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games/xspacewarp: include manpage and Xdefaults file
Thanks to Luis Henrique. Signed-off-by: Robby Workman <rworkman@slackbuilds.org>
This commit is contained in:
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076d539a09
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5 changed files with 335 additions and 12 deletions
267
games/xspacewarp/XSpacewarp
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267
games/xspacewarp/XSpacewarp
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! app-defaults for xspacewarp 1.2 (12/22/95)
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! whether to use mouse pointer inside xspacewarp window
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*nomouse: true
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! number rows of 9x15 blocks in a sector of the universe
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*rows: 26
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! number columns of 9x15 blocks in a sector of the universe
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*columns: 79
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! The following resources refer to the number of bases, jovians,
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! stars and blackholes in the universe. "min" values correspond
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! to the lowest skill level of the game and "max" values
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! correspond to the highest skill level. Values for the other
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! skill levels are interpolated linearly between the "min" value
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! and the "max" value. Populations are chosen randomly in the
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! range: (average) +/- (variation).
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! Limits for the average population and the variation in
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! population for bases. The actual average and variation used
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! is interpolated linearly from these limits as a function of
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! the skill level.
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*minAverageBasePop: 18
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*maxAverageBasePop: 18
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*minVariationBasePop: 3
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*maxVariationBasePop: 3
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! Limits for the average population and the variation in
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! population for jovians.
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*minAverageJovianPop: 10
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*maxAverageJovianPop: 73
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*minVariationJovianPop: 3
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*maxVariationJovianPop: 3
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! Limits for the average population and the variation in
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! population for stars.
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*minAverageStarPop: 75
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*maxAverageStarPop: 75
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*minVariationStarPop: 5
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*maxVariationStarPop: 5
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! Limits for the average population and the variation in
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! population for blackholes.
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*minAverageBlackholePop: 5
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*maxAverageBlackholePop: 5
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*minVariationBlackholePop: 4
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*maxVariationBlackholePop: 4
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! color for text and graphical borders
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*foreground: white
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! background color for everything
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*background: black
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! visual representation of the endever (icon must have exactly 3 characters)
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*endeverColor: white
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*endeverIcon: >-0
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! visual representation of the jovians (icon must have exactly 3 characters)
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*jovianColor: white
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*jovianIcon: <*>
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! visual representation of the bases (icon must have exactly 3 characters)
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*baseColor: white
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*baseIcon: +0+
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! visual representation of the stars (icon must have exactly 1 character)
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*starColor: white
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*starIcon: .
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! visual representation of the blackholes (icon must have exactly 1 character)
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*blackholeColor: black
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*blackholeIcon: \040
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! faser color
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*faserColor: white
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! torpedo color
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*torpedoColor: white
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! Fasers are drawn as dashed lines. The dash list describes the
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! dash pattern of the line. A list such as "3 2 4" (elements of
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! the list are separated by \040, the octal code for a space
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! character) will make a dash pattern that has the first 3
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! pixels of the line lit, the next 2 pixels dark and the next 4
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! pixels lit. This pattern is repeated through the dashed
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! line. The dash offset is the pixel in the dash list at which
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! to begin the pattern. Eg, offset=3 in the example above would
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! mean starting the dashed line with 2 lit pixels followed by 4
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! unlit pixels and then 3 lit pixels, etc.
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*faserDashList: 4\0404
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*faserDashOffset: 0
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! Thickness of faser in pixels
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*faserWidth: 9
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! millisec time determines speed of ion thrusters
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*endeverThrustSpeed: 100
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! millisec interval for ship (base, jovian, endever) re-energizing
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*shipEnergizeSpeed: 3000
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! millisec interval between jovian actions
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*jovianActionSpeed: 100
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! millisec interval for faser movement
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*faserSpeed: 15
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! millisec interval for torpedo movement
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*torpedoSpeed: 30
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! dimensions of torpedo (in pixels)
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*torpedoLength: 6
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*torpedoWidth: 9
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! millisec interval for rate of explosion growth
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*explosionSpeed: 20
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*explosionColor: white
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! radius to use for most ship explosions
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*explosionRadiusSmall: 35
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! radius to use for endever self-destruct explosion
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*explosionRadiusBig: 200
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! endever self-destruct code
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*selfDestructCode: 123
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! endever default faser/torpedo angle (radians). type float.
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*defaultFiringAngle: 0.0
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! starting number of torpedoes for endever
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*maxTorpedoes: 10
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*maxJoviansPerSector: 3
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*maxStarsPerSector: 5
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! probability a sector is masked (percent)
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*maskProbability: 5
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! When the Endever leaps into a new sector, it gets placed at a
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! random location inside that sector. The euclidean distance
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! (in pixels) from this location to the jovians inside the
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! sector is at least this value.
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*minJovianDistance: 150
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! min percent energy needed for endever fasers to work
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*endeverMinFaserEnergy: 10
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! min percent energy for endever warpdrive to work
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*endeverMinWarpEnergy: 20
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! min percent energy for endever ion thrusters to work
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*endeverMinThrustEnergy: 10
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! min percent energy needed for jovian fasers to work
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*jovianMinFaserEnergy: 10
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! min percent energy for jovian warpdrive to work
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*jovianMinWarpEnergy: 20
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! min percent energy for ion thrusters to work
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*jovianMinThrustEnergy: 10
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! Now some "artificial intelligence" parameters for controlling
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! jovian behavior.
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! If the percent energy levels (ie, percent of maximum energy)
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! of the thrusters, warpdrive, fasers and shields of a jovian
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! drop to levels less than the respective "retreat" energies
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! given below, then the jovian will exit the battle scene with
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! probability (given as a percent)
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! jovianRetreatProbability. jovianRetreatSpeed (type float) is
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! the average rate (movements/sec) at which the jovian retreats
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! toward the sector edge. Thus if jovianRetreatSpeed is 1.4,
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! then a fleeing jovian will make a movement toward the edge of
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! the sector, on average, once every 1.4 seconds. And if the
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! jovian happens to already be on the edge of the sector, then
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! the jovian will leap to a different sector (if its warpdrive
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! energy is adequate) after a pause of 1.4 seconds on average.
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*jovianThrustRetreatEnergy: 30
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*jovianWarpRetreatEnergy: 40
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*jovianFaserRetreatEnergy: 30
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*jovianShieldRetreatEnergy: 40
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*jovianRetreatProbability: 50
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*jovianRetreatSpeed: 1.0
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! If the endever or a base being raided is in the same sector as
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! a jovian, then the jovian moves or shoots (on average) every
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! jovianMaxFightFrequency seconds in the highest skill level of
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! the game and every jovianMinFightFrequency seconds in lowest
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! skill level. Fight frequencies for the other skill levels are
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! interpolated linearly between jovianMinFightFrequency and
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! jovianMaxFightFrequency. These resources are type "float".
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*jovianMaxFightFrequency: 1.5
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*jovianMinFightFrequency: 3.5
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! When a sector contains a base and a jovian, but not the
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! endever, then there is a possibility of an attack or "raid" on
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! the base. These resources are the average time in seconds
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! before some jovian somewhere in the universe launches a raid
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! on a base. jovianMaxRaidFrequency is for the highest skill
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! level, jovianMinRaidFrequency is for the lowest skill
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! level. Values for other skill levels are interpolated linearly
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! between these extremes. These resources are type "float".
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*jovianMaxRaidFrequency: 40.0
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*jovianMinRaidFrequency: 400.0
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! If a jovian is in a sector containing neither a base nor the
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! endever, then there is a possibility of the jovian leaping to
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! a different sector. These resources are the average number of
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! seconds until some jovian somewhere in the universe leaps to a
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! sector containing a base or the
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! endever. jovianMaxLeapFrequency is for the highest skill level
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! and jovianMinLeapFrequency is for the lowest skill
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! level. Values for the other skill levels are interpolated in
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! between these extremes. These resources are type "float".
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*jovianMaxLeapFrequency: 40.0
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*jovianMinLeapFrequency: 400.0
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! key bindings for the endever
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*widget.translations: #replace \n\
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<Expose>: expose() \n\
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<Key>KP_Up: move(up) \n\
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<Key>KP_Down: move(down) \n\
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<Key>KP_Left: move(left) \n\
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<Key>KP_Right: move(right) \n\
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<Key>Up: move(up) \n\
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<Key>Down: move(down) \n\
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<Key>Left: move(left) \n\
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<Key>Right: move(right) \n\
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<Key>space: mission(start) sector() \n\
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<Key>1: input() scanner() \n\
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<Key>2: input() summary() \n\
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<Key>3: input() leap() \n\
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<Key>4: input() shields() \n\
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<Key>5: input() fasers() \n\
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<Key>6: input() torpedoes() \n\
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<Key>7: input() selfdestruct() \n\
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<Key>8: input() \n\
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<Key>9: input() \n\
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<Key>0: input() \n\
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<Key>-: input() \n\
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<Key>Return: endinput() \n\
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<Key>BackSpace: backspace() \n\
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<Key>n: orientation(next) replay(no) \n\
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<Key>o: mission(orient) \n\
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<Key>p: orientation(prev) pause() \n\
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<Key>q: orientation(quit) \n\
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<Key>y: replay(yes)
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! end app-defaults
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@ -1,3 +1,18 @@
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config() {
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NEW="$1"
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OLD="$(dirname $NEW)/$(basename $NEW .new)"
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# If there's no config file by that name, mv it over:
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if [ ! -r $OLD ]; then
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mv $NEW $OLD
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elif [ "$(cat $OLD | md5sum)" = "$(cat $NEW | md5sum)" ]; then
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# toss the redundant copy
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rm $NEW
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fi
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# Otherwise, we leave the .new copy for the admin to consider...
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}
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config etc/X11/app-defaults/XSpacewarp.new
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if [ -x /usr/bin/update-desktop-database ]; then
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/usr/bin/update-desktop-database -q usr/share/applications >/dev/null 2>&1
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fi
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@ -4,21 +4,21 @@
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# Time Trek - like game for X Window System
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# Written by Niels Horn <niels.horn@gmail.com>
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# Revision date: 2010/06/01
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# Revision date: 2010/09/11
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# man-page and app-defaults files by Luis Henrique <lmello.009@gmail.com>
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PRGNAM=xspacewarp
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VERSION=${VERSION:-1.2b}
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BUILD=${BUILD:-1}
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BUILD=${BUILD:-2}
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TAG=${TAG:-_SBo}
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SRCVERSION=$(echo $VERSION | cut -b -3)
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# Automatically determine the architecture we're building on:
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if [ -z "$ARCH" ]; then
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case "$( uname -m )" in
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i?86) ARCH=i486 ;;
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arm*) ARCH=arm ;;
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# Unless $ARCH is already set, use uname -m for all other archs:
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*) ARCH=$( uname -m ) ;;
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esac
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fi
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@ -69,6 +69,18 @@ make install BINDIR=/usr/games DESTDIR=$PKG
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find $PKG | xargs file | grep -e "executable" -e "shared object" | grep ELF \
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| cut -f 1 -d : | xargs strip --strip-unneeded 2> /dev/null || true
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mkdir -p $PKG/usr/share/{applications,pixmaps}
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cat $CWD/$PRGNAM.desktop > $PKG/usr/share/applications/$PRGNAM.desktop
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cat $CWD/$PRGNAM.png > $PKG/usr/share/pixmaps/$PRGNAM.png
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# Install X app-defaults
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mkdir -p $PKG/etc/X11/app-defaults
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cat $CWD/XSpacewarp > $PKG/etc/X11/app-defaults/XSpacewarp.new
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# Put man-page in package
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mkdir -p $PKG/usr/man/man6
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cat $CWD/xspacewarp.man | gzip -9 > $PKG/usr/man/man6/xspacewarp.6.gz
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mkdir -p $PKG/usr/doc/$PRGNAM-$VERSION
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cp -a \
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CHANGES INSTALL \
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@ -76,10 +88,6 @@ cp -a \
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cat $CWD/xspacewarp-1.2.README > $PKG/usr/doc/$PRGNAM-$VERSION/README
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cat $CWD/$PRGNAM.SlackBuild > $PKG/usr/doc/$PRGNAM-$VERSION/$PRGNAM.SlackBuild
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mkdir -p $PKG/usr/share/{applications,pixmaps}
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cat $CWD/$PRGNAM.desktop > $PKG/usr/share/applications/$PRGNAM.desktop
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cat $CWD/$PRGNAM.png > $PKG/usr/share/pixmaps/$PRGNAM.png
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mkdir -p $PKG/install
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cat $CWD/slack-desc > $PKG/install/slack-desc
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cat $CWD/doinst.sh > $PKG/install/doinst.sh
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@ -1,10 +1,8 @@
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PRGNAM="xspacewarp"
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VERSION="1.2b"
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HOMEPAGE="http://ftp.x.org/contrib/games/xspacewarp-1.2.README"
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DOWNLOAD="http://ftp.x.org/contrib/games/xspacewarp-1.2.tar.gz \
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http://ftp.x.org/contrib/games/xspacewarp-1.2.README"
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MD5SUM="54aa93eb6fd3d7fa396fc47ddf3ffd15 \
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2ada097ae26285e710f2e4976744e7cf"
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DOWNLOAD="http://ftp.x.org/contrib/games/xspacewarp-1.2.tar.gz"
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MD5SUM="54aa93eb6fd3d7fa396fc47ddf3ffd15"
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DOWNLOAD_x86_64=""
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MD5SUM_x86_64=""
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MAINTAINER="Niels Horn"
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35
games/xspacewarp/xspacewarp.man
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35
games/xspacewarp/xspacewarp.man
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.TH XSPACEWARP 6 "July 26, 2010"
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.SH NAME
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xspacewarp -\ Time Trek like game for X Window System
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.SH SYNOPSIS
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.B xspacewarp
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[
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.I X options
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]
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.SH DESCRIPTION
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In \fBxspacewarp\fP the player maneuvers a Federation spaceship,
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called the Endever, through 81 sectors of space trying to
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destroy an Armada of enemy Jovian ships before they destroy the
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all the Federation bases. To accompish this task, the Endever
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has fasers, ion thrust engines, warpdrive for jumping between
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sectors, a limited number of photon torpedoes, and a finite
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store of energy which gets depleted during battles and must be
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replenished by docking with the bases. The game has no time
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limit and has a choice of 10 skill levels.
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.P
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Ported to X from a game originally written for the TRS-80 in 1977.
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.SH OPTIONS
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.B xspacewarp
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only takes default \fIX options\fR, see X(7) for more details.
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.SH FILES
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You can modify pratically every single variable of the game by
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making a copy of \fI/etc/X11/app-defaults/XSpacewarp\fR into your
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home directory and tweaking it accordingly.
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.SH SEE ALSO
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X(7)
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.SH CREDITS
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Joshua Lavinsky - original TRS-80 program (1977)
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.br
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Greg Walker - X11 port (12/22/95)
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.br
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Niels Horn - adaptation for modern gcc compilers (05/14/10)
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