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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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Ralf Westram <address@hidden> <=