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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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