexibility in handling the pixmaps.
  • -
- -

-Version 0.2.0 (August 13th, 1998)

- -
    -
  • -Added (preliminary) graphic scheme support.
  • -
- -

-Version 0.1.1 (August 8th, 1998) 

- -
    -
  • -First public release.
  • -
- - - -
-
-
- - - diff --git a/doc/en/kpacman-2.html b/doc/en/kpacman-2.html deleted file mode 100644 index 7a1f3ee..0000000 --- a/doc/en/kpacman-2.html +++ /dev/null @@ -1,61 +0,0 @@ - - - - - - - The KPacman Handbook: Installation - - -  - - - - - - -
KPacmanKPacman -
Version 0.3.2
- -
- - - - -
- - -

-2. Installation

- -

-2.1 How to obtain KPacman

-KPacman can be found on ftp://ftp.kde.org/pub/kde/unstable/latest/apps/games/, -the main ftp site of the KDE project.  -

-2.2 Requirements

-In order to compile KPacman successfully, you will need the version 1.0 -of the kde libraries or later and version 1.33 of the qt libraries or later. -Look for the version of the libraries appropriate for your system at ftp://ftp.kde.org/pub/kde/stable/latest/distribution/ -and  ftp://ftp.kde.org/pub/qt.  -

-2.3 Compilation and installation

-In order to compile and install KPacman on your system, type the following -in the base directory of the KPacman distribution:  -
-
% ./configure && make && make install
-
-Since KPacman uses autoconf you should have no trouble compiling -it. Should you run into any problems, please report them to the the author -at Jörg Thönnissen.  -
  - - -
-
-
- - - diff --git a/doc/en/kpacman-3.html b/doc/en/kpacman-3.html deleted file mode 100644 index 7abb5bd..0000000 --- a/doc/en/kpacman-3.html +++ /dev/null @@ -1,564 +0,0 @@ - - - - - - - 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 $TDEDIR/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 $TDEDIR/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
- -
  - -
- - - diff --git a/doc/en/kpacman-4.html b/doc/en/kpacman-4.html deleted file mode 100644 index 3803f53..0000000 --- a/doc/en/kpacman-4.html +++ /dev/null @@ -1,55 +0,0 @@ - - - - - - - The KPacman Handbook: Copyright - - -  - - - - - - -
KPacmanKPacman -
Version 0.3.2
- -
- - - - - - - - -
- - -

-4. Copyright

-KPacman Copyright (c) 1998-2003 Jörg Thönnissen, <joe@dsite.de> -

This program (including this documentation) is free software; you can -redistribute it and/or modify it under the terms of the GNU General Public -License as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version.  -

This program is disttributed in the hope that it will be useful, but -without -any warranty; without even the implied warranty of merchantability -or fitness for a particular purpose. See the GNU General Public -License for more details.  -

You should have received a copy of the GNU General Public License along -with this program; if not, write to the Free Software Foundation, Inc., -675 Mass Ave, Cabridge, MA 02139, USA.  -
  -

- -
-
-
- - - diff --git a/doc/en/kpacman.gif b/doc/en/kpacman.gif deleted file mode 100644 index 4fa3926..0000000 Binary files a/doc/en/kpacman.gif and /dev/null differ diff --git a/doc/en/tdepacman-1.html b/doc/en/tdepacman-1.html new file mode 100644 index 0000000..e232930 --- /dev/null +++ b/doc/en/tdepacman-1.html @@ -0,0 +1,274 @@ + + + + + + + The TDEPacman Handbook: Introduction + + +  + + + + + + +
TDEPacmanTDEPacman +
Version 0.3.2
+ +
+ + + + + + + + +
+ + +

+1. Introduction

+ +

+1.1 Changes 

+ +

+Version 0.3.2 (30. June 2003)

+ +
    +
  • Almost a real TDE3 application.
  • +
+ +

+Version 0.3.1 (31. January 2002)

+ +
    +
  • Prerelease for TDE2 (Documentation not fully adjusted).
  • + +
  • The "highscore"-file is no longer been created by the installation, but as soon as +the hall of fame has been entered. +The path (directory/filename) could be specified in the configfile. +If the systemwide "highscore"-file is not writable, a private file in the +home-directory of the user is used and a corresponding message is shown.
  • +
+ +

+Version 0.3.0 (June 2000, not released)

+ +
    +
  • Ms.Pacman mode implemented (mighty modification) !
  • + +
  • Automatic Pause/Continue in Back/Foreground, for Kevin Forge +(he has the idea for Ms.Pacman too) integrated. This options can be changed using +the menu.
  • + +
  • Portuguese translation by Sérgio Fernandes.
  • + +
  • Animation of the energizers und blinking of active player ("1UP") added.
  • + +
  • Flickering during editing the hall of fame by changing the focus +removed (FocusEvents).
  • + +
  • The mousecursor could be hidden/shown while over the playground, +thru the menubar.
  • + +
  • The boardlayout (map) could be placed in external textfiles and selected +thru the configfile (tdepacmanrc) if needed.
  • + +
  • Duplicate pixmaps removed. Because all pixmapfiles could be specified +thru the configfile now, pixmaps could be placed in foreign (scheme)-directories +(EyesPixmapName=../tiny/eyes.xpm), or have different names +(e.g.: LevelPixmapName=fruit.xpm).
  • + +
  • After eating the last dot, the first pixmap of the last/current direction +is shown. The initial pixmap of the north/up-direction was displayed so far.
  • +
+ +

+Version 0.2.6 (December 11th, 1999)

+ +
    +
  • +Swedish translation of some text (unfortunately incomplete) by Johne.
  • + +
  • +By the use of special charaters (umlauts) in the swedish version, the whole +font-handling had to be rearranged.
  • + +
  • +The fonts contains (nearly) the full ISO-Latin1 characterset (no lowercase +characters).
  • + +
  • +Alignment functions built into the display routines.
  • + +
  • +No further use of xbm-fonts, therefore pbm-files were used as fonts (they +need less space, even they contains much more characters).
  • + +
  • +All textelements added to the localisation (i18n). So strings like "GAME +OVER" or "READY!" could be translated into any language.
  • + +
  • +The documentation and programm now contains my brandnew email-address.
  • +
+ +

+Version 0.2.5 (June 20th, 1999)

+ +
    +
  • +Displaying of the hall of fame changed, hopefully this fix some rare bugs. +Use lower/raise- instead of former used hide/show-functions to switch display.
  • + +
  • +The file used for HighScore storage, will be set to worldwriteable (chmod +666) during installation. Thru this "normal" users could store their highscores +permanently.
  • + +
  • +Levels entended upto 13 (LevelPixmaps, Score), by the higher scores, the +fonts (for displaying the scored points) had to be extended too. The scores +could be variable (in the range from 10 to 9000, only the leading digit +can be not 0. exception 1600 ) now. The pixmap for the score could be larger +than the actual figure itself.
  • + +
  • +Because there is not enough room to show 13 levelsymbols in the statusline, +the position of the symbol can be specified by the LevelPosition +value(s).
  • + +
  • +The default-Speed of the monsters kept constant althrough higher levels, +requested by Gerald Williams.
  • + +
  • +Update-routines (display) optimized.
  • + +
  • +The documentation and programm now contains my new email-address.
  • +
+ +

+Version 0.2.4 (January 26th, 1999 - today linux v2.2 was released)

+ +
    +
  • +Added the hall of fame to store the highscores. For this, the structure +of the bitfonts was extented to contain furthermore characters, the special-characters +(small scores during the game) moved to the control-character-region and +the fonthandling was enhanced (FontFirstChar and FontLastChar can be stored +in the Configfile).
  • + +
  • +The size of the labels in the "Change Keys..."-dialog were set manually, +cause the autoResize-function in the qt-libs didn't work correctly in all +versions.
  • + +
  • +The menuitems are more sensitive to the actual availiable functions (disabled/enabled +and checked).
  • + +
  • +Now, also in the "MIDWAY (large)"-scheme the smoother font-smooth.xbm font +is used by default.
  • + +
  • +The files for the internationalization moved to represent the new standard +locations.
  • +
+ +

+Version 0.2.3a (January 15th, 1999)

+ +
    +
  • +Keyboard-routines changed to be compatible with the TDE 1.1 libraries (compiles +with 1.0 and 1.1).
  • + +
  • +A small bug fixed in tdepacman.cpp (CHECK_PTR( menuBar )).
  • +
+ +

+Version 0.2.3 (September 12th, 1998)

+ +
    +
  • +Slowed down the movement of the monsters in the prison, and fixed a bug +that kept the monsters moving slowly after the "harmless"-phase of the +monsters.
  • + +
  • +Added a new font "font-smooth" and smoothed the pixmap "wall.xpm" for the +Zacman-scheme.
  • + +
  • +Enhanced configuration of all timing-parameters using the configuration +file.
  • + +
  • +Changed Help-function (kapp->getHelpMenu) to reflect the TDE-Standard.
  • + +
  • +Improved the documentation (Many thanks to Andreas Pour).
  • +
+ +

+Version 0.2.2 (August 24th, 1998)

+ +
    +
  • +Localized the sources and added a German translation of the documentation.
  • + +
  • +Fixed bug so pixmaps and bitfonts could located correctly after using the +"Change keys..."-dialog.
  • + +
  • +Changed the location of the files (sources, pixmaps, docs etc.) to reflect +the recommeded structure of kapptemplate v0.1.
  • +
+ +

+Version 0.2.1 (August 18th, 1998)

+ +
    +
  • +Improved the timing (it's not perfect yet), and I hope Andreas Pour will +have more fun testing the next version.
  • + +
  • +Increased flexibility in handling the pixmaps.
  • +
+ +

+Version 0.2.0 (August 13th, 1998)

+ +
    +
  • +Added (preliminary) graphic scheme support.
  • +
+ +

+Version 0.1.1 (August 8th, 1998) 

+ +
    +
  • +First public release.
  • +
+ + + +
+
+
+ + + diff --git a/doc/en/tdepacman-2.html b/doc/en/tdepacman-2.html new file mode 100644 index 0000000..012cb4c --- /dev/null +++ b/doc/en/tdepacman-2.html @@ -0,0 +1,61 @@ + + + + + + + The TDEPacman Handbook: Installation + + +  + + + + + + +
TDEPacmanTDEPacman +
Version 0.3.2
+ +
+ + + + +
+ + +

+2. Installation

+ +

+2.1 How to obtain TDEPacman

+TDEPacman can be found on ftp://ftp.kde.org/pub/kde/unstable/latest/apps/games/, +the main ftp site of the TDE project.  +

+2.2 Requirements

+In order to compile TDEPacman successfully, you will need the version 1.0 +of the kde libraries or later and version 1.33 of the qt libraries or later. +Look for the version of the libraries appropriate for your system at ftp://ftp.kde.org/pub/kde/stable/latest/distribution/ +and  ftp://ftp.kde.org/pub/qt.  +

+2.3 Compilation and installation

+In order to compile and install TDEPacman on your system, type the following +in the base directory of the TDEPacman distribution:  +
+
% ./configure && make && make install
+
+Since TDEPacman uses autoconf you should have no trouble compiling +it. Should you run into any problems, please report them to the the author +at Jörg Thönnissen.  +
  + + +
+
+
+ + + 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 @@ + + + + + + + The TDEPacman Handbook: Configuration + + +  + + + + + + +
TDEPacmanTDEPacman +
Version 0.3.2
+ +
+ + + + +
+ + +

+3. Configuration

+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 ~/.trinity/share/config/tdepacmanrc). +Alternatively, you can affect the default configuration of all users by +editing the global TDEPacman configuration file (this file should be located +at /opt/trinity/share/config/tdepacmanrc).  +

+3.1 Timings

+The parameters under the standardgroup heading [TDE 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 [TDE 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 [TDE 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 $TDEDIR/share/apps/tdepacman/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 TDEPacman 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 $TDEDIR/share/apps/tdepacman/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/tdepacman.highscore
+ +
  + +
+ + + diff --git a/doc/en/tdepacman-4.html b/doc/en/tdepacman-4.html new file mode 100644 index 0000000..2feb5de --- /dev/null +++ b/doc/en/tdepacman-4.html @@ -0,0 +1,55 @@ + + + + + + + The TDEPacman Handbook: Copyright + + +  + + + + + + +
TDEPacmanTDEPacman +
Version 0.3.2
+ +
+ + + + + + + + +
+ + +

+4. Copyright

+TDEPacman Copyright (c) 1998-2003 Jörg Thönnissen, <joe@dsite.de> +

This program (including this documentation) is free software; you can +redistribute it and/or modify it under the terms of the GNU General Public +License as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version.  +

This program is disttributed in the hope that it will be useful, but +without +any warranty; without even the implied warranty of merchantability +or fitness for a particular purpose. See the GNU General Public +License for more details.  +

You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +675 Mass Ave, Cabridge, MA 02139, USA.  +
  +

+ +
+
+
+ + + diff --git a/doc/en/tdepacman.gif b/doc/en/tdepacman.gif new file mode 100644 index 0000000..4fa3926 Binary files /dev/null and b/doc/en/tdepacman.gif differ -- cgit v1.2.1