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XBOING(6)							     XBOING(6)

NAME
       xboing - An X Window System based blockout clone. V2.4

SYNOPSIS
       xboing  [-version]  [-usage]  [-help]  [-sync] [-display <displayName>]
       [-speed <1-10>] [-scores] [-keys] [-sound]  [-setup]  [-nosfx]  [-grab]
       [-maxvol	 <1-100>] [-startlevel <1-MAXLEVELS>] [-usedefcmap] [-nickname
       <name>] [-noicon]

	      -speed <n>	 - The game speed, 1 - 9. 9=Fast
	      -maxvol <n>	 - The maximum volume as percentage
	      -startlevel <n>	 - The starting level for game
	      -help		 - Produce this help message
	      -sync		 - Turn on X synchronisation
	      -usage		 - Print a brief help message
	      -version		 - Print out the current version
	      -scores		 - Print out current highscores
	      -keys		 - Use keys instead of mouse control
	      -sound		 - Turn audio ON for game
	      -setup		 - Print setup information
	      -nosfx		 - Turn off special effects
	      -grab		 - Turn pointer grabbing on
	      -usedefcmap	 - Use the default colourmap
	      -nickname <name>	 - Use nickname instead of real one
	      -noicon		 - Do not create a custom icon
	      -display <display> - Set the display for the game

DESCRIPTION
       XBoing is a blockout type game where you have a paddle which  you  con‐
       trol  to	 bounce	 a  ball around the game zone destroying blocks with a
       proton ball.

       Each block carries  a  different	 point	value.	The  more  blocks  you
       destroy, the better your score. The person with the highest score wins.

       The  arena  is  filled with blocks and other objects. You have a paddle
       that can move from left to right at the bottom of the arena.  You  con‐
       trol  the  paddle  so  that  the	 proton ball bounces around blowing up
       blocks and that it does not go past the paddle and out the bottom, much
       like a pinball game.

       You  may like to check out my WWW Home Page for XBoing at the following
       URL http://www.catt.rmit.edu.au/xboing/xboing.html

BLOCK TYPES
       The blocks exhibit different behaviour. The bomb block  when  hit  will
       explode	all  other blocks around it. You will score the points for the
       blocks exploded by the bomb. If another bomb is beside it then it  will
       explode	also  causing  a chain reaction. The solid wall brick will not
       explode unless next a bomb. The ammunition block	 will  give  you  four
       bullets	and so on. Special blocks such as reverse and machine gun will
       only last for one ball/level.

       There is also a unlimited ammo block that will  enable  unlimited  ammo
       for that level. You will always have bullets to shoot with. Cool.

       There  are  random  blocks that change their colour and therefore their
       points every now and then. They add a bit of interest to the levels.

       There is a pirate symbol that will kill your ball if touched.  You  can
       shoot this block 3 times to kill it. Keep away from the Death block, it
       terminates your ball!

       The walls off block will turn the wall bounce off on both the left  and
       right  side  of	the arena. This will mean the ball will not bounce off
       the walls but continue through the wall and wrap around to the opposite
       side respectively.

       The  extra time block will add an extra 20 seconds to the clock to help
       you out.

       The reverse block will when hit, reverse the controls  to  the  paddle.
       This  block should be avoided as it makes the game really hard. Hitting
       another reverse while already in reverse mode will turn	it  off.  This
       control mode is reset to normal for each new ball.

       The teleport block will teleport the ball somewhere else on that level.
       It will not place you too close to the  bottom  of  the	screen	or  on
       another block. If the teleport cannot teleport the ball anywhere as the
       board may be full - it will teleport your ball to the paddle and	 shoot
       it off there.

       The sticky paddle block will stick the ball to your paddle each time it
       is hit and wait until you press fire to shoot it off again.

       Some blocks will drop from their starting positions and head  off  down
       the  screen  until they nearly hit your paddle. These are normal blocks
       except they move... They will not clobber an  existing  block  or  move
       into  a	ball. Note that their score will decrease as the move down the
       screen!! Get in early I suspect.

       There is a roaming dude that just roams around the arena. It has	 logic
       to  stop it bouncing into something and will not roam off screen! It is
       worth a few hundred points and must be killed.

       There is a machine gun block that allows you to shoot much faster. Note
       that  you  will	also use your bullets at a greater rate. Can be fun to
       let off a burst every now and then. Erases counter blocks very fast.

       An extra ball symbol may appear and when hit by a proton ball  it  will
       give you an extra ball!

       There  is  a  shrink  paddle  block  that  will shrink your paddle to a
       smaller size for the level. If you currently have the  smallest	paddle
       then it has no effect.

       There  is  also	an  expand paddle block that will grow you paddle to a
       larger size for the level. If you currently  have  the  largest	paddle
       then it has no effect.

       You  can	 use  the bullets to shoot the last pesky blocks or to collect
       lots of bonus coins. You will be given  4  bullets  when	 a  new	 level
       starts.	If  you	 lose  a ball you will be given a token 2 bullets. Use
       bullets wisely as you will hate yourself when there is one  brick  left
       and the ball is missing it for ever.

       Throughout  the	game  the  bonus  coins will appear. Collect these for
       bonus points awarded when the level is finished. Sometimes the coin may
       appear  as  a x2 or x4 symbol which will indicate that the scoring from
       then onwards will be multiplied by 2 or 4 respectively.	Note:  if  you
       get  a  x2  then x4 then x2 you will go back to x2 mode. Also note that
       this x2 or x4 mode will be disabled after each ball death.

       Also during the game some special  blocks  will	appear	like  reverse,
       death,  extra ball, etc. and then disappear like the bonus coins. These
       blocks behave like normal but will disappear.

       Sometimes a little eye dude will walk across the top and if shot or hit
       by the ball will earn you 10000 points! He will only walk across if the
       top row is clear.

       If you collect more than 10 bonuses during a level the killer  mode  is
       activated which will turn the ball red and the ball will plough through
       all blocks except the solid ones and finish the level very quickly.

       The bonus screen will tell you how you went in  the  last  level.  Your
       bonuses	will  be  added	 plus  the bullet and level bonus. You get 500
       points for each bullet not used. You get 3000 points for each bonus and
       if  you get more than 8 bonuses you get a SUPER BONUS of 50,000 points.
       You also receive a new ball every 100,000 points. Pressing  space  will
       skip  the bonus animations when the bonus screen appears and your bonus
       points will still be added.

       Like the special popup blocks you may see a dynamite  block  that  will
       when  hit  kill	all  other  blocks of the same type. Pretty good block
       really.

       There is a level timer that counts down while playing  each  level.  If
       you  don't complete the level in the allotted time you will not receive
       the time bonus which is 100 points per second remaining. You will  miss
       out on the level bonus if your time runs out.

       The  ball  will be automatically shot off the paddle after about 5 sec‐
       onds unless you press the space bar. You can always press `P' to	 pause
       the game.

       If  the	ball gets stuck in an infinite loop it will automatically tilt
       the board if the ball hasn't hit the paddle after a certain time	 span.
       The time span is about 8 seconds I think.

       When you get a new ball you will see a small red arc with a moving yel‐
       low dot go from left to right and back again. This yellow dot  indcates
       the direction of the ball when you start it.

       XBoing was started like many other projects to learn Xlib better. I had
       the XPM library and was already using it	 in  a	Motif  application.  I
       thought	that  it would be cool to have nice colour pictures/animations
       in an Xlib game. So I did. Without the XPM library  I  would  be	 still
       playing with the colours I think.

OPTIONS
       The  speed  option  will	 adjust the speed of the overall game. It will
       except integer numbers between 1 and 9. The speed of the	 game  can  be
       changed	from  within  the  game as well. See Game Control. The default
       value is warp 3.

       The maxvol option allows you to adjust the maximum volume  to  be  used
       for the sound effects if sound is supported. It doesn't mean all sounds
       will be this volume but they will use that volume as the top volume  to
       scale against.

       The  startlevel	option	allows	you to set the starting level for your
       games. Note that when your score is placed in the highscore  table  the
       level number is the number of levels completed and not the level number
       attained. Also, in the bonus screen your level bonus will be the number
       of  levels  completed  multiplied  by the level bonus value and not the
       current level number! Unless this option is used the first  level  will
       always be level one.

       The  help  option  will display a brief one line description of all the
       command line options used with xboing.

       The sync option will turn on the X Window System synchronisation of all
       Xlib  calls  which  means  that	all  calls are flushed by the X server
       before continuing. This will cause the game to become slower but enable
       some debugging. The default is OFF.

       The  usage  option  will print a very brief synopsis of all the command
       line options and there value ranges.

       The version option prints the version of xboing that you are running.

       The scores option will print both the roll of honour and your  personal
       best  scores to standard out. This can be useful if you are not running
       the program on an X window display and  still  want  to	see  what  the
       scores are.

       The  keys  option will enable the use of the keyboard for game control.
       Within the game you may press <g> to toggle between mouse and key  con‐
       trol. The default is MOUSE control.

       The  sound option will enable sound to be turned on if possible. Within
       the game you may press <s> to toggle sound on or off.  The  default  is
       OFF.

       The  setup option is useful when you have just compiled the program. It
       will display the paths of the level & sound directories and  also  give
       you some information on other things.

       The  nosfx  option will turn OFF special effects. The special effect in
       question at this stage is the explosion	shake.	Turning	 it  off  will
       speed  the  game	 up  a	little bit. The default is ON. Servers without
       backing store will have it turn off automatically  as  the  shaking  is
       shocking.

       The  grab  option  will	tell xboing to grab the mouse pointer when the
       game is visible. Pointer grabbing has the effect of stopping  you  move
       the  pointer  outside  the game window. This is useful as it constrains
       the mouse and you don't get colourmap flashes. The default is Off.

       The  usedefcmap	option	will  make  xboing  try	 to  use  the  default
       colourmap.  This	 will  be fine if the default colourmap is reasonabily
       empty (ie: 200 free colour cells!). If you have a  complex  picture  on
       your  background	 then  this  option  will  not work and xboing will be
       unable to allocate enough colours.

       The nickname option allows you to specify a nick name for  you  instead
       of  using your real name found in the password file. This can be useful
       for hiding your identity. Please note that I store the user id  in  the
       highscore  file	and  use that for checking and sorting. You will still
       appear only once in the global highscore table.

       The noicon option will tell xboing not to create a custom icon. This is
       needed  with  some window managers as they only allow a small number of
       colours and the icon uses a quite a few. You may	 not  like  this  icon
       either and want to use your own.

       The display option will force the game to be viewed on another display.
       The format of the display name is <xserver:0.0> like  most  other  pro‐
       grams  where  xserver  is  the name of the display. The default is your
       display of course.

       You may also set three environment variables used by xboing. They spec‐
       ify  the	 location  of  the level files, sounds and the highscore file.
       They are listed below.

       These environment variables will override the settings  that  are  com‐
       piled into the program.

	      XBOING_SCORE_FILE = the highscore file to be used.
	      XBOING_LEVELS_DIR = the directory with the levels.
	      XBOING_SOUND_DIR	= the directory with the sounds.

GAME CONTROL
       Use  the	 mouse	to  move the paddle left and right by moving the mouse
       left and right. All mouse buttons shoot bullets, start ball. The paddle
       will  follow  the mouse pointer. This is the best method and easiest to
       use by far IMHO.

       Below are the keyboard controls. (Non case sensitive)

	      Space   = Start game
	      J	      = Paddle Left
	      K	      = Shoot bullet
	      L	      = Paddle Right
	      Right   = Paddle Right
	      Left    = Paddle Left
	      Escape  = End game and return to introduction.
	      i	      = iconify the game and pause.
	      H	      = View roll of honour.
	      h	      = View personal highscores.
	      p	      = Pause game.
	      d	      = Kill the ball.
	      a	      = Toggle audio on/off.
	      s	      = Toggle special effects on/off.
	      c	      = Cycle through the intro screens.
	      1-9     = Game speed where 9 is fastest.
	      +	      = Increase maximum volume level.
	      -	      = Decrease maximum volume level.
	      t	      = Tilt board bumping ball.
	      z	      = Save current game.
	      x	      = Load saved game.
	      w	      = Set starting level.
	      e	      = Change to level editor.
	      q	      = Quit XBoing.

SAVE/LOAD GAME
       XBoing supports a one level save game facility. Every five  levels  you
       complete	 you  have the ability to save the game once. The game will be
       saved in your home directory in your account. The ability to save  will
       be  indicated by the highlighted word "Save" in the specials area below
       the arena.

       When playing you can press the save key (see GAME CONTROL) and the cur‐
       rent state of the game will be saved. If you save it will overwrite any
       previously saved games. If you had more than 1 saved game it would make
       it too easy IMHO.

       To  load	 a  game  that has been saved you start a normal game and then
       press the load game key. The saved game will appear and you  can	 start
       playing from where you saved.

       Please  note  that  the paddle position and ball position is not saved.
       The paddle will start from where the mouse is and the ball  will	 start
       from the beginning position.

LEVEL EDITOR
       The built in level editor allows you to design your own levels interac‐
       tively. You can simply click on a block type and	 then  draw  into  the
       level  to  add  blocks. The level editor can also let you play test the
       level before saving it.

       To change to the level editor simply press "e" while watching the intro
       screens. The window will grow right a bit and a tool bar will be shown.
       You are now ready to draw away.

       The left mouse button is the draw button while the middle mouse	button
       is  the	eraser.	 You can press the mouse button down and also move the
       mouse to provide continuous drawing until you  release  the  button  in
       both draw and erase modes.

       The  right most most button can be used to find out how much a block is
       worth in points. Simply click on a block in the toolbar or  level  area
       and the score will change to the score for that block.

       You can play test the level. You will have infinite lives and the level
       never finishes. Simply press "p" to enter test mode  and	 "p"  to  exit
       test mode.

       Some  basic editing facilities are available such as flipping the board
       vertically and horizontally and also scrolling 1 block  vertically  and
       horizontally.

       Within the editor there are several keys that can be used.

       Below are the keyboard controls. Case sensitive.

	      q = Exit editor.
	      p = Start/End play test.
	      r = Redraw the level.
	      s = Save the level.
	      l = Load the level.
	      c = Clear the level.
	      t = Change the time bonus.
	      n = Change the level name.
	      v = Flip board vertically.
	      h = Flip board horizontally.
	      V = Scroll 1 block vertically.
	      H = Scroll 1 block horizontally.

Level management is

SCORING
       Note:  Highscores are saved at the end of each game. If you quit a game
       while playing your score will be added to the highscores.

       Each block has a point score. Some blocks such  as  the	counter	 block
       will have more than one score associated with it.

       Each  time  the	paddle	is  hit with the ball your earn 10 points. I'm
       nice.

       There is a death symbol (a pirate) that when hit by a ball will destroy
       your ball. You can shoot them three times to remove them.

       At  the	end of each level you are awarded a level bouns which is level
       <n> x 100 points. So for level 20 you get 20,000 points! If you fail to
       complete	 the  level  in the time allotted you will not receive a level
       bonus.

       XBoing uses two highscore files. One displays the global	 scores	 which
       will be your best score to date. The other is a personal high score ta‐
       ble with all your attempts (stored in your home directory).

       If you obtain the highest score then you will be asked  to  imput  some
       words of wisdom to your fellow game players. This short message is dis‐
       played under the Boing Master's name and is there for all to see.  This
       message is saved with the high score file so watch out if it rude.

	      red = 100
	      blue = 110
	      green = 120
	      yellow = 140
	      tan = 130
	      purple = 150
	      bomb = 50
	      wall = 0
	      roamer = 400
	      drop = row * 100
	      specials = 100
	      ammo = 50 plus bullets
	      counter = 200 (each number).

SOUND SUPPORT
       Xboing  has  support  for  sound.  It  has sound code for the following
       machines :-

       HP, SUN, NetAudio, LINUX & NetBSD PC Soundblaster, RPLAY sound  system,
       and DEC Audiofile.

       Most support and use the .au format sound files. The linux version just
       sends the data down to the audio device which may cause slight clicking
       sounds  due  to	the  audio file header. Future versions of xboing will
       support other machines if patches are sent to me	 or  if	 I  learn  the
       sound  format. I am not going to have heaps of converted files all over
       the place in different formats as the archive would be HUGE.

LEVELS
       The levels are not increasingly harder to play - some are but some  are
       easy. This is because it takes ages to create and design levels.

       The  level data is specified in a simple ASCII file that can be edited.
       The levels are loaded when required from the directory  specified  when
       the game was made.

       You can create more levels if you like making sure that they are in the
       correct format and that they have a correct filename.

       Copy newlevel.data to level??.data and use that for the editing of  new
       levels.

       The  format  of	the  level  is	shown in the newlevel.data file in the
       source distribution in the levels directory.

       Make sure you have a level title and a time bonus in seconds.

       level format: (case sensitive)

	      w = wall block
	      r = red block
	      g = green block
	      b = blue block
	      t = tan block
	      p = purple block
	      y = yellow block
	      X = Bomb
	      B = Ammo
	      c = Unlimited Ammo
	      D = Death
	      R = Reverse
	      H = Teleport
	      L = Extra ball
	      M = Machine Gun
	      W = Walls off
	      ? = Random block
	      d = Drop Block
	      + = Roaming dude
	      m = Multiple balls
	      s = sticky block
	      < = Shrink paddle block
	      > = Grow paddle block
	      T = Extra Time block

NOTES
       I will place all new  versions  of  XBoing  in  /contrib	 on  the  site
       ftp.x.org.  I will post an announcement of the new release in the news‐
       group comp.windows.x.

REDISTRIBUTION
       XBoing - An X11 blockout style computer game

       (c) Copyright 1993-1997, Justin C. Kibell, All Rights Reserved

       The X Consortium, and any party obtaining a copy of  these  files  from
       the X Consortium, directly or indirectly, is granted, free of charge, a
       full and unrestricted irrevocable, world-wide, paid  up,	 royalty-free,
       nonexclusive  right and license to deal in this software and documenta‐
       tion files (the "Software"), including without limitation the rights to
       use,  copy, modify, merge, publish, distribute, sublicense, and/or sell
       copies of the Software, and to permit persons who receive  copies  from
       any  such  party	 to do so.  This license includes without limitation a
       license to do the foregoing actions under any patents of the party sup‐
       plying this software to the X Consortium.

       In  no  event shall the author be liable to any party for direct, indi‐
       rect, special, incidental, or consequential damages arising out of  the
       use of this software and its documentation, even if the author has been
       advised of the possibility of such damage.

       The author specifically disclaims any warranties,  including,  but  not
       limited to, the implied warranties of merchantability and fitness for a
       particular purpose.  The software provided hereunder is on an  "AS  IS"
       basis,  and  the	 author has no obligation to provide maintenance, sup‐
       port, updates, enhancements, or modifications.

AUTHOR
	     Justin C. Kibell - Systems Programmer/System Administrator
		CATT Centre RMIT - Melbourne - Victoria - Australia.
			     email: jck@catt.rmit.edu.au
	      SnailMail: PO BOX 260, Eltham, Victoria, Australia, 3095

			      Computer Science Graduate
		   Royal Melbourne Institute of Technology (RMIT)
				      Australia

BUGS
       See README documents in source distribution for list of	bugs  and  bug
       fixes.

       Mail all bug reports/suggestions to jck@catt.rmit.edu.au specifying the
       version and machine type you are using. Use 'uname -a' to  explain  the
       machine type. Please note the version of X11 that you have installed as
       well, ie: X11R6, X11R5, X11R4, etc.

       Please read all documentation before asking for help - only fair.

X Version 11			 November 1996			     XBOING(6)
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