Index: README ================================================================== --- README +++ README @@ -109,13 +109,17 @@ * 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.) Index: edit.doc ================================================================== --- edit.doc +++ edit.doc @@ -1,8 +1,8 @@ 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 things mentioned in this file might not apply. +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 @@ -46,10 +46,14 @@ * 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 @@ -138,10 +142,27 @@ * 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: Index: export.doc ================================================================== --- export.doc +++ export.doc @@ -68,8 +68,8 @@ 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. -Nine of the misc values are written with spaces inside the value, although +None of the misc values are written with spaces inside the value, although there are spaces around the value. ADDED game.doc Index: game.doc ================================================================== --- /dev/null +++ game.doc @@ -0,0 +1,139 @@ +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) + +