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  1. <html>
  2. <head><meta charset=utf-8/>
  3. <title>pingus - A puzzle game where you have to save penguins</title></head>
  4. <body><pre>
  5. pingus (6) User Commands pingus (6)
  6. NAME
  7. pingus - A puzzle game where you have to save penguins
  8. SYNOPSIS
  9. pingus [OPTION]... [FILE]
  10. DESCRIPTION
  11. Pingus is a side-scrolling puzzle game where the player has to guide a
  12. group of penguins from the entrance of a level to the exit, in between
  13. the path is blocked by numerous obstacles and dangers that the player has
  14. to overcome by assigning actions to the penguins.
  15. OPTIONS
  16. GENERAL OPTIONS
  17. -h, --help
  18. Displays this help
  19. -V, --version
  20. Print version number and exit
  21. -v, --verbose
  22. Enable info level log output
  23. -D, --debug
  24. Enable debug level log output
  25. -Q, --quiet
  26. Disable all log output
  27. DISPLAY OPTIONS
  28. -w, --window
  29. Start in Window Mode
  30. -f, --fullscreen
  31. Start in Fullscreen
  32. -r, --renderer=RENDERER
  33. Use the given renderer, defaults to sdl. Available renderers are:
  34. sdl A simple software renderer based on SDL, this is the de&#8208;
  35. fault and the safest options.
  36. opengl The OpenGL renderer will use hardware acceleration to ren&#8208;
  37. der the graphics, it is much faster then the SDL renderer
  38. and recommended when the hardware supports OpenGL.
  39. delta The delta renderer uses SDL for rendering and doesn&apos;t use
  40. hardware acceleration, it will however try to increase ren&#8208;
  41. dering performance by only re rendering screen elements
  42. that have changed. Using the delta renderer will disable
  43. some effects such as scrolling background to allow maximum
  44. benefits.
  45. -g, --geometry=WIDTHxHEIGHT
  46. Set the window resolution for pingus (default: 800x600). Note that
  47. --geometry only applies to the window resolution, for the
  48. fullscreen resolution use --fullscreen-resolution
  49. -R, --fullscreen-resolution=WIDTHxHEIGHT
  50. Set the resolution used in fullscreen mode (default: 800x600)
  51. --software-cursor
  52. Enable software cursor
  53. &#12; GAME OPTIONS
  54. --no-auto-scrolling
  55. Disable automatic scrolling. Automatic scrolling will cause the
  56. screen to scroll whenever the mouse reaches the border of the
  57. screen. Automatic scrolling will only be active in fullscreen mode
  58. or when mouse-grab is enabled.
  59. --drag-drop-scrolling
  60. Enable drag&apos;n drop scrolling. By default Pingus will use a rubber-
  61. band scrolling where the scroll speed depends on how far away the
  62. cursor is from the position when the mouse button has been
  63. clicked. In drag&amp;drop mode scrolling will behave more like in tra&#8208;
  64. ditional GUI applications such as Gimp, where clicking the scroll
  65. button will &apos;pick up&apos; the playfield and allow to move it around
  66. till it is released again.
  67. SOUND OPTIONS
  68. -s, --disable-sound
  69. Disable sound
  70. -m, --disable-music
  71. Disable music
  72. LANGUAGE OPTIONS
  73. -l, --language=LANG
  74. Select language to use with Pingus
  75. --list-languages
  76. List all available languages
  77. EDITOR OPTIONS
  78. -e, --editor
  79. Loads the level editor
  80. DIRECTORY OPTIONS
  81. -d, --datadir=DIR
  82. Load game datafiles from DIR
  83. -u, --userdir=DIR
  84. Load config files and store savegames in DIR
  85. -a, --addon=DIR
  86. Load game modifications from DIR. Files in DIR will be used in&#8208;
  87. stead of the files in found in the main datadir of Pingus, thus
  88. allowing to modifications, such as sprites replacements, addition&#8208;
  89. al levels, etc. to the game, without changing the main data files.
  90. --no-cfg-file
  91. Don&apos;t read ~/.pingus/config
  92. -c, --config=FILE
  93. Read config from FILE
  94. --controller=FILE
  95. Uses the controller given in FILE
  96. DEBUG OPTIONS
  97. --developer-mode
  98. Enables some special features for developers
  99. -t, --speed=SPEED
  100. Set the game speed (0=fastest, &gt;0=slower)
  101. -k, --fps=FPS
  102. Set the desired game framerate (frames per second)
  103. --tile-size=INT
  104. Set the size of the map tiles (default: 32)
  105. &#12;KEYBOARD SHORTCUTS
  106. GAMEPLAY
  107. All gameplay related keyboard shortcuts are configurable via a controller
  108. config file, see --controller and controller/default.scm.
  109. W, A, S, D
  110. Scroll in the level
  111. Space Hold to ast-forward
  112. P, R Pause the game.
  113. S, F Advance the game by a single frame.
  114. Backspace
  115. Activate armageddon.
  116. Escape Leave the current screen/level.
  117. ENGINE
  118. F10 Show/hide the FPS counter.
  119. AltReturn, F11
  120. Switch to fullscreen/window mode.
  121. Ctrlg Toggle mouse grab, when active, the mouse can not leave the win&#8208;
  122. dow.
  123. Ctrlo, F5
  124. Show the option menu.
  125. F12 Make a screenshot. Screenshots are stored in ~/.pingus/screen&#8208;
  126. shots/.
  127. Ctrlm Toggle the developer mode, see --developer-mode
  128. c (only in developer-mode)
  129. Show the collision map overlayed over the regular groundmap.
  130. k (only in developer-mode)
  131. Clear the screen for delta mode debugging.
  132. ACTIONS
  133. Basher The Basher will to a horizontal dig, leaving behind it a tunnel.
  134. It is not able to dig through metal.
  135. Blocker
  136. The Blocker will stop and stay in position, directing other pen&#8208;
  137. guins to turn around when they reach him.
  138. Bomber The Bomber will blow up on the spot and take a bit of surrounding
  139. ground with it.
  140. Bridger
  141. The Bridger will build a small bridge, useful for crossing small
  142. chasm.
  143. Climber
  144. The Climber actions allows a Pingu to travel upwards a vertical
  145. wall. Unlike other actions the climber action is a permanent addi&#8208;
  146. tion to the Pingus ability.
  147. Digger The Digger will dig a hole into the ground. It can&apos;t dig through
  148. metal.
  149. Floater
  150. The Floater action will give a penguin a small propeller that lets
  151. him gently glide down from great heights that would otherwise be
  152. deadly.
  153. Jumper The Jumper will let the Pingu do a big leap forward, allowing him
  154. to cross chasm and small vertical obstacles.
  155. Miner The Miner will dig a diagonal hole into the ground.
  156. Slider The Slider will make a tiny leap forward, gliding on its belly for
  157. a short while, allowing the Pingu to make it through narrow tun&#8208;
  158. nels.
  159. LEVEL EDITOR
  160. Pingus comes with a build in level editor. The level editor can currently
  161. be used to edit level files (*.pingus) as well as prefabricated objects
  162. (*.prefabs). Worldmaps (*.worldmap) can currently not be edited with the
  163. editor.
  164. All Pingus data files, except the sound and images, are raw text files
  165. and can be edited in a text editor if the editor isn&apos;t sufficient.
  166. If you want to submit a level to be included in the next release follow
  167. the following naming convention:
  168. {theme}{number}-{nickname}.pingus
  169. Do not use space or uppercase in the levelname and keep the levelname
  170. simple (i.e. snow1-grumbel.pingus not pingus-go-on-a-long-jour&#8208;
  171. ney-in-snowland-grumbel.pingus). The filename should not reflect the ac&#8208;
  172. tual level title, it simply should be unique and not conflict with other
  173. peoples levels. If you plan on building a whole levelset, name the levels
  174. after the levelset.
  175. To submit a level send it to &lt;pingus-devel@nongnu.org&gt;.
  176. PREFABS
  177. A prefab, short for prefabricated object, is a group of objects that have
  178. been combined into a new single object. A classic case of a prefab would
  179. for example be a snowman, it is build out of multiple smaller snowball
  180. objects and then saved as prefab to allow easy reuse in multiple levels.
  181. Unlike simple object groups, prefab are saved as reference in the level,
  182. thus if the prefab is updated, all levels will see the change. Like ob&#8208;
  183. ject groups prefabs can be ungrouped to break them back down to individu&#8208;
  184. al objects if individual editing is needed, they are seizing to be pre&#8208;
  185. fabs at that point and changes to the .prefab file will no longer be re&#8208;
  186. flected in the level.
  187. Prefabs behave pretty much like regular levels, to create a prefab simply
  188. start a new level and insert the objects as usual, unlike regular levels
  189. the level size is ignored and thus you have to place your object around
  190. the center of the levels, marked by a cross, to have the prefab function
  191. properly. To save a prefab as prefab instead of level you have to append
  192. .prefab suffix to the filename.
  193. Thumbnail generation for prefabs is currently done offline with the
  194. script ./tools/generate-prefab-images.sh available from the Pingus source
  195. tree.
  196. UI QUIRCKS
  197. The Pingus level editor is best used with a combination of mouse and key&#8208;
  198. board, all essential functions have keyboard shortcuts.
  199. Unlike more traditional GUIs, the Pingus editor lacks scrollbars, so to
  200. move around the level or the object list on the right simply use the mid&#8208;
  201. dle or right mouse button and drag&amp;drop the list around.
  202. Objects from the object list can be inserted into the level by drag&amp;drop&#8208;
  203. ping them over to the level.
  204. KEYBOARD SHORTCUTS
  205. Delete, Backspace
  206. Delete all currently selected objects
  207. &#12; A Select or unselect all objects
  208. D Duplicate the currently selected objects
  209. I, K, J, L
  210. Move the current selection by one pixel, if Shift is held, move it
  211. by 32 pixel.
  212. PageUp, PageDown
  213. Raise or lower an object
  214. ShiftPageUp, ShiftPageDown
  215. Raise or lower an object to the top or bottom
  216. R, ShiftR
  217. Rotate an objects 90 degrees, if Shift is held rotate it the other
  218. way around
  219. F, ShiftV
  220. Flip an object horizontally
  221. V, ShiftF
  222. Flip an object vertically
  223. B, ShiftB
  224. Toggle the background color to make it easier to see small pixel
  225. errors. If shift is hold the color will be toggled in the opposite
  226. direction.
  227. +, =, -
  228. Increase/decrease the repeat value of selected objects, this will
  229. only have an effect on objects having an repeat value (switch&#8208;
  230. doors, liquids, ...).
  231. COPYRIGHT
  232. Copyright (C) 1998-2011 Ingo Ruhnke &lt;grumbel@gmail.com&gt; See the file AU&#8208;
  233. THORS for a complete list of contributors. Pingus comes with ABSOLUTELY
  234. NO WARRANTY. This is free software, and you are welcome to redistribute
  235. it under certain conditions; see the file COPYING for details.
  236. SEE ALSO
  237. http://pingus.seul.org
  238. 0.7.5 21 October 2011 pingus (6)
  239. </pre></body></html>