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[Enigma-cvs] enigma/doc CREATING-LEVELS, 1.1, 1.2 Makefile.am, 1.10, 1.
From: |
Daniel Heck <address@hidden> |
Subject: |
[Enigma-cvs] enigma/doc CREATING-LEVELS, 1.1, 1.2 Makefile.am, 1.10, 1.11 TODO, 1.50, 1.51 authors.html, 1.2, NONE enigma.texi, 1.2, NONE enigmadoc.css, 1.1, NONE game.html, 1.2, NONE index.html, 1.3, NONE intro.html, 1.3, NONE levelformat.html, 1.2, NONE |
Date: |
Sat, 18 Oct 2003 13:49:04 +0000 |
Update of /cvsroot/enigma/enigma/doc
In directory subversions:/tmp/cvs-serv9138/doc
Modified Files:
CREATING-LEVELS Makefile.am TODO
Removed Files:
authors.html enigma.texi enigmadoc.css game.html index.html
intro.html levelformat.html
Log Message:
Merged changes from 0_80_rc branch
Index: TODO
===================================================================
RCS file: /cvsroot/enigma/enigma/doc/TODO,v
retrieving revision 1.50
retrieving revision 1.51
diff -C2 -d -r1.50 -r1.51
*** TODO 12 Sep 2003 21:37:24 -0000 1.50
--- TODO 18 Oct 2003 13:49:01 -0000 1.51
***************
*** 1,11 ****
! BEFORE 0.80
! . umbrellas protect against thieves
! . fourway switches (use up to four signals or send numbers 1 to 4)
! . Fix shadow rendering on OS X
! . edit in-game documentation
! . update credits
OXYD IMPORTER
! . st-bug
. oxyd: timers
. oxyd: flat forces
--- 1,6 ----
! BEFORE 0.90
OXYD IMPORTER
!
. oxyd: timers
. oxyd: flat forces
***************
*** 16,24 ****
IMPORTANT
. expose signal mechanism to Lua scripts
. fix: all other stones that can be destroyed
! . properly handle collision between flying actors (3d coordinates anyone?)
! . add missing models for small whiteball (swamp, jump)
! . sort levels into level packs
. fix error handling in .zip level packs
. execute Lua scripts from .zip files
--- 11,30 ----
IMPORTANT
+ . edit in-game documentation
+ . blocker stones appear at beginning of level (peroxyd)
+ . st-bug
+ . fourway switches (use up to four signals or send numbers 1 to 4)
+ . fix win32 build -- why two copies of zlib.dll ???
+ . "essential" hollows -> must be filled with meditation ball to finish level
+ . Extend LevelPack class to include get_status, set_status,
count_solved_levels, etc
+ . "essential" attribute for actors -> restart level if actor dead
+ . run actor_enter() / actor_leave() when jumping
+ . real 3D coordinates for actors
. expose signal mechanism to Lua scripts
. fix: all other stones that can be destroyed
! . properly handle collision between flying actors
! . add missing models for small whiteball (swamp, jump) or disable
! these messages
! . sort levels into level packs / subdirectories
. fix error handling in .zip level packs
. execute Lua scripts from .zip files
***************
*** 27,31 ****
. level revision (index file?); use instead of time to flag as changed
. new scheme for level metadata (author, level name, revision,
! hints, par time, etc.)
. clean up Lua interface
. turnstiles: animate when rotating (how?)
--- 33,37 ----
. level revision (index file?); use instead of time to flag as changed
. new scheme for level metadata (author, level name, revision,
! hints, par time, has easy variant, etc.)
. clean up Lua interface
. turnstiles: animate when rotating (how?)
***************
*** 71,74 ****
--- 77,81 ----
. warp tunnels (a la sonic)
o "horse"
+ . spermbird
ITEMS
***************
*** 87,94 ****
OPEN QUESTIONS / DUBIOUS IDEAS
- ? move zipios configuration to toplevel
? rotating marble
? add simple window manager (for editor?)
- ? rethink coin implementation
? also use angular velocities for the marbles
? redesign signal mechanism
--- 94,99 ----
***************
*** 102,106 ****
--- 107,128 ----
DONE
+ --- before 0.81 ---
+ x fix level-restart bug
+ x display state of coinslots
+ x renamed *vulcano* to *volcano*
+ x dynamite explosions in space don't create abyss
+
--- before 0.80 ---
+ x move zipios configuration to toplevel [no need to do so]
+ x rethink coin implementation [works fine as it is]
+ x "Slinky Racing" solvable?
+ x fix door bug
+ x fix: intersecting actors getting stuck
+ x umbrellas protect against thieves
+ x fixed timing problem with st-stoneimpulse stones
+ x fixed bug where triggers can get stuck
+ x Fix shadow rendering on OS X
+ x give marble an emergency shield if it would die after respawning
+ x update credits
x disallow starting locked levels with the "Start Game" button
x open pair of oxyds only if first one was already blinking
--- levelformat.html DELETED ---
--- enigma.texi DELETED ---
Index: Makefile.am
===================================================================
RCS file: /cvsroot/enigma/enigma/doc/Makefile.am,v
retrieving revision 1.10
retrieving revision 1.11
diff -C2 -d -r1.10 -r1.11
*** Makefile.am 14 Sep 2003 19:32:35 -0000 1.10
--- Makefile.am 18 Oct 2003 13:49:01 -0000 1.11
***************
*** 1,6 ****
SUBDIRS = manual refman
! EXTRA_DIST = \
! enigma.6 HACKING TODO functions.html functions.css
man_MANS = enigma.6
--- 1,11 ----
SUBDIRS = manual refman
!
! address@hidden@/doc/enigma/reference
! doc_DATA = functions.html functions.css ant_lua.txt CREATING-LEVELS
!
! EXTRA_DIST = enigma.6 HACKING TODO $(doc_DATA)
!
!
man_MANS = enigma.6
Index: CREATING-LEVELS
===================================================================
RCS file: /cvsroot/enigma/enigma/doc/CREATING-LEVELS,v
retrieving revision 1.1
retrieving revision 1.2
diff -C2 -d -r1.1 -r1.2
*** CREATING-LEVELS 5 Jan 2003 19:28:08 -0000 1.1
--- CREATING-LEVELS 18 Oct 2003 13:49:01 -0000 1.2
***************
*** 3,6 ****
--- 3,14 ----
=======================
+ **** NOTE ****
+
+ This introduction to creating Enigma levels is gradually being replaced
+ by a full reference manual, which should be included in all Enigma
+ packages. You can find it in a file called `enigma-ref.html'.
+
+ **************
+
Enigma does not currently include a graphical level editor. Instead,
landscapes are described by small programs that are loaded and
***************
*** 28,126 ****
----------------------
! Here is a very simple level description that can also serve as a
! starting-point for new landscapes. (In fact, this is the first level
! in Enigma, so you try it out right away.)
!
! 1 create_world(20, 13)
! 2 draw_border("st-brownie")
! 3 fill_floor("fl-hay", 0,0, level_width,level_height)
! 4
! 5 set_stone("st-fart", level_width-1,0, {name="fart"})
! 6 set_stone("st-timer", 0,0, {action="trigger", target="fart",
! 7 interval=10})
! 8 enigma.AddConstantForce(0,6)
! 9
! 10 oxyd(3,3)
! 11 oxyd(level_width-4,level_height-4)
! 12 oxyd(level_width-4, 3)
! 13 oxyd(3,level_height-4)
! 14 oxyd_shuffle()
! 15
! 16 set_actor("ac-blackball", 10,6.5, {player=0})
!
! Let's now turn to a line-by-line analysis of this ``program'':
!
! 1 create_world(20, 13)
! 2 draw_border("st-brownie")
! 3 fill_floor("fl-hay", 0,0, level_width,level_height)
!
! The first line creates a new world that is 20 blocks wide and 13
! blocks high. Each ``block'' in the world can be accessed with using a
! pair of coordinates: The upper left corner has coordinates (0,0), the
! lower right one has coordinates (19,12). Each block contains a floor
! tile, an (optional) item, and an (optional) stone.
!
! A frame of stones is drawn around the landscape just created with the
! ``draw_border'' command. The argument, "st-brownie", is the name of a
! stone; by convention, all stones have "st-" prefixed to their name,
! similarly all item names begin with "it-" and all floor names with
! "fl-".
!
! The "fill_floor" command in line 3 likewise fills the complete floor
! with tiles of type "fl-hay". As additional arguments, this function
! takes the upper left corner and the width and height of the rectangle
! to be filled.
!
! 5 set_stone("st-fart", level_width-1,0, {name="fart"})
! 6 set_stone("st-timer", 0,0, {action="trigger", target="fart",
! 7 interval=10})
!
! Lines 5--7 demonstrate how to place individual stones into the world.
! The ``set_stone'' command takes a stone name, the desired coordinates,
! and an (optional) list of ``attributes'' as arguments. Note the use
! of curly braces `{', `}' to enclose the attribute list.
!
! Attributes are the key to customizing the behaviour of objects in a
! landscape. Here, we first give a "name" to the first stone we create.
! It's a fart stone that has the unpleasant habit of "blowing off" when
! triggered. Triggering this fart stone is done by the timer stone we
! create in line 6--7. This stone performs a predefined action at
! regular intervals. In this case we want to send a "trigger" message
! every ten seconds to the object named "fart".
!
! 8 enigma.AddConstantForce(0,6)
!
! This command adds a constant force field to the landscape. The
! horizontal component of the force is 0, while the vertical is 6, so
! all movable objects in the landscape (in this case we have only one
! black marble) is pulled towards the bottom of the screen.
!
! 10 oxyd(3,3)
! 11 oxyd(level_width-4,level_height-4)
! 12 oxyd(level_width-4, 3)
! 13 oxyd(3,level_height-4)
! 14 oxyd_shuffle()
!
! These commands place a couple of oxyd stones in the level. The
! ``oxyd'' command internally uses ``set_stone("st-oxyd", x,y, ...)'' to
! create the stones, but it additionally assigns sensible values to some
! of the oxyd stones' attributes (most notably the color). The command
! on line 14 permutes the colors on the oxyd stones currently in the
! landscape.
!
! 16 set_actor("ac-blackball", 10,6.5, {player=0})
!
! This final line creates the black marble controlled by the player.
! Objects that can move around freely are called ``actors'' in Enigma
! (to be completely honest, there is currently only this single type of
! actor in Enigma, but more of them will be added in future releases).
! Unlike stones and items, actors are naturally *not* restricted to
! integer coordinates, as can be seen in this example. The final
! argument is, as usual, a list of attributes. For the time being, this
! should always be "{player=0}".
!
! [The "player" attribute will become more important in future releases
! when one player can control multiple actors, or when there are two (or
! even more) players.]
--- 36,40 ----
----------------------
! [ now in the reference manual ]
--- enigmadoc.css DELETED ---
--- index.html DELETED ---
--- game.html DELETED ---
--- intro.html DELETED ---
--- authors.html DELETED ---
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