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124 lines
4 KiB
Text
124 lines
4 KiB
Text
NGStar
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1/ Compilation & installation
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1.1/ Configuration file
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2/ How to play
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3/ Level design
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4/ That's it
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1/ Compilation & installation
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-----------------------------
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To compile you'll need : a decent C++ compiler (tested with gcc 3.3.x and 3.4.x) and FLTK2
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(http://www.fltk.org) and/or Ncurses.
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Then :
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./configure --help
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./configure with the options you chose at the previous step
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make
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su (if you need it)
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make install
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(x)ngstar --help
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(x)ngstar --create-default-config (optional but recommended, see below)
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1.1/ Configuration file
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-----------------------
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From version 1.3.4beta2 you can configure ngstar from a configuration
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file in your home directory : $HOME/.ngstar/config This file have the
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following form (case sensitive !) :
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LevelSetsPath = <path to levelsets>
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ThemesPath = <path to themes>
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LevelSet = <name of levelset>
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Theme = <name of theme>
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CurrentLevel = <number of level>
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executing (x)ngstar with option -c (--create-default-config)will create
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one with default values that you can't adjust later.
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2/ How to play
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--------------
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The goal is to catch all gifts in the level to get access to the next one.
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Use the ball to catch them, use the cube to stop the ball. The ball only
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move to the next obstacle (wall or cube).
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options are :
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(x)ngstar [options]
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-v --version :
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show version
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-h --help :
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what you are reading
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-l<levelset> --levelset=<levelset> :
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use a different levelset (default: "default")
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-t<theme> --theme=<theme> : (xngstar only)
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use a different theme (default: "default")
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-w<n> --wrap=<n> :
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wrap to level n
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during the game keys are :
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* 'space' to select the thing to move, ball or cube
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* arrows to move
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* 'n' to go to the next level
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* 'p' to go to the previous level
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* 'r' to restart the current level
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* 'q' or Escape to quit the game
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or you an use the mouse (or stylus on a pda)
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the ball can 'eat' the gifts (losanges), the cube 'eats' nothing but it
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will help you stopping the ball.
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3/ Level designing
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------------------
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Use xngstar-editor(_static) or if you really want to do it manually (for
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instance if you don't have fltk2 installed) see below :
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a level file is composed by 144 cells
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cell types:
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W : wall
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C : cube
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B : ball
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G : gift
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' ' (space) : empty
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example:
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the level
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WWWWWWWWWWWWWWWW
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WWWGGGGGGGGGGWWW
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W WW B WW W
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W WW WW W
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W W
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W WW WW W
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W WW C WW W
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WWW WWW
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WWWWWWWWWWWWWWWW
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is stored like this in the file (no carriage return):
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WWWWWWWWWWWWWWWWWWWGGGGGGGGGGWWWW WW B WW WW WW WW WW WW WW WW WW WW C WW WWWW WWWWWWWWWWWWWWWWWWW
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levels are groupped in a levelset. A levelset is a directory containing level files
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named 1 2 3 .. n. Each file contain one level. Usermade levelsets are stored in $HOME/.ngstar/levelsets/
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You can play a specific levelset using the -l<levelset_name> or --levelset=<levelset_name> option or by modifying your config file or if playing with xngstar change from the combo box.
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You can also play gstar levels, just rename files to make a levelset
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4/ Theme design
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---------------
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A theme is made of a directory containing 7 (seven) 20x20pixels image files :
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tex_ball.png : texture used for the ball
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tex_ball_selected.png : texture used for the ball when selected
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tex_cube.png : texture used for the cube
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tex_cube_selected.png : texture used for the cube when selected
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tex_empty.png : texture used for empty spaces
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tex_wall.png : texture used for the walls
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tex_gift.png : texture used for the little things you have to catch
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Usermade themes goes in $HOME/.ngstar/themes/<name of your theme>/
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You can use a specific theme using the -t<theme_name> or --theme=<theme_name> option or by modifying your config file.
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5/ That's it
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------------
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Nice game ;)
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