Overview
Comment: | Improve documentation, including game playing documentation. |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
2139f8602e2f6a87f5b56227d962514d |
User & Date: | user on 2021-09-27 21:22:55 |
Other Links: | manifest | tags |
Context
2021-09-28
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21:54 | More improvements of documentation of game/editor check-in: 8d8766182a user: user tags: trunk | |
2021-09-27
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21:22 | Improve documentation, including game playing documentation. check-in: 2139f8602e user: user tags: trunk | |
2021-09-26
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22:10 | Add edit.doc (documentation of level editor) check-in: 887efd70b0 user: user tags: trunk | |
Changes
Modified README from [681b1e8bac] to [95780c926f].
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107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | codepage.har file. * commandline.doc: Describes the command-line arguments. The man page also describes the command-line arguments, although the commandline.doc file has a more elaborate description. * config.doc: Describes the configuration options for Free Hero Mesh. * export.doc: The level export format is described in this file; it can be used for importing as well as exporting. * man6/heromesh.6: Man page; includes information about command-line arguments, environment variables, and link to further documentation. (You should install this in your man pages directory.) * man6/heromesh.str: Must be installed in the same directory as the man6/heromesh.6 file. The distributor should change this to point to | > > > > | 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 | codepage.har file. * commandline.doc: Describes the command-line arguments. The man page also describes the command-line arguments, although the commandline.doc file has a more elaborate description. * config.doc: Describes the configuration options for Free Hero Mesh. * edit.doc: Describes the use of the level editor. * export.doc: The level export format is described in this file; it can be used for importing as well as exporting. * game.doc: Describes the game play and the controls for the game play. * man6/heromesh.6: Man page; includes information about command-line arguments, environment variables, and link to further documentation. (You should install this in your man pages directory.) * man6/heromesh.str: Must be installed in the same directory as the man6/heromesh.6 file. The distributor should change this to point to |
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Modified edit.doc from [49d82cfe2e] to [5d5430cc4e].
1 2 | This file describes the Free Hero Mesh level editor. This file describes them in terms of the default key/mouse bindings; if they have been changed, | | | 1 2 3 4 5 6 7 8 9 10 | This file describes the Free Hero Mesh level editor. This file describes them in terms of the default key/mouse bindings; if they have been changed, then some of the things mentioned in this file might not apply. Each level consists of the following: * Level title: Push CTRL+T to edit it. It may contain one or more lines of text and may contain formatting codes too. During the game, CTRL+T will display this text (which you can use for whatever purposes you want to: the author's name, commentary, hints, etc). |
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44 45 46 47 48 49 50 51 52 53 54 55 56 57 | the Density variable of the class; see class.doc for details). * Objects: The level contains objects, each of which is at a specific position in either of the two worlds; see below for more about objects. Of the above, the level title, order number, ID number, and version number have no effect on the game rules; class codes cannot access them. === Object placement/MRU === On the left side of the screen is the MRU list. Each MRU consists of a class, image of that class, Misc values, and Dir value. If the Misc values are not all zero, then * is displayed next to the MRU icon. | > > > > | 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 | the Density variable of the class; see class.doc for details). * Objects: The level contains objects, each of which is at a specific position in either of the two worlds; see below for more about objects. Of the above, the level title, order number, ID number, and version number have no effect on the game rules; class codes cannot access them. IMPORTANT NOTE: Saving the levels here will only save them in the user cache database, not to the puzzle set file. To save them to the puzzle set file, you must invoke heromesh -f to flush the user cache. === Object placement/MRU === On the left side of the screen is the MRU list. Each MRU consists of a class, image of that class, Misc values, and Dir value. If the Misc values are not all zero, then * is displayed next to the MRU icon. |
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136 137 138 139 140 141 142 143 144 145 146 147 148 149 | * Push numbers on number pad to set direction. You can also push the + and - on number pad to adjust direction. * Push F1 or G to display the (Help) text for this class. * Push F2 or H to display the (EditorHelp) text for this class. === Summary of default key/mouse bindings === Keyboard: CTRL+G Go to level (won't auto save) CTRL+N Add new level (after last one) | > > > > > > > > > > > > > > > > > | 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 | * Push numbers on number pad to set direction. You can also push the + and - on number pad to adjust direction. * Push F1 or G to display the (Help) text for this class. * Push F2 or H to display the (EditorHelp) text for this class. === Import/export === You can import/export levels. Push F1 to import, and then at the prompt, type a operating system shell command which produces the level text in the exported format (in X window system, type "xclip -o" to import from the primary selection; you will need to install xclip to use this). Push F2 to export, and then at the prompt, type a operating system shell command which will accept the level text as input (in X window system, type "xclip" to export to the primary selection; you will need to install xclip to use this). See export.doc for the file format. === Summary of default key/mouse bindings === Keyboard: CTRL+G Go to level (won't auto save) CTRL+N Add new level (after last one) |
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Modified export.doc from [39ee704f6d] to [9602e574ee].
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66 67 68 69 70 71 72 | A class name has $ at first. A message name will start with # if it is a user-defined message, or will have no prefix if it is a standard message. A reference to a level string starts with % and is then the number. | | | 66 67 68 69 70 71 72 73 74 75 | A class name has $ at first. A message name will start with # if it is a user-defined message, or will have no prefix if it is a standard message. A reference to a level string starts with % and is then the number. None of the misc values are written with spaces inside the value, although there are spaces around the value. |
Added game.doc version [4bbf0db7e8].
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 | This file describes the controls for playing the game of Free Hero Mesh. This file describes them in terms of the default key/mouse bindings; if they have been changed, then some of the things mentioned in this file might not apply. The grid of objects is displayed in the right half of the screen, and the left side can be toggled (by pushing the TAB key) between displaying the replay list and displaying the inventory. See the below section about the margin area for more details. Play by pushing the keys for this game (normally, the arrows are used to move the player object; sometimes diagonals are also allowed, in which case the number pad can be used if num lock is off). This game does not depend on timing or randomness; you have as much time as you want to decide your next move. You can also rewind and replay moves; see the below section for details. The goal of this game depends on the specific puzzle set being played. In Hero Hearts, you have to catch all Hearts and then reach the Exit. In the left margin will display the win/lose state of the game. There are two features for helping you: If you click on any object with the middle button, help text is displayed with a description of that object. If you click with the right button, a list of objects at that location is displayed, and you can then view all variables of that object. You can push the ESC key to restart a level. You can also push the plus and minus on the number pad to skip levels, or CTRL+G allows you to access a specific level directly by its order number. Push CTRL+T to display the level title. === Margin area === At the top of the screen on the left side is displayed the numbers: the order number, the ID number, the version number, and the code number, in that order. Below that is the grid dimensions, and then the coordinates of where the mouse arrow is pointing at (if any). The level order number is red if you have not solved the level, green if you have solved the level, or yellow during the solution replay. There are two modes of the display, either the replay list or the inventory list. The replay list displays the blue current move number (initially zero), and below that will be the part of the move list, and the total number of recorded moves on the bottom (which will be green during the solution replay mode). The current move is marked by yellow ~~ mark, and the marked move is marked by purple ~~ mark. The inventory list displays the icons of the inventory items, with their number next to each one. Some puzzle sets will display information here such as which keys you have. === Replay and solutions === When you play moves, they are automatically recorded in the replay list. The replay list is saved with each level even when you access a different level, and is saved in the user cache database even if you quit and then run Free Hero Mesh again later. You can click on the replay list to rewind/advance to the specified move; you can also use the keys F1, F2, F3, F4 to replay a specified number of moves (1, 10, 100, or 1000), or the same keys with SHIFT to rewind that number of moves. You can set a mark by pushing F5. You can then push F6 or F7 to rewind or replay up to this point. The marks are also saved with each level and is saved in the user cache database too. You can also import/export move lists. Push CTRL+I to import or CTRL+X to export, and at the prompt type the operating system command which will send the move list to stdout or receive the move list from stdin, for example if you want the file called "Movelist" then you can type "cat Movelist" to read that file or "cat > Movelist" to write to that file. Push F8 to toggle solution replay. During solution replay, you cannot play your own moves, but can still rewind/replay as noted above, and you can push ALT+P for slow replay. During the slow replay, you can pause it by pushing ALT+P again, and you can push ALT+[ and ALT+] to adjust speed. If you solve a level yourself, you can push CTRL+S to record the solution. The solution will be recorded in the puzzle set once the user cache is flushed as described below. IMPORTANT NOTE: Saving the solutions here will only save them in the user cache database, not to the puzzle set file. To save them to the puzzle set file, you must invoke heromesh -f to flush the user cache. The local replay list and mark will not be saved in the puzzle set though; they are local to the user account. === Summary of default key/mouse bindings === (Below, "KP" means the "key pad" or "number pad".) Keyboard: CTRL+D Describe by keyboard CTRL+E Level editor CTRL+G Go to level CTRL+I Import move list CTRL+Q Quit CTRL+S Save solution CTRL+T Display level title CTRL+X Export move list F1 Replay 1 move F2 Replay 10 moves F3 Replay 100 moves F4 Replay 1000 moves SHIFT+F1 Rewind 1 move SHIFT+F2 Rewind 10 moves SHIFT+F3 Rewind 100 moves SHIFT+F4 Rewind 1000 moves F5 Set mark F6 Rewind to mark F7 Replay to mark F8 Toggle solution replay F10 SQL queries ESCAPE Restart level TAB Toggle inventory/replay display KP ENTER Restart level KP + Next level KP - Previous level SHIFT+KP + Last level SHIFT+KP - Previous level ALT+G Inspect globals ALT+P Begin slow replay ALT+[ Increase slow replay speed ALT+] Decrease slow replay speed Mouse (in grid): MIDDLE Describe topmost object RIGHT Inspect objects (main world) SHIFT+RIGHT Inspect objects (bizarro world) |