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1666 lines
59 KiB
1666 lines
59 KiB
<?xml version="1.0" ?>
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<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd" [
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<!ENTITY kgoldrunner "<application>KGoldrunner</application>">
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<!ENTITY kappname "&kgoldrunner;">
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<!ENTITY package "tdegames">
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<!ENTITY % addindex "IGNORE">
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<!ENTITY % English "INCLUDE" > <!-- change language only here -->
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]>
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<book lang="&language;">
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<bookinfo>
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<title>The &kgoldrunner; Handbook</title>
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<authorgroup>
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<author>
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<firstname>Ian</firstname>
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<surname>Wadham</surname>
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<affiliation><address><email>ianw@netspace.net.au</email></address></affiliation>
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</author>
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<author>
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<firstname>Marco</firstname>
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<surname>Krüger</surname>
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</author>
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<!-- TRANS:ROLES_OF_TRANSLATORS -->
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</authorgroup>
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<copyright>
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<year>2003</year>
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<holder>Ian Wadham</holder><holder>Marco Krüger</holder>
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</copyright>
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<legalnotice>&FDLNotice;</legalnotice>
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<date>2005-12-10</date>
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<releaseinfo>2.0</releaseinfo>
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<abstract>
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<para>
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<inlinemediaobject><imageobject>
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<imagedata fileref="kgoldrunner.png" format="PNG"/>
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</imageobject></inlinemediaobject>
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&kgoldrunner;, a game of action and puzzle solving. Run through
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the maze, dodge your enemies, collect all the gold and climb up to the
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next level.</para>
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</abstract>
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<keywordset>
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<keyword>KDE</keyword>
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<keyword>KGoldrunner</keyword>
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</keywordset>
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</bookinfo>
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<chapter id="playing-kgoldrunner">
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<title>Playing &kgoldrunner;</title>
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<sect1 id="introduction">
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<title>Introduction</title>
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<para>&kgoldrunner; is an action game where the hero
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<inlinemediaobject><imageobject>
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<imagedata fileref="hero.png" format="PNG"/>
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</imageobject></inlinemediaobject>
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runs through a maze and dodges enemies
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<inlinemediaobject><imageobject>
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<imagedata fileref="enemy.png" format="PNG"/>
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</imageobject></inlinemediaobject>
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</para>
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<para>You must guide the hero with the mouse or keyboard and collect
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all the gold nuggets, then you can climb up into the next level. Your
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enemies are also after the gold. Worse still, they are after you! They
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will kill you if they catch you!</para>
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<para>The problem is you have no weapon to kill
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<emphasis>them</emphasis>. All you can do is run away, dig holes in
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the floor to trap them or lure them into some area where they cannot
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hurt you. After a short time a trapped enemy climbs out of his hole,
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but if it closes before that, he will die and reappear somewhere else.
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</para>
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<para>If you have never played before, try the <quote>Tutorial</quote>
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game, which teaches you the rules and basic skills. Then try the
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<quote>Initiation</quote> game. Experts might enjoy the
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<quote>Challenge</quote> or <quote>Vengeance of Peter W</quote> games,
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but the <quote>Initiation</quote> game has 100 levels and some are
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very difficult. It is a good game for achieving a High Score.</para>
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<para> As you move to more advanced levels, you will find that
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&kgoldrunner; combines action, strategy, tactics and puzzle
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solving — all in one game. Good luck!</para>
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</sect1>
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<sect1 id="typical-game">
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<title>A Typical Game</title>
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<para>Below is a typical game in progress. The hero (green) is at
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level 4 in the Advanced Tutorial game. The window's status bar shows
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how many lives he has left and how many points he has scored. It also
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shows that there is a hint available for this level (as there always
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is in tutorial games) and that the action is stopped (while taking
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this snapshot), but can be continued by pressing <keycap>P</keycap> or
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<keycap>Esc</keycap>.</para>
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<para>The hero started at the top left, dug a hole and dropped into a
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line of false bricks and gold where you can now see him falling. The
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enemy above him will fall into the hole, then climb out and be trapped
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up there till the end of the level. He could cause the hero some
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problems then, because that is where the hidden ladders appear when
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all the gold is gone. The hero has to use them to get to the next
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level.</para>
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<screenshot>
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<screeninfo>&kgoldrunner; typical game</screeninfo>
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<mediaobject>
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<imageobject><imagedata fileref="tute008.png" format="PNG"/></imageobject>
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<textobject><phrase>&kgoldrunner; typical game</phrase></textobject>
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</mediaobject>
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</screenshot>
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<para>The enemy on the right is falling and carrying some gold.
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Notice his gold outline. The third enemy is about to come down a ladder to
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chase the hero. He will have to dodge both enemies when he reaches
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the floor ... This level also shows diggable bricks and undiggable
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concrete and has lots of traps (false bricks), which look just like
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ordinary bricks.</para>
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</sect1>
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<sect1 id="how-to-play">
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<title>How To Play</title>
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<sect2>
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<title>Starting the Game</title>
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<para>When the &kgoldrunner; window appears, click on the name of one
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of the games in the list displayed, then click on the <guibutton>Start
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Game</guibutton> button. Level 1 of the game you selected will appear
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and the mouse pointer will be over the hero. You start play by moving
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the mouse, clicking the mouse or pressing any key that can control the
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hero (⪚ <keycap>Space</keycap>), but avoid using
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<keycap>Q</keycap>, <keycap>S</keycap>, <keycap>P</keycap> or &Esc; at
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this stage. You start each level in the same way.</para>
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<para>You have five lives at the start and gain a bonus life for each
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level completed.</para>
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</sect2>
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<sect2 id="mouse-control">
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<title>Moving Around</title>
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<para>By default you control the hero (green) with the mouse, but you
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can also control him with the keyboard (<link
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linkend="keyboard-control">see below</link>). He moves towards
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wherever you place the mouse pointer. He cannot move as fast as you
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can move the mouse, but he will try hard to catch up. If the mouse
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pointer is above or below his level, he will always go up or down when
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there is a ladder available or a place to fall into. Otherwise he will
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move horizontally until he is above, below or right at the mouse
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pointer. You can make him follow simple paths (like _ | L or U), but
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be careful not to get too many twists and turns ahead of him.</para>
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<para>You can move left or right over bricks, concrete, ladders or
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bars and up or down over ladders. If you are on an empty square or a
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gold nugget and there is no brick, concrete, ladder or bar to hold you
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up, gravity takes over and you fall. You can also fall by moving down
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from a bar or the bottom of a ladder, so keep the mouse pointer up
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there if you want to hold on.</para>
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</sect2>
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<sect2 id="keyboard-control">
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<title>Keyboard Control</title>
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<para>If you prefer, you can use the keyboard to control the hero. The
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default keys are the arrow keys and <keycap>I</keycap>,
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<keycap>J</keycap>, <keycap>K</keycap> and <keycap>L</keycap> (in
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honor of the original Apple II game), with the keys
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<keycap>Z</keycap> and <keycap>C</keycap> or <keycap>U</keycap> and
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<keycap>O</keycap> for digging. You can play one-handed by using
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<keycap>U</keycap>, <keycap>I</keycap>, <keycap>O</keycap>,
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<keycap>J</keycap>, <keycap>K</keycap>, <keycap>L</keycap> and
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<keycap>Space</keycap> (on a <quote>QWERTY</quote> keyboard) or
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two-handed by using the arrow keys, <keycap>Space</keycap>,
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<keycap>Z</keycap> and <keycap>C</keycap>. You can also choose other
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keys, on the <guimenu>Settings</guimenu> menu, if you have the &kde;
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desktop version of &kgoldrunner;.</para>
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<para>You enter keyboard mode by pressing one of the keys that can
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control the hero or by selecting <guimenuitem>Keyboard
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Controls Hero</guimenuitem> on the <guimenu>Settings</guimenu>
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menu.</para>
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<para>The movement keys (<keycap>I</keycap>, <keycap>J</keycap>,
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<keycap>K</keycap>, <keycap>L</keycap> or arrows) start the hero
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moving up, down, left or right. He continues moving in that direction,
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if he can, until you press another movement key or
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<keycap>Space</keycap> to stop. In mouse mode, he stops automatically
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when he gets to the mouse pointer.</para>
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<para>A word of warning: using the keyboard is much harder, in the
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long run, than using the mouse. Think of the mouse as a
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joystick.</para>
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</sect2>
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<sect2 id="pausing">
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<title>Taking a Break</title>
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<para>You can stop the game at any time by pressing a Pause key
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(either <keycap>P</keycap> or &Esc;). You can resume by pressing the
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<keycap>P</keycap> or &Esc; key again. There is also a
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<guimenuitem>Pause</guimenuitem> option in the <guimenu>Game</guimenu>
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menu, but the problem is to get up there without moving the hero and
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getting into trouble.</para>
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<tip><para>When you want to use the &kgoldrunner; menu or do
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some work in another window, always press a Pause key and stop the
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game. Otherwise the hero will go on following the mouse pointer and
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might get into trouble.</para></tip>
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</sect2>
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<sect2 id="winning">
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<title>Winning a Level</title>
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<para>The object of the game is to collect all the gold, by moving or
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falling onto it. When there is none left, you must move to the top of
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the playing area to get to the next level. Often, as you collect the
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last piece of gold, hidden ladders will appear and you can use them to
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climb to the top. </para>
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</sect2>
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<sect2 id="false-bricks">
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<title>Beware of False Bricks</title>
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<para>False bricks, otherwise known as fall-through bricks or traps,
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are the other hidden feature of the game. They look just like ordinary
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bricks, but if you run over one you fall. This can be bad if there is
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an enemy or a pit down there, or good if there is some gold.</para>
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</sect2>
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<sect2 id="enemies">
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<title>Enemies</title>
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<para>Enemies move in very much the same way as the hero. The main
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difference is when they fall into a hole the hero has dug (see <link
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linkend="rules-of-digging">Rules of Digging</link> below). They will
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pick up gold either always or at random, depending on the game
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settings, and will drop gold at random on brick, concrete or the top
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of a ladder. An enemy who is carrying gold has a gold outline. You
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must get the gold away from him before you can finish the
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level.</para>
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<para>If an enemy touches you or you move down onto one, you die and
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must start the level again, if you have any lives left. However, it is
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possible to walk or stand on an enemy's head and you can ride an enemy
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down when he is falling. Some advanced levels require such a
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move.</para>
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</sect2>
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<sect2 id="losing-a-level">
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<title>Losing a Level</title>
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<para>As explained above, you can lose a level and a life by touching
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an enemy. You can also lose by getting caught in a dug brick when it
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closes. Otherwise you can commit suicide by pressing key
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<keycap>Q</keycap> or using the menu item
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<menuchoice><guimenu>Game</guimenu><guimenuitem>Kill
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Hero</guimenuitem></menuchoice>. Why would you want to do that? Well,
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sometimes you can get trapped in a place from which you cannot
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escape. You will stay imprisoned for ever unless you commit
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suicide!</para>
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</sect2>
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<sect2 id="importance-of-digging">
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<title>The Importance of Digging</title>
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<para>Digging is one of the most powerful tactics you have. To dig a
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hole in a brick to the left or right, just click the
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<mousebutton>Left</mousebutton> or <mousebutton>Right</mousebutton>
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mouse button, or use one of the digging keys (defaults
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<keycap>Z</keycap>, <keycap>C</keycap>, <keycap>U</keycap>,
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<keycap>O</keycap>.)</para>
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<para>You can dodge an oncoming enemy by digging a hole, waiting for
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him to fall in and then running quickly over his head. At the same
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time you can collect any gold he was carrying. Usually you can dig two
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holes to capture and run over two enemies who are close together, but
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this rarely works if the enemies are separated or there are more than
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two of them.</para>
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<para>You can kill enemies by digging enough holes in their path. It
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usually takes two or more holes to kill one enemy and up to eight or
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more holes to kill four or five. When enemies die, they reappear
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immediately, either where they started the level or near the top of
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the playing area, depending on whether the game follows
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<quote>&kgoldrunner;</quote> or <quote>Traditional</quote> rules and
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settings (see <link linkend="choice-of-rules">Choice of Rules</link>).</para>
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</sect2>
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<sect2 id="rules-of-digging">
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<title>The Rules of Digging</title>
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<para>You click the <mousebutton>Left</mousebutton> or
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<mousebutton>Right</mousebutton> mouse button, to dig a hole to the
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left or right, or use the <keycap>Z</keycap>, <keycap>C</keycap>,
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<keycap>U</keycap> or <keycap>O</keycap> keys. Only bricks can be dug,
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not anything else. The hole will appear in the floor on one side or
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the other (&ie; below and to the left or right of the hero). You can
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be running, standing or falling when you dig. There must be an empty
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space or hole above the brick (&ie; no digging under a ladder, bar,
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gold, brick, concrete, false brick or enemy).</para>
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<para>The hero can move in any direction through dug holes, including
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falling right through a hole to escape an enemy. After a short time,
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dug holes close up, so you must use them quickly. Plan your digging in
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advance. There is no time to stop and think while you dig.</para>
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<para>Enemies are always captured if they fall into a dug hole and
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will always climb UP to get out of it. Their time in the hole is less
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than the time the hole stays open, so to kill enemies you usually have
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to dig several holes in quick succession. Enemies always give up gold
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as they fall into a hole, so you can quickly run onto the enemy's head
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and grab the gold before he climbs out.</para>
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<para>Enemies will never fall down through a hole from above, but
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depending on the game rules and <guimenu>Settings</guimenu>, they can
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run horizontally into a dug hole and not be captured and can fall from
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there or run into another hole or run out of the hole. Several levels
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that follow <quote>Traditional</quote> rules depend on an enemy being
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able to run through a hole.</para>
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</sect2>
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<sect2 id="winning-and-losing-the-game">
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<title>Winning and Losing the Game</title>
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<para>You win by completing the last level in the game. You lose when
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your last life is gone. Either way, if you have achieved one of the
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ten highest scores for that game, you can record your achievement in
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the <quote>KGoldrunner Hall of Fame</quote></para>
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</sect2>
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</sect1>
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<sect1 id="scoring">
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<title>Scoring</title>
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<itemizedlist>
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<listitem>
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<para>Start with 5 lives.</para>
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</listitem>
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<listitem>
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<para>Lose a life and repeat a level when the hero dies</para>
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</listitem>
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<listitem>
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<para>Gain a life when you complete a level</para>
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</listitem>
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<listitem>
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<para>75 points for trapping an enemy</para>
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</listitem>
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<listitem>
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<para>75 points for killing an enemy</para>
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</listitem>
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<listitem>
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<para>250 points for collecting gold</para>
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</listitem>
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<listitem>
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<para>1500 points for completing a level</para>
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</listitem>
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</itemizedlist>
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</sect1>
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<sect1 id="choice-of-rules">
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<title>Choice of Rules</title>
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<para>Most of the rules of &kgoldrunner; are covered in the section
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<link linkend="how-to-play">How to Play</link>, however there are two
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major rule settings that affect the style of play: known as
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<quote>Traditional</quote> and <quote>&kgoldrunner;</quote>. It is
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|
important to know which settings are in force when you are playing a
|
|
game. Many <quote>Traditional</quote> levels are impossible with
|
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<quote>&kgoldrunner;</quote> settings. Most
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|
<quote>&kgoldrunner;</quote> levels are easier with
|
|
<quote>Traditional</quote> settings, but the
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|
<quote>Traditional</quote> games are no pushover. To make life easier,
|
|
&kgoldrunner; automatically chooses the correct settings for a game
|
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when you go into it, but you can can change them if you wish. </para>
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<para>The main difference between <quote>Traditional</quote> and
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|
<quote>&kgoldrunner;</quote> settings is the method by which the
|
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enemies choose a path to the hero.</para>
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|
|
<itemizedlist>
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|
<listitem>
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|
<para>In the <quote>Traditional</quote> search method, enemies look
|
|
for vertical paths (ladders and falls) and they try to stay above the
|
|
hero or at the same height. They go below him only as a last
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resort. The enemies make no attempt to chase the hero in the
|
|
horizontal direction until they are at the same height and can find a
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horizontal path. This leads to situations where you can
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<quote>control</quote> enemies who are far away from you and make them
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work for you or at least keep out of your hair.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>The <quote>&kgoldrunner;</quote> method searches alternately for
|
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horizontal and vertical paths, which tends to keep the enemies over
|
|
your side of the playing area and at about the same height (&ie; they
|
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are more aggressive and not so easy to manipulate). That leads to a
|
|
more action-packed game, but with less opportunity for strategy and
|
|
puzzle-solving.</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
<para>The other differences are listed below:</para>
|
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|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>In <quote>&kgoldrunner;</quote> play the enemies and hero always
|
|
move at the same speed and bricks always take the same time to
|
|
close. In <quote>Traditional</quote> play the game speed depends on
|
|
the number of enemies in a level. The more enemies, the slower they
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|
run. The hero also becomes slower, but not so noticeably.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>In <quote>Traditional</quote> play, enemies always collect gold
|
|
nuggets when they run into them. In <quote>&kgoldrunner;</quote> play
|
|
it is a random choice. The enemies drop nuggets after a random time in
|
|
both types of play.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Enemies can run horizontally through holes in
|
|
<quote>Traditional</quote> play but not in
|
|
<quote>&kgoldrunner;</quote> play. The trick in several
|
|
<quote>Traditional</quote> levels depends on releasing an enemy from
|
|
behind a brick wall. When you dig away the bricks, he runs out through
|
|
the hole.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>When enemies die in <quote>&kgoldrunner;</quote> play, they go
|
|
back to where they started the level. In <quote>Traditional</quote>
|
|
play, they reappear at a random place near the top of the playing
|
|
area. This makes a big difference, especially in levels where you have
|
|
to get enemies to fetch nuggets down for you, but also because the
|
|
enemies keep falling down onto you as fast as you can kill
|
|
them.</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
</sect1>
|
|
</chapter>
|
|
|
|
<chapter id="level-selection-dialog">
|
|
<title>The Level Selection Dialog</title>
|
|
|
|
<sect1 id="level-selection-dialog-box">
|
|
<title>Using the Level Selection Dialog Box</title>
|
|
|
|
<screenshot>
|
|
<screeninfo>The Level Selection dialog</screeninfo>
|
|
<mediaobject>
|
|
<imageobject>
|
|
<imagedata fileref="select.png" format="PNG" />
|
|
</imageobject>
|
|
<textobject>
|
|
<phrase>The Level Selection dialog</phrase>
|
|
</textobject>
|
|
</mediaobject>
|
|
</screenshot>
|
|
|
|
<para>This box appears when the game starts and also when you select
|
|
options from the <guimenu>Game</guimenu> or <guimenu>Editor</guimenu>
|
|
menus. You use it to choose a game and a level to play, edit, save,
|
|
move or delete. The main button at the bottom is the
|
|
<guibutton>OK</guibutton>" button. Its label changes according to what
|
|
you are doing: in this case choosing a game and level to edit.</para>
|
|
|
|
<sect2 id="selecting-a-game">
|
|
<title>Selecting a Game</title>
|
|
|
|
<para>There are several <quote>System</quote> games that come with the
|
|
&kgoldrunner; release and they appear at the top of the list box. If
|
|
you have composed games and levels yourself, they appear below the
|
|
<quote>System</quote> games. To select one of the games in the list,
|
|
just click on its name.</para>
|
|
|
|
<para>When you select a game, the dialog automatically shows what rule
|
|
settings apply (see <link linkend="choice-of-rules">Choice of Rules</link>)
|
|
and how many levels there are. The <guibutton>More Info...</guibutton>
|
|
button shows you further information about the game.</para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="selecting-a-level">
|
|
<title>Selecting a Level</title>
|
|
|
|
<para>When you are starting a game, the level is fixed at
|
|
<quote>001</quote>. In other cases, such as this example, you can
|
|
choose a level. The default selection will be something reasonable,
|
|
such as the last level you played or edited.</para>
|
|
|
|
<para>You can select a level either by typing it in or by moving the
|
|
slider. The arrows at the end increase or decrease the number by
|
|
one. Also you can drag the slider with the left mouse button held down
|
|
and change the number rapidly or you can change it by 10 if you click
|
|
in the space to the left or right of the slider. </para>
|
|
|
|
<para>As the level number changes, a preview of the level appears in the
|
|
small preview window and the level's name (if it has one) appears
|
|
below the slider. </para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="completing-selection">
|
|
<title>Completing your Selection</title>
|
|
|
|
<para>When you have chosen a game and a level, just click the main
|
|
button at the bottom to proceed with your edit or play.</para>
|
|
|
|
<para>Until you do that, nothing changes, so you can always click
|
|
<guibutton>Cancel</guibutton> and go back to what you were doing
|
|
earlier. Note that the game action is frozen while this dialog box
|
|
appears, so you can continue playing where you left off if you choose
|
|
<guibutton>Cancel</guibutton>.</para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="saving-changes">
|
|
<title>Saving Changes</title>
|
|
|
|
<para>If you select an action on the <guimenu>Game</guimenu> or
|
|
<guimenu>Editor</guimenu> menu and you were previously editing and had
|
|
not saved your changes, you will get a message asking you to save,
|
|
abandon or continue your work. The level selection dialog box for the
|
|
new action will not appear until you have made a decision about your
|
|
previous work.</para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="any-level">
|
|
<title>Playing or Editing <quote>Any</quote> Level</title>
|
|
|
|
<para>Note that the menus allow you to select and play or edit
|
|
<quote>any</quote> level. If you start a game after level 1, that is
|
|
OK, you will just not get such a high score. Dedicated players often
|
|
prefer to play high-numbered levels for fun, rather than go for a high
|
|
score, or they might like to <quote>train</quote> on higher levels
|
|
before attempting a high score.</para>
|
|
|
|
<para>If you select a System level for editing, that is OK too, but
|
|
you must save it in one of your own games: not back in the System
|
|
game. If it is a very difficult level, you might want to change it so
|
|
that you don't go back to the start of the level every time you
|
|
die.</para>
|
|
|
|
<para>To see what this means, try the <quote>Challenge</quote> game,
|
|
level 16, <quote>The Three Musketeers</quote>. That level has about
|
|
ten difficult puzzles in it. When you have solved puzzle 1, you don't
|
|
want to keep repeating it while you work on puzzle 2. The secret is to
|
|
make an editable copy, then keep updating it and changing the hero's
|
|
starting point, until you have solved all the puzzles. Then you can
|
|
attempt the real thing.</para>
|
|
|
|
</sect2>
|
|
</sect1>
|
|
</chapter>
|
|
|
|
<chapter id="menu-reference">
|
|
<title>The Menu Reference</title>
|
|
|
|
<sect1 id="menu-overview">
|
|
<title>Overview of Menus</title>
|
|
|
|
<variablelist>
|
|
<varlistentry>
|
|
<term><link linkend="game-menu"><guimenu>Game</guimenu></link></term>
|
|
<listitem>
|
|
<para>This menu contains options affecting game play, such as starting
|
|
and finishing games, saving games, loading saved games, showing high
|
|
scores and getting a hint (if available). The
|
|
<guimenu>Game</guimenu> Menu also contains the
|
|
<guimenuitem>Quit</guimenuitem> option. You can also
|
|
quit by clicking the <guiicon>X</guiicon> at the top right of the
|
|
&kgoldrunner; window.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><link
|
|
linkend="editor-menu"><guimenu>Editor</guimenu></link></term>
|
|
<listitem>
|
|
<para>This menu has everything you need to create your own games and
|
|
levels and maintain them, including features to help you re-order levels
|
|
or move them between games or to delete them when no longer needed. When
|
|
you reorganize your levels, the level numbers in your game remain
|
|
consecutive (no gaps) and the levels are automatically
|
|
renumbered.</para>
|
|
<para>When you are using the Game Editor a graphical toolbar with tool
|
|
tip text appears under the menu bar. See the <link
|
|
linkend="game-editor">Game Editor</link> for more details of how to
|
|
create and edit &kgoldrunner; levels.</para> </listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><link
|
|
linkend="landscapes-menu"><guimenu>Landscapes</guimenu></link></term>
|
|
<listitem>
|
|
<para>This menu offers you a choice of landscapes (actually color
|
|
schemes) in which to play. All the landscapes have keyboard shortcuts,
|
|
so you can actually change the landscape as the game is playing. Try
|
|
<keycap>Shift+A</keycap>, to switch to the nostalgic Apple II landscape.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><link
|
|
linkend="settings-menu"><guimenu>Settings</guimenu></link></term>
|
|
<listitem>
|
|
<para>This menu has four groups of settings: the choice of mouse or
|
|
keyboard control, the game-speed options, the choice of of
|
|
<quote>&kgoldrunner;</quote> or <quote>Traditional</quote> playing rules
|
|
(see <link linkend="choice-of-rules">Choice of Rules</link>) and
|
|
lastly the options to increase or decrease the size of the playing area.
|
|
The current selections are checked. The settings are automatically
|
|
selected when you start playing, but you can use this menu to vary them
|
|
if you wish. </para>
|
|
<para>On the &kde; desktop version of &kgoldrunner;, there is also an
|
|
option to re-assign keyboard shortcuts and hero-control keys. </para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><link linkend="help-menu"><guimenu>Help</guimenu></link></term>
|
|
<listitem>
|
|
<para>The <guimenu>Help</guimenu> menu contains an option
|
|
to get a hint (if available), access to the
|
|
&kgoldrunner; Handbook (this document), <guimenuitem>About
|
|
&kgoldrunner;</guimenuitem> and <guimenuitem>About &kde;</guimenuitem> (or
|
|
<guimenuitem>About Qt</guimenuitem> Toolkit). </para>
|
|
<para>In the &kde; desktop version, there is also an option to report a
|
|
Bug or Wishlist item.</para>
|
|
<para>If you would like to make a suggestion or you have some new levels
|
|
to contribute, the current author's email address is in the
|
|
<guimenuitem>About &kgoldrunner;</guimenuitem> menu item.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
</variablelist>
|
|
|
|
</sect1>
|
|
|
|
<sect1 id="game-menu">
|
|
<title>The <guimenu>Game</guimenu> Menu</title>
|
|
|
|
<variablelist>
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Ctrl;<keycap>N</keycap></keycombo></shortcut>
|
|
<guimenu>Game</guimenu><guimenuitem>New Game...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows the level selection dialog box, where you choose a game
|
|
(which will start at level 1).</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Ctrl;<keycap>O</keycap></keycombo></shortcut>
|
|
<guimenu>Game</guimenu><guimenuitem>Load Saved Game...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Brings up a table of previously saved games, sorted with the
|
|
latest first. Each line lists the game, level, number of lives, score,
|
|
day of week, date and time. If you select a line and click the
|
|
<guibutton>OK</guibutton> button, that game starts at the beginning of
|
|
that level, with the lives and score you saved.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Game</guimenu><guimenuitem>Play Any Level...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem><para>Shows the level selection dialog box, where you choose
|
|
a game and a level to play.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Game</guimenu><guimenuitem>Play Next Level...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows the level selection dialog box with the game
|
|
and level set to one more than previously. You can then choose to play
|
|
that level or another.</para></listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice><shortcut><keycap>S</keycap></shortcut>
|
|
<guimenu>Game</guimenu><guimenuitem>Save Game...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Saves the current game, level, lives and
|
|
score. The option will only save the position and score as at the start
|
|
of the current level. You can save when you are mid-way through a
|
|
level, but &kgoldrunner; will still save the position (and score) as it
|
|
was at the start of the level. You will receive a warning message about
|
|
that. Before using this option, you must press a Pause key
|
|
(<keycap>P</keycap> or &Esc;) to freeze the game as you move the mouse,
|
|
but it is much easier to use the <keycap>S</keycap> key as a
|
|
short-cut.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut>
|
|
<guimenu>Game</guimenu><guimenuitem>Save Edits...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem><para>This option is enabled only if you have been using
|
|
the Game Editor. It brings up the level selection dialog box and lets
|
|
you choose a level number and game in which to save your work. Its
|
|
action is exactly the same as the <guimenuitem>Save
|
|
Edits</guimenuitem> option on the <guimenu>Editor</guimenu> menu and
|
|
the <guiicon>disk</guiicon> icon on the Editor toolbar.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycap>P or &Esc;</keycap></shortcut>
|
|
<guimenu>Game</guimenu><guimenuitem>Pause</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Stops or restarts the game action.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Ctrl;<keycap>H</keycap></keycombo></shortcut>
|
|
<guimenu>Game</guimenu><guimenuitem>Show Highscores</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows a table of up to ten high scores for the currently selected
|
|
game. Each line shows the player's rank and name, the level reached,
|
|
the score achieved, the day of the week and the date.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Game</guimenu><guimenuitem>Get Hint</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>If the current level has a hint, this option pops it up. The
|
|
option is <quote>grayed out</quote> if there is no hint. The status bar
|
|
also has a section to show you whether there is a hint for the current
|
|
level. It is customary for championship and tutorial games to have a hint
|
|
on every level.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice><shortcut><keycap>Q</keycap></shortcut>
|
|
<guimenu>Game</guimenu><guimenuitem>Kill Hero</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Kills the hero when he is in a position from which he cannot
|
|
escape.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Ctrl;<keycap>Q</keycap></keycombo></shortcut>
|
|
<guimenu>Game</guimenu><guimenuitem>Quit</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Terminates &kgoldrunner; immediately. If a game is in
|
|
progress, it disappears forever (unless you have just saved it) and
|
|
there is no check for a high score. If you were editing a level, you
|
|
are given an opportunity to save your work.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
</variablelist>
|
|
|
|
</sect1>
|
|
|
|
<sect1 id="editor-menu">
|
|
<title>The <guimenu>Editor</guimenu> Menu</title>
|
|
|
|
<variablelist>
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Editor</guimenu><guimenuitem>Create Level</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows the Editor toolbar and a blank playing area
|
|
on which you can draw a new level. When done, use
|
|
<guimenuitem>Save Edits</guimenuitem> to assign the new level to a game
|
|
and level number.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Editor</guimenu><guimenuitem>Edit Any Level...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows the level selection dialog box, where
|
|
you choose a game and level to edit. You can choose a System game and
|
|
level, but you get a warning that you can only save the edited level
|
|
in one of your own games.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Editor</guimenu><guimenuitem>Edit Next Level...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows the level selection dialog box with the game
|
|
and level set to one more than current. You can then choose to edit
|
|
that level or another.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut>
|
|
<guimenu>Editor</guimenu><guimenuitem>Save Edits...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows the level selection dialog box with
|
|
appropriate default settings for saving a new or edited level. You can
|
|
change the game and level number and achieve a <quote>Save As...</quote>
|
|
effect. This dialog box has a special button, <guibutton>Edit Level Name and
|
|
Hint</guibutton>, which shows a dialog box where you can add an optional
|
|
name and hint to your level.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Editor</guimenu><guimenuitem>Move Level...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>This is a two-part operation. Before using <guimenuitem>Move
|
|
Level</guimenuitem>, you must load a level to be moved by selecting it
|
|
for play or edit. The <guimenuitem>Move Level</guimenuitem> option
|
|
then shows the level selection dialog box, where you choose a new place
|
|
for the loaded level. You can change both the game and the level
|
|
number to move a level to another game or you can just change the level
|
|
number to re-order levels within a game. You cannot move a System
|
|
level.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Editor</guimenu><guimenuitem>Delete Level...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows the level selection dialog box, where you choose a level
|
|
to delete. You cannot delete a System level.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Editor</guimenu><guimenuitem>Create Game...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>You need to use this option before you start
|
|
creating your own &kgoldrunner; levels. It shows a dialog box where you
|
|
can enter the name of a new game, a 1-5 character prefix for
|
|
level-file names, the default rules for your game
|
|
(<quote>&kgoldrunner;</quote> or <quote>Traditional</quote>) and an
|
|
optional description or comment about the game.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Editor</guimenu><guimenuitem>Edit Game Info...</guimenuitem>
|
|
</menuchoice>
|
|
</term>
|
|
<listitem>
|
|
<para>Shows the level selection dialog box, where
|
|
you choose a game to be edited, then shows the game information in a
|
|
dialog box where you can edit the name, rules and description, but
|
|
not the file name prefix, in case you have saved some levels. That
|
|
is because the prefix is used in level-file names internally.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
</variablelist>
|
|
|
|
</sect1>
|
|
|
|
<sect1 id="landscapes-menu">
|
|
<title>The <guimenu>Landscapes</guimenu> Menu</title>
|
|
|
|
<variablelist>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Shift;<keycap>G</keycap></keycombo></shortcut>
|
|
<guimenu>Landscapes</guimenu><guimenuitem>&kgoldrunner;</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Gives you the default &kgoldrunner; landscape, with
|
|
red bricks and wooden ladders.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Shift;<keycap>A</keycap></keycombo></shortcut>
|
|
<guimenu>Landscapes</guimenu><guimenuitem>Apple II</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Gives you a nostalgic look at the original Apple II game, as it
|
|
was when you plugged your Apple II into your TV set — otherwise you had
|
|
a monochrome monitor.</para>
|
|
|
|
<para>Actually, the hero was white, the enemies had white
|
|
pants and orange (flesh-tint) tops and the gold was white boxes with orange
|
|
panels. The whole effect was fuzzier (a sort of hardware anti-aliasing),
|
|
which made the bricks look almost three-dimensional — difficult to
|
|
recreate on today's pin-sharp monitors.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Shift;<keycap>I</keycap></keycombo></shortcut>
|
|
<guimenu>Landscapes</guimenu><guimenuitem>Ice Cave</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>For fans of the movie <quote>Superman</quote> or the
|
|
James Bond movie <quote>Die Another Day</quote> — or you can
|
|
use it on a hot day.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Shift;<keycap>M</keycap></keycombo></shortcut>
|
|
<guimenu>Landscapes</guimenu><guimenuitem>Midnight</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>For real &kgoldrunner; addicts, on those late-night sessions.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycombo action="simul">&Shift;<keycap>K</keycap></keycombo></shortcut>
|
|
<guimenu>Landscapes</guimenu><guimenuitem>&kde; Kool</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Inspired by the icon colors on the &kde; desktop.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
</variablelist>
|
|
|
|
</sect1>
|
|
|
|
<sect1 id="settings-menu">
|
|
<title>The <guimenu>Settings</guimenu> Menu</title>
|
|
|
|
<variablelist>
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Mouse Controls Hero</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Sets mouse control of the hero
|
|
(see <link linkend="mouse-control">Moving Around</link>).</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Keyboard Controls Hero</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Sets keyboard control of the hero
|
|
(see <link linkend="keyboard-control">Keyboard Control</link>).</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Normal Speed</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Sets normal game speed (12 units).</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Beginner Speed</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Sets beginner game speed (6 units, half of normal speed).</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Champion Speed</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Sets champion game speed (18 units, 1.5 times normal speed).</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice><shortcut><keycap>+</keycap></shortcut>
|
|
<guimenu>Settings</guimenu><guimenuitem>Increase Speed </guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Increases the game speed by one unit, up to a maximum of 24
|
|
units (twice normal speed). You can use the <keycap>+</keycap> key
|
|
as a shortcut.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<shortcut><keycap>-</keycap></shortcut>
|
|
<guimenu>Settings</guimenu><guimenuitem>Decrease Speed</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Decreases the game speed by one unit, down to a minimum of 3
|
|
units (a quarter of normal speed). You can use the <keycap>-</keycap> key
|
|
as a shortcut.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Traditional Rules</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Sets Traditional default playing rules
|
|
(see <link linkend="choice-of-rules">Choice of Rules</link>).</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>&kgoldrunner; Rules</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>Sets &kgoldrunner; default playing rules
|
|
(see <link linkend="choice-of-rules">Choice of Rules</link>).</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Larger Playing Area</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>When &kgoldrunner; starts, it chooses the size of the playing area
|
|
(in pixels), based on your screen's resolution (e.g. 1024x768). This
|
|
option allows you to expand the playing area, up to a maximum, and
|
|
enlarge all the corresponding graphics.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Smaller Playing Area</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>When &kgoldrunner; starts, it chooses the size of the playing area
|
|
(in pixels), based on your screen's resolution (e.g. 1024x768). This
|
|
option allows you to reduce the size of the playing area, down to a minimum,
|
|
and shrink all the corresponding graphics.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Settings</guimenu><guimenuitem>Configure Shortcuts...</guimenuitem>
|
|
</menuchoice></term>
|
|
<listitem>
|
|
<para>In the &kde; version only, this item allows you to change the keyboard
|
|
assignments (⪚ for keyboard control of the hero) or to assign your own
|
|
shortcut keys for menu items.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
</variablelist>
|
|
</sect1>
|
|
|
|
<sect1 id="help-menu">
|
|
<title>The <guimenu>Help</guimenu> Menu</title>
|
|
|
|
<para>In addition to the standard items listed below, &kgoldrunner; has
|
|
the following special entry:</para>
|
|
|
|
<variablelist>
|
|
|
|
<varlistentry>
|
|
<term><menuchoice>
|
|
<guimenu>Help</guimenu><guimenuitem>Get Hint</guimenuitem></menuchoice></term>
|
|
<listitem>
|
|
<para>If the current level has a hint, this option pops it up. The
|
|
option is <quote>grayed out</quote> if there is no hint. The status bar
|
|
also has a section to show you whether there is a hint for the current
|
|
level. It is customary for championship and tutorial games to have a hint
|
|
on every level.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
|
|
</variablelist>
|
|
|
|
<para>The following are standard items:</para>
|
|
|
|
&help.menu.documentation;
|
|
|
|
</sect1>
|
|
|
|
</chapter>
|
|
|
|
<chapter id="game-editor">
|
|
<title>The Game Editor</title>
|
|
|
|
<sect1 id="editor-start">
|
|
<title>Getting Started with the Editor</title>
|
|
|
|
<sect2 id="creating-a-game">
|
|
<title>Creating a Game</title>
|
|
|
|
<para>Before you create or edit a &kgoldrunner; level, you must create
|
|
a game in which to save it. Use <guimenuitem>Create Game</guimenuitem>
|
|
on the <guimenu>Editor</guimenu> menu. If you
|
|
forget, you will be reminded. </para>
|
|
|
|
<para>The most important decisions to make when creating a game are to
|
|
choose the rules you are going to follow (<quote>Traditional</quote>
|
|
or <quote>&kgoldrunner;</quote>, see <link
|
|
linkend="choice-of-rules">Choice of Rules</link>) and to choose a
|
|
unique 1-5 character file name prefix for your game and levels. You
|
|
also need a name and description for your game, but those can easily
|
|
be changed later.</para>
|
|
|
|
<para>The prefix is used internally by &kgoldrunner; to identify level
|
|
files, high score files and saved games. You can use your initials as
|
|
a prefix provided they are not the same as a &kgoldrunner; prefix. So
|
|
far, the prefixes <quote>level</quote>, <quote>plws</quote>,
|
|
<quote>wad</quote>, <quote>plwv</quote>, <quote>tute</quote> and
|
|
<quote>tutea</quote> have been used and <quote>trad</quote> and
|
|
<quote>chmp</quote> are reserved for future use. </para>
|
|
|
|
<para>The four-letter <quote>tute</quote> prefix is reserved for
|
|
tutorial games, which show the game description and hints on levels as
|
|
they play. If you compose your own Tutorial game you could use the
|
|
prefix <quote>tutex</quote>, to make it run as a tutorial but not get
|
|
its files confused with those of the basic Tutorial or Advanced Tutorial
|
|
(prefixes <quote>tute</quote> and <quote>tutea</quote>). </para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="creating-a-level">
|
|
<title>Creating a Level</title>
|
|
|
|
<para>When you have a game set up, use <guimenuitem>Create
|
|
Level</guimenuitem> on the <guimenu>Editor</guimenu> menu to start
|
|
creating a level. It provides you with a blank playing area of 28x20
|
|
squares, with the hero at the top left. You can put the hero somewhere
|
|
else if you prefer and you do not have to use the whole 28x20
|
|
area. Lots of interesting levels use smaller areas. </para>
|
|
|
|
<para>The minimum requirement for a level to be playable is to have a
|
|
hero, a gold nugget he can get to and a visible or hidden ladder
|
|
leading to the top of the playing area. You do not have to have
|
|
enemies, bars or even bricks. There are many challenging levels that
|
|
have no enemies or no bricks.</para>
|
|
|
|
</sect2>
|
|
</sect1>
|
|
|
|
<sect1 id="editing-and-testing">
|
|
<title>Editing and Testing</title>
|
|
|
|
<sect2 id="editing-a-level">
|
|
<title>Editing a Level</title>
|
|
|
|
<para>Use <guimenuitem>Edit Any Level</guimenuitem> or
|
|
<guimenuitem>Edit Next Level</guimenuitem> on the
|
|
<guimenu>Editor</guimenu> menu to start editing an existing level or use
|
|
<guimenuitem>Create Level</guimenuitem> to start editing a new level.</para>
|
|
|
|
<para>If you choose
|
|
a System level, you are warned that you will have to save it in one of
|
|
your own games. Otherwise, the default is to save the level back where
|
|
it came from, but you can vary that.</para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="painting-objects">
|
|
<title>Painting Objects in a Level</title>
|
|
|
|
<para>The picture below shows the menubar and the edit toolbar, which
|
|
appears when you first choose <guimenuitem>Create
|
|
Level</guimenuitem>, <guimenuitem>Edit Any Level</guimenuitem> or
|
|
<guimenuitem>Edit Next Level</guimenuitem> from the
|
|
<guimenu>Editor</guimenu> menu and so change from Play to Edit
|
|
mode. It disappears when you go back to Play mode. Note also that, in
|
|
Edit mode, false bricks and hidden ladders are made visible in the
|
|
playing area.</para>
|
|
|
|
<para>The three icons on the left of the edit toolbar have the same
|
|
actions as the menu options <guimenuitem>Create Level</guimenuitem>,
|
|
<guimenuitem>Edit Any Level</guimenuitem> and <guimenuitem>Save
|
|
Edits</guimenuitem>. The other eleven icons are for editing and
|
|
painting objects in your level. </para>
|
|
|
|
|
|
<para>From left to right the other eleven icons are <guiicon>Edit Name/Hint
|
|
</guiicon> (light bulb), <guiicon>Empty space</guiicon> (background),
|
|
<guiicon>Hero</guiicon>,
|
|
<guiicon>Enemy</guiicon>, <guiicon>Brick (can dig)</guiicon>,
|
|
<guiicon>Concrete (cannot dig)</guiicon>, <guiicon>Trap
|
|
(can fall through)</guiicon>, <guiicon>Ladder</guiicon>,
|
|
<guiicon>Hidden ladder</guiicon>, <guiicon>Pole (or bar)</guiicon> and
|
|
<guiicon>Gold nugget</guiicon>.</para>
|
|
|
|
<screenshot>
|
|
<screeninfo>Editing a level</screeninfo>
|
|
<mediaobject>
|
|
<imageobject>
|
|
<imagedata fileref="editbar.png" format="PNG" />
|
|
</imageobject>
|
|
<textobject><phrase>Editing a level</phrase></textobject>
|
|
</mediaobject>
|
|
</screenshot>
|
|
|
|
<para>The <guiicon>Edit Name/Hint</guiicon> icon pops up a dialog in which
|
|
you can create or edit your level's name and hint. Both are optional,
|
|
but they are essential for tutorial levels and it is usual to provide
|
|
them with very difficult levels (see the <quote>Vengeance of Peter
|
|
W</quote> game).</para>
|
|
|
|
<para>When you click on one of the other 10 icons, the mouse becomes a
|
|
<quote>brush</quote> that paints that icon. Initially the brush is set
|
|
to <quote>brick</quote>.</para>
|
|
|
|
<para>You paint either by pointing and clicking the &LMB;, to place a
|
|
single object in a square, or by holding the &LMB; down and dragging
|
|
the mouse, to fill a line or area, such as a long ladder, a large
|
|
block of bricks or a concrete floor. Painting stops wherever you
|
|
release the mouse button. If you make a mistake, you can use the
|
|
<guiicon>Empty space</guiicon> icon to erase it.</para>
|
|
|
|
<para>The hero icon works differently, because there can be only one
|
|
hero. When you paint the hero, he moves from his previous position to
|
|
wherever you release the mouse button.</para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="saving-your-work">
|
|
<title>Saving Your Work</title>
|
|
|
|
<para>When you have finished painting, save your work using the
|
|
<guiicon>disk</guiicon> icon or <guimenuitem>Save Edits</guimenuitem>
|
|
in the <guimenu>Editor</guimenu> menu or <guimenuitem>Save
|
|
Edits</guimenuitem> in the <guimenu>Game</guimenu> menu. You must
|
|
always save into your own games, never into the System games.</para>
|
|
|
|
<para>If you are creating a level, you use the Level Selection Dialog
|
|
to assign it to a game and level number. You use the same dialog if
|
|
you have been editing a level, but the default is to save it where it
|
|
came from. You can change the game and level, to get a <quote>Save
|
|
as...</quote> effect. If you have been editing a System level you must
|
|
save it as a copy in one of your own games.</para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="adding-name-and-hint">
|
|
<title>Adding a Level Name and Hint</title>
|
|
|
|
<para>On the Save version of the Level Selection Dialog box is a
|
|
button marked <guibutton>Edit Level Name & Hint</guibutton>. You can use
|
|
this to put the finishing touches on your level by adding a name and
|
|
hint. Both are optional, but they are essential for tutorial levels
|
|
and it is usual to provide them with very difficult levels (see the
|
|
<quote>Vengeance of Peter W</quote> game). Of course you can also use
|
|
the <guiicon>Edit Name/Hint</guiicon> icon, at any time, to add or edit a
|
|
name and hint. </para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="testing-a-level">
|
|
<title>Testing a Level</title>
|
|
|
|
<para>After saving an edited level, you can test it by using
|
|
<guimenuitem>Play Any Level</guimenuitem> in the
|
|
<guimenu>Game</guimenu> menu. By default the game and level number are
|
|
remembered and you can get straight into the level with just a few
|
|
clicks. If you then want to edit some more, the same is true when you
|
|
use <guimenuitem>Edit Any Level</guimenuitem> again. </para>
|
|
|
|
</sect2>
|
|
</sect1>
|
|
|
|
<sect1 id="reorganizing-games">
|
|
<title>Reorganizing Games and Levels</title>
|
|
|
|
<sect2 id="moving-a-level">
|
|
<title>Moving a Level</title>
|
|
|
|
<para>You can use <guimenuitem>Move Level</guimenuitem> on the
|
|
<guimenu>Editor</guimenu> menu to re-order or re-number the levels in
|
|
a game or to move a level from one game to another. <guimenuitem>Move
|
|
Level</guimenuitem> is a two-part operation. You must first load a
|
|
level by selecting it for editing or play, then when you use
|
|
<guimenuitem>Move Level</guimenuitem>, the Level Selection Dialog box
|
|
appears and you can select the new level number and game (as
|
|
required).</para>
|
|
|
|
<para>Moves leave no gaps in the sequence of level numbers in a
|
|
game. For example, if you move level 10 of game A to level 3 of game
|
|
B, levels 11 and above in game A are re-numbered down by one (to close
|
|
the gap) and levels 3 and above in game B are re-numbered up by one
|
|
(to make room for the newcomer).</para>
|
|
|
|
</sect2>
|
|
|
|
<sect2 id="deleting-a-level">
|
|
<title>Deleting a Level</title>
|
|
|
|
<para>You can use <guimenuitem>Delete Level</guimenuitem> on the
|
|
<guimenu>Editor</guimenu> menu to remove an unwanted level. The other
|
|
levels are re-numbered so as to close the gap in the sequence. </para>
|
|
|
|
</sect2>
|
|
</sect1>
|
|
|
|
</chapter>
|
|
|
|
<chapter id="questions-answers-and-tips">
|
|
<title>Questions, Answers, and Tips</title>
|
|
|
|
<sect1 id="hints-overview">
|
|
<title>Overview</title>
|
|
|
|
<para>This chapter presents some general hints for playing &kgoldrunner;,
|
|
as opposed to the specific hints you will find on the levels in tutorial and
|
|
championship games (see <link linkend="help-menu">The Help Menu</link>).
|
|
The hints are grouped as follows:</para>
|
|
|
|
<itemizedlist>
|
|
|
|
<listitem>
|
|
<para><link linkend="hints-dealing-with-enemies">
|
|
Dealing with Enemies</link></para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para><link linkend="hints-digging-puzzles">
|
|
Digging Puzzles</link></para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para><link linkend="hints-tricks-with-gold">
|
|
Tricks with Gold</link></para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para><link linkend="hints-solving-difficult-levels">
|
|
Solving Difficult Levels</link></para>
|
|
</listitem>
|
|
|
|
</itemizedlist>
|
|
</sect1>
|
|
|
|
<sect1 id="hints-dealing-with-enemies">
|
|
<title>Dealing with Enemies</title>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>You can always trap a single oncoming enemy in one hole, get his
|
|
gold and run on over him without killing him. It is often a good idea
|
|
to dig behind you and delay him further, but that might kill him. In
|
|
some levels it is not a good idea to kill enemies.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>You can usually trap two oncoming enemies in two holes, get
|
|
their gold and run on over them, but this is dangerous if the enemies
|
|
are separated by two or three spaces. Sometimes two holes kill one of
|
|
the enemies and the other escapes and sometimes both escape.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>It is nearly always impossible to trap three oncoming enemies
|
|
and run on over them. You will have to kill them, dig and drop through
|
|
the floor or simply run away.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Try to get all the enemies running together in one group. That
|
|
way you will not get surrounded and you can do such fun things as
|
|
collect gold while they run along behind you.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Sometimes you can kill an enemy with two holes, but it often
|
|
takes three to nine holes to kill one to five enemies.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>It is possible to kill an enemy with one hole if he is far
|
|
enough away when you dig it.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>In the <quote>Traditional</quote> game, you can trap an enemy
|
|
permanently in a pit of brick or concrete. Stand near the edge of the
|
|
pit on the opposite side to the enemy. As he approaches the pit, move
|
|
down one square (to the level of the floor of the pit) and the enemy
|
|
will usually run into the pit.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>In some levels in the <quote>Traditional</quote> game, you can
|
|
force an enemy to climb a ladder ahead of you if you stand somewhere
|
|
above the bottom of the ladder.</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
</sect1>
|
|
|
|
<sect1 id="hints-digging-puzzles">
|
|
<title>Digging Puzzles</title>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>To dig through more than one layer of bricks, start by digging
|
|
as many bricks as there are layers, jump in, dig one brick less and so
|
|
on.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>If you dig next to a ladder or a succession of bars, you can dig
|
|
down through any number of layers and up to five or six bricks
|
|
horizontally. Just return to the ladder or bars after digging each
|
|
layer, then move down one square, run out and dig the next
|
|
layer.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>If a digging puzzle looks impossible, consider that there might
|
|
be some false bricks in it. Maybe the bottom layer is false or maybe
|
|
you can stand in a false brick and dig next to it.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Think about the order in which you will collect the gold. If you
|
|
pick the right order, the digging might be easier.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Some levels require you to dig away a brick walll, run in,
|
|
collect some gold and run out again before the bricks close up and
|
|
trap you.</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
</sect1>
|
|
|
|
<sect1 id="hints-tricks-with-gold">
|
|
<title>Tricks with Gold</title>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>If you cannot get to a piece of gold, think about getting an
|
|
enemy to go there and get it. Even think about using an enemy's head
|
|
as a bridge to get across a pit or precipice.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>In some levels there is a nugget that must be collected last of
|
|
all, because you will need the hidden ladders to get away from that
|
|
position.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>In some situations an enemy can be killed without giving up the
|
|
gold he is carrying. The gold becomes a <quote>lost
|
|
nugget</quote>. You score no points for making an enemy lose a nugget,
|
|
but at least you can finish the level.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>If there is nowhere to dig, keep the enemies running over
|
|
concrete and the tops of ladders and so make them release their gold
|
|
at random.</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
</sect1>
|
|
|
|
<sect1 id="hints-solving-difficult-levels">
|
|
<title>Solving Difficult Levels</title>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>Try changing the speed settings to Beginner or even
|
|
lower.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Use the Editor feature to <quote>peek</quote> at where the false
|
|
bricks and hidden ladders are.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Use the Editor feature to save the level in one of your own
|
|
games, then you can edit it so that you do not always have to start at
|
|
the beginning when you die. This allows you to develop the solution in
|
|
easier stages.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>In digging puzzles, look for false bricks you can fall into and
|
|
thus have one less brick to dig. Or consider using an enemy to go
|
|
ahead of you, so that you can stand on his head and dig.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Look for a theme or trick in the level, such as riding down on
|
|
an enemy's head, trapping all the enemies in a pit, luring the enemies
|
|
to a corner where they will stay and not chase you, luring the enemies
|
|
into pits you must cross to get to some gold, getting the enemies to
|
|
fetch gold for you or finding spots where you can stand and make an
|
|
enemy move to where you want him.</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
</sect1>
|
|
|
|
<!-- This is the place for a FAQ section, if required.
|
|
<sect1 id="hints-faq">
|
|
<title>FAQ</title>
|
|
|
|
<qandaset id="faq">
|
|
|
|
<qandaentry>
|
|
<question>
|
|
<para>Question 1</para>
|
|
</question>
|
|
<answer>
|
|
<para>The answer</para>
|
|
</answer>
|
|
</qandaentry>
|
|
|
|
</qandaset>
|
|
</sect1>
|
|
-->
|
|
|
|
</chapter>
|
|
|
|
<chapter id="credits-and-licenses">
|
|
<title>Credits and Licenses</title>
|
|
|
|
<para>&kgoldrunner; copyright 2003 Ian Wadham and Marco Krüger.</para>
|
|
|
|
<para>&kgoldrunner; is inspired by an early computer game called
|
|
<trademark>Lode Runner</trademark> which was written in the USA
|
|
by <trademark class="copyright">Doug Smith</trademark> and first released
|
|
in 1983 by <trademark class="copyright">Broderbund Software</trademark>. It
|
|
appeared originally on the Apple II and Commodore 64 computers, which was
|
|
where the Wadham family and Marco Krüger got hooked. It was a major
|
|
best-seller in its day and is one of the all-time great computer games.</para>
|
|
|
|
<para>You can find out more about <trademark>Lode Runner</trademark> and
|
|
the various versions that have come out since 1983, on the
|
|
website <ulink url="http://entropymine.com/jason/lr">Jason's Lode Runner
|
|
Archive</ulink> (http://entropymine.com/jason/lr/).
|
|
That site also has the story of the game's original development, in the file
|
|
<ulink url="http://entropymine.com/jason/lr/misc/ldhist.html">
|
|
misc/ldhist.html</ulink>.</para>
|
|
|
|
<para>&kgoldrunner; is an attempt to preserve the spirit of the original
|
|
classic game on a platform that will be portable and will last more than
|
|
a few years. It is available as free software in source code form. Copies
|
|
of the original game are unobtainable now and the machines it ran on are
|
|
going into museums.</para>
|
|
|
|
<para>Marco Krüger developed &kgoldrunner; as far as v0.3, out of
|
|
nostalgia for the original Commodore 64 game. Ian Wadham added
|
|
several features and levels and created the current version. Ian's
|
|
elder son Peter composed the 100 levels in the "Initiation" game and
|
|
the 20 tricky levels in "Vengeance of Peter W". The other levels
|
|
were composed by Ian, Peter, Marco Krüger and friends and Ian's other
|
|
children, Simon and Genevieve.</para>
|
|
|
|
<!-- TRANS:CREDIT_FOR_TRANSLATORS -->
|
|
&underFDL;
|
|
&underGPL;
|
|
|
|
</chapter>
|
|
|
|
<appendix id="installation">
|
|
<title>Installation</title>
|
|
|
|
<sect1 id="how-to-obtain-kgoldrunner">
|
|
<title>How to Obtain &kgoldrunner;</title>
|
|
&install.intro.documentation;
|
|
</sect1>
|
|
|
|
<sect1 id="compilation-and-installation">
|
|
<title>Compilation and Installation</title>
|
|
&install.compile.documentation;
|
|
</sect1>
|
|
|
|
</appendix>
|
|
|
|
<appendix id="porting-kgoldrunner">
|
|
<title>Porting &kgoldrunner; to Other Platforms</title>
|
|
|
|
<para>&kgoldrunner; is written in C++, using &Linux; and the free-software
|
|
version of the portable &Qt; object and &GUI; library. The current version
|
|
can be compiled and run either with &kde; 3 and &Qt; 3 or with &Qt; 3 alone.</para>
|
|
|
|
<para>The &Qt;-only version of &kgoldrunner; is intended to be almost
|
|
independent of &Linux; and the &kde; desktop. That means it should be
|
|
fairly easy to port to other operating systems, such as &Windows;
|
|
and Macintosh, because the &Qt; library and C++ language are portable
|
|
to other operating systems and the &kgoldrunner; source code is
|
|
available as free software.</para>
|
|
|
|
<para>If you would like to port &kgoldrunner;, please email
|
|
Ian Wadham at <emphasis>ianw@netspace.net.au</emphasis>, to obtain
|
|
the latest version of the &Qt;-only code and the Technical Details
|
|
document. Of course, you must have your own C++ development
|
|
setup on your target machine. Also, the &Qt; library is
|
|
<emphasis>not</emphasis> free software on &Windows; and Macintosh,
|
|
so you will need to have access to a system with a paid
|
|
&Qt; Development licence.</para>
|
|
|
|
</appendix>
|
|
|
|
</book>
|