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[Enigma-cvs] enigma/doc/refman enigma-ref.texi,1.2,1.3


From: Ralf Westram <address@hidden>
Subject: [Enigma-cvs] enigma/doc/refman enigma-ref.texi,1.2,1.3
Date: Wed, 22 Oct 2003 21:50:36 +0000

Update of /cvsroot/enigma/enigma/doc/refman
In directory subversions:/tmp/cvs-serv6014/doc/refman

Modified Files:
        enigma-ref.texi 
Log Message:
- doc for 'essential'



Index: enigma-ref.texi
===================================================================
RCS file: /cvsroot/enigma/enigma/doc/refman/enigma-ref.texi,v
retrieving revision 1.2
retrieving revision 1.3
diff -C2 -d -r1.2 -r1.3
*** enigma-ref.texi     18 Oct 2003 13:49:02 -0000      1.2
--- enigma-ref.texi     22 Oct 2003 21:50:34 -0000      1.3
***************
*** 24,31 ****
  * Objects::                     Description of all objects in Enigma
  * Variables::                   Per-level settings
! * Functions::                   
! * Object Index::                
! * Variables Index::             
! * Function Index::              
  @end menu
  
--- 24,31 ----
  * Objects::                     Description of all objects in Enigma
  * Variables::                   Per-level settings
! * Functions::
! * Object Index::
! * Variables Index::
! * Function Index::
  @end menu
  
***************
*** 44,48 ****
  
  @itemize @bullet
! @item 
  Flood Gates (@file{nat8.lua}) Was one of the first levels to use Lua
  for more than simply building the level and then handing it over to
--- 44,48 ----
  
  @itemize @bullet
! @item
  Flood Gates (@file{nat8.lua}) Was one of the first levels to use Lua
  for more than simply building the level and then handing it over to
***************
*** 50,57 ****
  written in Lua--there is no built-in suppport for flowing water in the game 
engine.
  
! @item 
  Enigris (@file{ralf04.lua}) lets you play Tetris inside Enigma.
  
! @item 
  Mourning Palace (@file{ant08.lua}) moving platforms, also controlled
  by a Lua function.
--- 50,57 ----
  written in Lua--there is no built-in suppport for flowing water in the game 
engine.
  
! @item
  Enigris (@file{ralf04.lua}) lets you play Tetris inside Enigma.
  
! @item
  Mourning Palace (@file{ant08.lua}) moving platforms, also controlled
  by a Lua function.
***************
*** 74,81 ****
  
  @menu
! * Creating New Levels::         
! * Example Level::               
! * Registering Levels::          
! * More Information::            
  @end menu
  
--- 74,81 ----
  
  @menu
! * Creating New Levels::
! * Example Level::
! * Registering Levels::
! * More Information::
  @end menu
  
***************
*** 101,105 ****
  
  @example
!  1   CreateWorld(20, 13) 
   2   draw_border("st-brownie")
   3   fill_floor("fl-hay", 0,0, level_width,level_height)
--- 101,105 ----
  
  @example
!  1   CreateWorld(20, 13)
   2   draw_border("st-brownie")
   3   fill_floor("fl-hay", 0,0, level_width,level_height)
***************
*** 110,118 ****
   8
   9   oxyd(3,3)
! 10   oxyd(level_width-4,level_height-4) 
! 11   oxyd(level_width-4, 3) 
! 12   oxyd(3,level_height-4) 
! 13   oxyd_shuffle() 
! 14 
  15   set_actor("ac-blackball", 10,6.5, @address@hidden)
  @end example
--- 110,118 ----
   8
   9   oxyd(3,3)
! 10   oxyd(level_width-4,level_height-4)
! 11   oxyd(level_width-4, 3)
! 12   oxyd(3,level_height-4)
! 13   oxyd_shuffle()
! 14
  15   set_actor("ac-blackball", 10,6.5, @address@hidden)
  @end example
***************
*** 127,132 ****
  
  @example
!  1   CreateWorld(20, 13) 
!  2   draw_border("st-brownie") 
   3   fill_floor("fl-hay", 0,0, level_width,level_height)
  @end example
--- 127,132 ----
  
  @example
!  1   CreateWorld(20, 13)
!  2   draw_border("st-brownie")
   3   fill_floor("fl-hay", 0,0, level_width,level_height)
  @end example
***************
*** 211,220 ****
  in the same directory.  For the levels that come with Enigma, for
  example, this is the @file{levels} directory inside.  For your own levels
! you can either use the same directory (currently your only choice if 
  you use the Windows version of Enigma) or the @file{.enigma/levels}
  directory in your home folder (only if you use the Unix version).
  
! A level index is a file that contains the list of landscapes that comprise 
! a level pack in Enigma.  Here is an excerpt from 
  @file{index_enigma.txt}, which defines the ``Enigma'' level pack:
  
--- 211,220 ----
  in the same directory.  For the levels that come with Enigma, for
  example, this is the @file{levels} directory inside.  For your own levels
! you can either use the same directory (currently your only choice if
  you use the Windows version of Enigma) or the @file{.enigma/levels}
  directory in your home folder (only if you use the Unix version).
  
! A level index is a file that contains the list of landscapes that comprise
! a level pack in Enigma.  Here is an excerpt from
  @file{index_enigma.txt}, which defines the ``Enigma'' level pack:
  
***************
*** 240,244 ****
  When Enigma starts up it automatically tries to load an index file called
  @file{index_user.txt}, where you can store all your personal levels.  This 
file is
! not included in Enigma distributions, you have to create it yourself.  The 
  levels listed in this file will show up in a new level pack called ``User 
Levels''.
  
--- 240,244 ----
  When Enigma starts up it automatically tries to load an index file called
  @file{index_user.txt}, where you can store all your personal levels.  This 
file is
! not included in Enigma distributions, you have to create it yourself.  The
  levels listed in this file will show up in a new level pack called ``User 
Levels''.
  
***************
*** 273,279 ****
  
  @menu
! * Items::                       
! * Stones::                      
! * Actors::                      
  @end menu
  
--- 273,279 ----
  
  @menu
! * Items::
! * Stones::
! * Actors::
  @end menu
  
***************
*** 311,328 ****
  @menu
  * st-actorimpulse::             Bumper Stones
! * st-chameleon::                
  * st-coinslot::                 Coin Slot Switch
  * st-death::                    Skull Stones
  * st-disco::                    Disco Stones
! * st-easymode::                 
  * st-fart::                     Fart Stone
  * st-floppy::                   Floppy Switch
  * st-grate::                    Various Grates
  * st-knight::                   Black Knights
! * st-oneway::                   
  * st-oxyd::                     The Famous Oxyd Stones
! * st-rubberband::               
! * st-scissors::                 
! * st-stone_break::              
  * st-swap::                     Swap Stones
  * st-thief::                    Thiefs
--- 311,328 ----
  @menu
  * st-actorimpulse::             Bumper Stones
! * st-chameleon::
  * st-coinslot::                 Coin Slot Switch
  * st-death::                    Skull Stones
  * st-disco::                    Disco Stones
! * st-easymode::
  * st-fart::                     Fart Stone
  * st-floppy::                   Floppy Switch
  * st-grate::                    Various Grates
  * st-knight::                   Black Knights
! * st-oneway::
  * st-oxyd::                     The Famous Oxyd Stones
! * st-rubberband::
! * st-scissors::
! * st-stone_break::
  * st-swap::                     Swap Stones
  * st-thief::                    Thiefs
***************
*** 502,506 ****
  Set the direction of the arrow during the game.  Simply setting the
  attribute @code{orientation} is not enough, since this does not update
! the stone's model on the screen. 
  @item signal
  @item flip
--- 502,506 ----
  Set the direction of the arrow during the game.  Simply setting the
  attribute @code{orientation} is not enough, since this does not update
! the stone's model on the screen.
  @item signal
  @item flip
***************
*** 558,564 ****
  
  @table @code
! @item length  
  The natural length of the rubberband (default: 1)
! @item strength 
  The strength of the rubberband (default: 10)
  @end table
--- 558,564 ----
  
  @table @code
! @item length
  The natural length of the rubberband (default: 1)
! @item strength
  The strength of the rubberband (default: 10)
  @end table
***************
*** 659,663 ****
  
  @menu
! * Actor Attributes::            
  @end menu
  
--- 659,663 ----
  
  @menu
! * Actor Attributes::
  @end menu
  
***************
*** 683,686 ****
--- 683,692 ----
  @code{ac-whiteball-small} have their @code{controllers} attribute set
  to 1,2, and 3 respectively.
+ @item essential
+ A non-zero value marks this actor as essential.
+ If @code{essential=1}, the game restarts, if @code{1} of all essential actors 
can't
+ resurrect (analog for higher values).
+ If you set the attribute for several actors, you should use the @emph{same 
value}
+ for all of them!
  @item whiteball, blackball
  Used by color-sensitive stones (black/white switches for example) to
***************
*** 698,702 ****
  level descriptions
  
! @defvar enigma.AllowTogglePlayer 
  @code{TRUE} or @code{FALSE}
  @end defvar
--- 704,708 ----
  level descriptions
  
! @defvar enigma.AllowTogglePlayer
  @code{TRUE} or @code{FALSE}
  @end defvar
***************
*** 713,717 ****
  @end defvar
  
! @defvar enigma.ConserveLevel 
  @code{TRUE} or @code{FALSE}.  If @code{FALSE}, reload the level
  whenever the an actor that is controlled by a player (i.e., one that
--- 719,723 ----
  @end defvar
  
! @defvar enigma.ConserveLevel
  @code{TRUE} or @code{FALSE}.  If @code{FALSE}, reload the level
  whenever the an actor that is controlled by a player (i.e., one that
***************
*** 741,746 ****
  
  @menu
! * AddRubberBand::               
! * CreateWorld::                 
  @end menu
  
--- 747,752 ----
  
  @menu
! * AddRubberBand::
! * CreateWorld::
  @end menu
  
***************
*** 1041,1045 ****
  items of selected kind.</para>
  
! <para>Itemname: Name of item object. See 
  <a href="#set_item01">set_item</a> for further details.</para>
  
--- 1047,1051 ----
  items of selected kind.</para>
  
! <para>Itemname: Name of item object. See
  <a href="#set_item01">set_item</a> for further details.</para>
  
***************
*** 1121,1125 ****
  other functions, like <a href="#set_floor01">set_floor</a>,
  <a href="#set_item01">set_item</a> or
! <a href="#set_stone01">set_stone</a>. 
  It takes care of creating the object and sets up all desired
  attributes, including <a href="#SetDefaultAttribs01">default
--- 1127,1131 ----
  other functions, like <a href="#set_floor01">set_floor</a>,
  <a href="#set_item01">set_item</a> or
! <a href="#set_stone01">set_stone</a>.
  It takes care of creating the object and sets up all desired
  attributes, including <a href="#SetDefaultAttribs01">default





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